Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.
Class Skill
Diplomacy.
Bonus Spells
Protection From Good (3rd),
Scorching Ray (5th),
Suggestion (7th),
Charm Monster (9th),
Dominate Person (11th),
Planar Binding (devils and creatures with the fiendish template only) (13th),
Teleport, Greater (15th),
Power Word Stun (17th),
Meteor Swarm (19th).
Bonus Feats
Blind-Fight, Combat Expertise,
Deceitful,
Extend Spell,
Deft Maneuvers,
Iron Will,
Skill Focus (
Knowledge [planes]),
Spell Penetration.
Bloodline Arcana
Whenever you cast a spell of the
Charm subschool, increase the spell’s DC by +2.
Bloodline Powers
You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 1st level, you can cause a creature to become
Shaken as a melee
Touch Attack. This effect persists for a number of rounds equal to 1/2 your
Sorcerer level (minimum 1). Creatures
Shaken by this ability radiate an aura of evil, as if they were an evil outsider (see
Detect Evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your
Charisma modifier.
Infernal Resistances (): At 3rd level, you gain
Fire Resistance 5 and a +2 bonus on
Saving Throws made against poison. At 9th level, your
Fire Resistance increases to 10 and your bonus on poison
Saving Throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per
Sorcerer level. Those caught in the area of your blast receive a
Reflex Save for half damage. Good creatures that fail their saves are
Shaken for a number of rounds equal to your
Sorcerer level. The DC of this save is equal to 10 + 1/2 your
Sorcerer level + your
Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a
Standard Action, giving you a
Fly speed of 60 feet with average maneuverability. The wings can be dismissed as a
Free Action.
Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain
Immunity to fire and poison. You also gain
Acid Resistance 10 and
Cold Resistance 10, and the ability to see perfectly in
Darkness of any kind to a range of 60 feet.
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