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Deep One Bloodline (Sorcerer)

February 2nd, 2016

Alex Riggs

Best in Class Archive

By now, the Pathfinder Roleplaying Game Bestiary 5 isn't exactly big news any more, but there's still tons of exciting creatures in it from which to draw inspiration for things like sorcerer bloodlines, which is why today's article is a brand new sorcerer bloodline featuring one (or, perhaps, three) monsters from that book: deep ones!

 

New Sorcerer Bloodline
Deep One

Salt water surges through your veins, and in your pulse, you can hear the call of the primordial depths, from which your ancestors emerged, and where some of your kin still dwell. At night, you are visited by dreams of dark places far below the surface of the water, where strange creatures perform unspeakable rites, and with each such ritual you witness, you feel your magical power growing.

Class Skill: Swim.

Bonus Spells: touch of the seaAPG (3rd), alter self (5th), monstrous physique IUM (7th), black tentacles (9th), geyserAPG (11th), veil (13th), insanity (15th), horrid wilting (17th), tsunamiAPG (19th).

Bonus Feats: Craft Wand, Deceitful, Great Fortitude, Improved Initiative, Persistent SpellAPG, Sickening SpellAPG, Skill Focus (Swim), Spell Focus.

Bloodline Arcana: As long as you are within 5 miles of the sea, you treat your caster level as 2 higher for the purposes of all spells that you cast. If you are actually in the sea (including wading only a few inches deep, but not including if you are on a boat or similar vessel on the sea), the saving throw DC of your spells increases by +1, as well.

Bloodline Powers: You can draw on your deep one heritage to tap into their ancient, alien magic, drawing up arcane potential from the very depths of the ocean.

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full-attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws drip a strange acid which does not harm you, but causes each claw to deal an additional 1d6 points of acid damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Deep Dweller (Su): Beginning at 3rd level, you can breathe underwater as well as you can breathe air, and you gain a swim speed equal to your base land speed. Additionally, you are immune to damage from water pressure; your body is capable of instantly adjusting to different water depths or even the surface with ease.

Item Use (Su): Beginning at 9th level, you gain a deep one's ability to use magic items intuitively. Choose a single spell list other than sorcerer/wizard. You can activate spell-trigger items like staves and wands as though you had access to the chosen spell list. At 13th level, and again at 17th level, you may choose an additional spell list to gain access to in this way.

Elder Transformation (Su): Beginning at 15th level, you gain the ability to transform into a titanic elder deep one once per day. This functions as monstrous physique IV, except that it can only be used to transform into a deep one elder (Pathfinder Roleplaying Game Bestiary 5), and you gain the deep one elder's devastating strike and staggering presence abilities. At 18th level, you can use this ability an additional time each day.

Final Change (Su): At 20th level, your body changes, and you become a deep one. You gain a permanent +2 bonus to Strength and Constitution, and gain the aquatic subtype, darkvision 60 feet, and the amphibious special ability. You gain 2 primary claw natural attacks, which deal 1d4 points of damage on a successful hit (1d3 if you are Small). You also gain cold resistance 5, and are immune to both natural and supernatural aging.