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Aboleth Bloodline

The star-spawned aberrations known as aboleth are constantly experimenting with fleshwarping other creatures. You, or an ancestor, were the subject of such a process before escaping the malignant clutches of the aboleth. Or, perhaps the foul taint of a nearby aboleth city has infused your body with aberrant power.

Class Skill: Knowledge (arcana).

Bonus Spells: hypnotism (3rd), minor image (5th), major image (7th), summon star mote (9th), dominate person (11th), programmed image (13th), project image (15th), screen (17th), one with the cosmos (19th).

Bonus Feats: Blind-Fight, Combat Casting, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Iron Will, Spell Penetration, Skill Focus (Knowledge [dungeoneering]).

Bloodline Arcana: You add your Charisma modifier to all Will saves instead of your Wisdom modifier.

Bloodline Powers: A dire and evil intelligence permeates your mind. Even if you are not evil, you cannot help but view other creatures as mere pests.

Slime Glob (Sp)

At 1st level, you can hurl a glob of acidic slime as a standard action, targeting any foe within 30 ft. as a ranged touch attack. The glob deals 1d4+1 hp acid damage for every 2 sorcerer levels you possess, and 1 hp splash damage for every 2 sorcerer levels you possess. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Alien Presence (Ex)

At 3rd level, your aberrant taint becomes more obvious. You gain a +2 inherent bonus to Intimidate skill checks. Animals will not attack you unless they succeed on a Will save (DC 10 + half your level + your Charisma modifier). At 11th level, your bonus to Intimidate checks increases to +4 and to +6 at 17th level.

Malignant Intelligence (Ex)

At 9th level, you gain a +2 inherent bonus to your Intelligence, and you add your Intelligence modifier to all Intimidate skill checks.

Your bonus to Intelligence increases to +4 at 13th level and to +6 at 17th level.

Tentacles (Su)

At 15th level, you can deploy up to four otherwise hidden tentacles with a reach of 15 ft. Each tentacle can make a melee touch attack that deals 1d6 hp acid damage/sorcerer level but does not otherwise increase your threatened area. Attacking with more than one tentacle in a round is a full-attack action. You may use these tentacles for a number of rounds per day equal to your Charisma modifier.

These rounds need not be consecutive.

Skum Lord (Ex)

At 20th level, your aberrant heritage is plain to everyone; your eyes grow larger, your gills are visible, and so forth. You can breathe underwater, and you gain blindsight 60 ft. Your strange anatomy grants you DR 5/— and a 25% chance critical hits and sneak attacks fail against you. Any foe you demoralize in combat is frightened instead of shaken.

Section 15: Copyright Notice

Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.