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Psychic Bloodline

Some people are born with the sight. For most, this means little more than a talent for lucky guesses. Others, however, exhibit a deeper supernatural insight. They can find things long lost. They can divine the motives and thoughts of others. They can even unravel the conflicting strands of future time.

Class Skills: Sense Motive.

Bonus Spells: detect secret doors (3rd), locate object (5th), clairaudience/clairvoyance (7th), locate creature (9th), contact other plane (11th), true seeing (13th), vision (15th), discern location (17th), foresight (19th).

Bonus Feats: Alertness, Blind-Fight, Dodge, Extend Spell, Lightning Reflexes, Skill Focus (Sense Motive), Spell Focus (enchantment), Spell Penetration.

Bloodline Arcana: Your divination spells take effect as if your caster level were one higher.

Bloodline Powers: You have the sight. Your psychic powers steadily improve as you advance as a sorcerer.

Precognition (Sp)

At 1st level, you have precognition. This allows your mind to glimpse fragments of potential future events. What you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act on the information you previously received when you activated this power.

Activating this power grants you a “precognitive edge.” You can have only a single precognitive edge at one time. You must use your edge within a period of no more than 1 minute per level, at which time your preknowledge fades and you lose your edge.

You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

You can use precognition for a number of rounds per day equal to 3 + your Charisma modifier.

Sensitive (Su/Sp)

At 3rd level, you become psychically sensitive. This has three effects. First, you just sort of know things about others. Add your Charisma modifier to your Sense Motive checks. This is a supernatural ability. The other two effects of this bloodline power are spell-like abilities.

As a standard action, you may also add your Charisma modifier to any Knowledge check. When doing so, you treat the Knowledge check as if you were skilled even if you aren’t.

Also as a standard action, you can know the surface thoughts of the mind of any creature in a 60-foot cone-shape emanation centered on you that fails a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). A target that succeeds on its save is not affected by this ability for 1 hour, even if it leaves the area and then reenters the area before you stop concentrating.

Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of at least 10 points higher than your own Intelligence score, you are stunned for 1 round and this ability ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.

You can read surface thoughts as long as you concentrate. Each round, you can turn to use this ability in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

You can use the spell-like ability functions of this bloodline power a total number of times per day equal to 1/2 your sorcerer level (drop fractions).

Mind Probe (Sp)

At 9th level, once per day, all a subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save (DC 10 + 1/2 sorcerer level + your Charisma modifier), it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as you concentrate, up to 1 round per sorcerer level.

You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.

Subjects that do not wish to be probed can attempt to move beyond the power’s range of 25 feet + 5 feet per 2 sorcerer levels. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

You can use this power twice per day at 12th level.

Flash of Insight (Su)

At 15th level, your precognitive talent allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting this power is an immediate action. If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn.

You can use flash of insight once per day.

Hypercognition (Su)

At 20th level, you make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic.

The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.

An Intelligence check may be required to obtain the desired information. If so, you receive a +20 insight bonus for doing so.

Section 15: Copyright Notice

In One’s Blood. Copyright 2010, Spes Magna Games; Mark L. Chance.