A terrible taint lingers in your ancestry, derived from the desperate worship of Shub-Niggurath by a distant forebear. Alternatively, this power might manifest because you were born in an area under Shub-Niggurath’s influence, regardless of your parents’ actions. The Black Goat’s influence gives you an unsettling animal magnetism, mutation-causing healing powers, and a fondness for wooded places.
Class Skill: Heal.
Bonus Spells: cure light wounds (3rd), barkskin (5th), plant growth (7th), dominate animal (9th), mass cure light wounds (11th), mass bull’s strength (13th), heal (15th), polymorph any object (17th), shapechange (19th).
|1||Webbed Digits: +3 on Swim checks and –2 on Disable Device checks.|
|2||Vicious: +1 on melee attack rolls and –1 to AC.|
|3||Vestigial Tendrils: +1 on Climb checks and to CMB and –2 on Stealth and Disguise checks.|
|4||Bulging Eyes: +3 on Perception checks and –2 on Diplomacy and Disguise checks.|
|5||Camouflage: +3 on Stealth checks and –2 on Diplomacy and Disguise checks.|
|6||Bulky Scales: +3 natural armor bonus and –2 to Dexterity.|
|7||Redundant Organs: +1 on Fortitude saving throws and –1 to AC.|
|8||Hypersensitivity: +1 on Reflex saves and –1 on Will saves.|
|9||Focused Brain: +1 on Will saves and –1 on Reflex saves.|
|10||Distended Limbs: +5 ft. to reach, +10 ft. speed and –2 to Dex-based skills and AC|
Bloodline Arcana: Whenever you cast a targeted healing or transmutation spell, one target of your choice receives one random mutation from Table: Shub-Niggurath Healing. This mutation lasts until that target next receives magical healing.
Bloodline Powers: Shub-Niggurath sorcerers display the favor of their distant mother when they use their powers.
Animalistic Allure (Ex)
Until the end of your next turn, the creature is staggered and takes a –2 penalty on its saving throws against any charm effect or desire-related spell you use upon it. If you are not in combat, the surge of emotions prevents it from interpreting this as an attack and it becomes one step more friendly toward you for any request you make. This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you can grow goatlike horns as a swift action. They give you a gore attack as a primary natural attack that applies your full base attack bonus to hit and your full Strength modifier to damage (1d6 if you are Medium, 1d4 if you are Small). Whenever you cast a touch spell, you can make a gore attack with your horns in addition to the spell’s usual free touch attack against the same target. You can maintain this ability for a number of minutes equal to your sorcerer level. These minutes need not be continuous, but each use consumes at least 1 minute. At 9th level, the gore gains a +1 enhancement bonus to attack and damage rolls and inflicts 1 point of bleed. At 15th level, you can resolve your gore attack as a touch attack.
Bestial Might (Ex)
Hedonic Frenzy (Ex)
You gain a +4 morale bonus on attack rolls, saving throws, and weapon damage rolls. You also take a –2 penalty to AC. You can’t make skill checks other than Acrobatics, Fly, Perform, or Ride while in this state. In addition, you can cast a healing or transmutation spell on yourself as a swift action once during this rage. Even if the spell normally targets multiple creatures, it only affects you.
Satyr Form (Ex)
You gain fast healing 2.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.