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Ghoulish Bloodline

One of your ancestors was enslaved by ghouls but survived the sickness.

That dark power now fortifies you.

Class Skill: Knowledge (dungeoneering).

Bonus Spells: cause fear (3rd), command undead (5th), halt undead (7th), contagion (ghoul fever) (9th), wave of fatigue (11th), create undead (13th), control undead (15th), create greater undead (17th), raise undead host (19th).

Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]), Still Spell, Toughness.

Bloodline Arcana: Whenever you cast a spell against a creature with the undead subtype, increase the DC by 2.

Bloodline Powers: The power of the undead courses through your veins until, eventually, you gain mastery over your life force itself.

Ghoul Touch (Sp)

At 1st level, you can make a melee touch attack that causes a living creature to become sickened for a number of rounds equal to half your sorcerer level (minimum 1). If you touch a sickened creature, it becomes nauseated for 1 round if it has fewer levels or Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

You also gain darkvision to 30 ft.

Rigor Mortis (Su)

At 3rd level, you gain resist cold 10, a +4 bonus to saving throws against poison, and immunity to disease. Unintelligent undead ignore you unless you attack them.

You also gain Stealthy as a bonus feat.

Ghoulish Chill (Sp)

At 9th level, you can make a melee touch attack that immobilizes a living creature for a number of rounds equal to half your sorcerer level (minimum 1; DC 10 + your sorcerer level). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Your darkvision also increases to 60 ft.

Ghoul Spittle (Sp)

At 15th level, you gain the ability to spray spittle infected with ghoul fever in a cone-shaped area to a distance of 15 ft. three times per day.

The spittle causes 1d8 hp damage, 1 Constitution damage, and 1 Dexterity damage immediately (a DC 16 Fortitude save negates the ability score losses).

All affected targets that fail their Fortitude saves become infected with ghoul fever (see ghoul fever.)

Death’s Gate (Ex)

At 20th level, your ghoulish nature manifests itself fully. You no longer have a pulse or a body temperature. You gain immunity to cold, poison, paralysis, and sleep. Ghouls, ghasts and other intelligent undead consider you one of them unless you attack them, although your creature type does not change to undead.

You also gain the stench ability of ghasts (10-ft. radius, DC 15 Fortitude save negates, sickened for 1d6+4 min.) and the ability to paralyze elves with your bite.

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.