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Realms Beyond Bloodline

You have the power, and the madness, of the realms beyond running through your blood. This gives you arcane and powerful insight into the nature of magic and the planes, but it also means you run the ragged edge of sanity.

Class Skill: Knowledge (planes).

Bonus Spells: ray of sickening (3rd), web shelter (5th), agonize (7th), vitriolic mist (9th), acidic spray (11th), greater contagion (13th), scouring winds (15th), orb of the void (17th), interplanetary teleport (19th).

Bonus Feats: Antagonize, Burning Spell, Combat Casting, Diehard, Endurance, Maximize Spell, Skill Focus (Knowledge [dungeoneering]), Toughness.

Bloodline Arcana: Whenever you cast a spell or use a magical effect from an item with the charm or illusion type, the DC of that spell is increased by +2.

Bloodline Powers: You commune with strange, alien forces that grant you odd and inscrutable abilities and even warp your flesh.

Alien Abscess (Sp)

At 1st level, you can make a touch attack as a standard action and cause the target to bleed. This affects creatures with 0 or positive hp.

The effect (1 hp per round) continues until the target is healed successfully by a Heal check, has a curative spell or potion used upon it, or until the realms beyond sorcerer is dead.

Alien Senses (Su)

At 3rd level, you gain low-light vision 30 ft. At 6th level, you gain darkvision 60 ft. At 9th level, you gain the Blind-Fight feat. At 12th level, you gain tremorsense 30 ft.

Alien Presence (Sp)

At 9th level, your form becomes flickering and indistinct. You gain a +4 dodge bonus to your AC and are considered to have concealment at all times, even against creatures with special sensory abilities such as darkvision and tremorsense.

Between the Spaces (Sp)

At 15th level, you can blink three times per day at your caster level. You can use this ability up to six times a day at 20th level.

Alien Energies (Ex)

At 20th level, your alien attributes become manifest. You gain a permanent alien or aberrant physical alteration, such as ethereal wings, writhing tentacles, glowing spiral horns, or a prehensile, scaly tail. Treat as a summoner’s evolution for rules. You gain an altered alien anatomy, so any critical hit or sneak attack made against you has a 50% chance of failing and being treated as a normal attack. You also gain fast healing 4.

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.