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Mechanical Bloodline

You have deep empathy with the mechanical devices around you, and your physical form changes dramatically over time until you are a magnificent fusion of flesh, metal, and magic.

Class Skills: Add Knowledge (architecture and engineering) and Disable Device to your list of class skills.

Bonus Spells: analyze device (1st), shocking grasp (3rd), bullet shield (5th), arcane sight (7th), detonate (9th), rapid repair (11th), repulsion (13th), control construct (15th), iron body (17th), dominate clockwork (19th).

Bonus Feats: Diehard, Endurance, Improved Unarmed Strike, Ironguts, Nimble Moves, Power Attack, Skill Focus (Craft), Skill Focus (Knowledge [architecture and engineering]), Toughness.

Bloodline Arcana: You gain a +3 bonus to Will saves against spells in the charm and compulsion subschools.

Bloodline Powers: Your bizarre abilities come from the various–and usually quite powerful–clockwork devices around you. At the pinnacle of your power, you become one with the very machinery you revere so deeply.

Launch Gears (Sp)

At 1st level, you can replicate the gear barrage spell. You can use this ability a number of times per day equal to 2 + your Charisma modifier.

Mechanical Empathy (Sp)

At 3rd level, you can speak with clockwork and other machines as per the stone tell spell. You may use this ability for 1 min. per sorcerer level each day. Most machines will be limited to providing information relating to their purpose and users. At 9th level, your mechanical bond allows you to affect clockwork constructs once per day as per the mass charm monster spell. Duration of the charm is 1 hr./level.

The Rebuild (Ex)

At 9th level, your increasingly mechanical form’s rather superior physical capabilities reveal themselves. Your base speed increases by +20 ft. and Strength by +2. You also receive a +10 competence bonus to Acrobatics checks for long or high jumps. These bonuses continue (+10 ft. base speed, +1 Strength, and +10 Acrobatics check bonus) at 13th and 17th levels.

War Machine (Su)

At 15th level, you can assume the form of a clockwork giant. You increase by one size class, gain a +4 natural armor bonus, +3 to Strength, and construct immunities to mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Your fists become natural weapons equivalent to great clubs (2d8 hp base damage) and your adaptable limbs increase your melee touch attack range by 15 ft. without increasing your threatened area. You may use this ability once per day, for a number of rounds equal to your sorcerer level.

Clockwork Masterpiece (Su)

At 20th level, the mechanical, magical, and biological form you can access at 15th level becomes permanent. You gain a +2 natural armor bonus and the temporary construct immunities ability at will.

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.