Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.
Class Skill
Knowledge (nature).
Bonus Spells
Entangle (3rd),
Barkskin (5th),
Speak with Plants (7th),
Command Plants (9th),
Wall Of Thorns (11th),
Transport via Plants (13th),
Plant Shape III (15th),
Animate Plants (17th),
Shambler (19th).
Bonus Feats
Acrobatic Steps,
Craft Staff,
Endurance,
Extend Spell,
Fleet,
Nimble Moves,
Skill Focus (
Knowledge [nature]),
Toughness.
Bloodline Arcana
Whenever you cast a spell with a range of personal, your skin toughens, granting you a
Natural Armor Bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other
Natural Armor Bonus you might have.
Bloodline Powers
The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 1st level, as a
Standard Action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single
Disarm,
Steal, or
Trip combat maneuver, using your
Sorcerer level plus your
Charisma modifier in place of your normal
CMB. You can use this power a number of times per day equal to 3 + your
Charisma modifier.
Photosynthesis (): At 3rd level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2
Racial bonus on
Saving Throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.
Massmorph (Sp): At 9th level, as a
Full-Round Action, you can alter the size and health of plant life, as if using
Plant Growth or
Diminish Plants. Alternatively, you can transform one willing non-plant creature per
Sorcerer level (no two of which can be more than 30 feet apart) as
Tree Shape. You may transform creatures as
Plant Shape I at 15th level, or
Plant Shape II at 20th level. You can transform non-plant creatures using this power once per day.
Rooting (): At 15th level, as a
Move Action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to
CMD against
Bull Rush,
Overrun,
Reposition, and
Trip maneuvers. You also gain
Tremorsense 30 feet and
Fast Healing 1. You can use this power for a number of minutes per day equal to your
Sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.
Shepherd of the Trees (Su): At 20th level, your verdant heritage fully manifests. You gain a +4
Natural Armor Bonus. You gain
Immunity to
Paralysis, poison,
Polymorph, sleep, and
Stunned, and you gain
Tremorsense 30 feet even when not rooted
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