Fey Sorcerer Bloodlines

The Fey bloodline listed in the Core Rulebook is appropriate for mortals with Wyldefey influence in their blood.  The following are more appropriate bloodlines for mortals whose ancestry is more attuned to one of the courts.

 

SEELIE

Your family has been kissed by the power of Summer, blessed or perhaps cursed by the power of the Seelie court of the Sidhe.  The power manifests in strange ways, often in the form of intense empathy and passion for life.

Class Skill: Diplomacy

Bonus Spells: charm person (3rd), resist energy (5th), daylight (7th), wall of fire (9th), baleful polymorph (11th), chain lightning (13th), joyful rapture (15th), sunburst (17th), power word kill (19th)

Bonus Feats: Brew Potion, Combat Expertise, Heighten Spell, Iron Will, Lightning Reflexes, Persuasive, Skill Focus (Diplomacy), Still Spell

Bloodline Arcana: Whenever you cast a spell of the emotion subschool, increase the spell’s DC by +2.

Bloodline Powers:

  • Summer’s Touch (Su): At 1st level, you can infuse a creature with the wrath of summer with a touch as a standard action. This touch deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess and also renders the target blinded for 1 round if their hit die does not exceed your caster level or dazzled for one round if they do.  You can use this ability a number of times per day equal to 3 + your charisma modifier.
  • Seelie Resistance (Ex): At 3rd level, you gain fire and electric resistance 5 and are considered to always be under the effects of an endure elements spell attuned only against warm weather. At 9th level your elemental resistances increases to 10.
  • Storm Shield (Sp): At 9th level you can sheathe yourself in a shield of crackling lightning once per day. This ability functions like fire shield except that it deals and protects against electric damage.  Additionally, anyone who takes damage from your shield are stunned for 1 round.  A successful fortitude save (DC = 10 + ½ sorcerer level + charisma modifier) reduces this effect to being staggered for 1 round.  At 17th level you may use this ability twice per day.  At 20th level you can use this ability three times per day.
  • Winds of Growth (Su): At 15th level, once per day, you can call upon the powers of the Seelie court to bolster your allies and harm your enemies. This ability affects a 30 foot radius spread and can be targeted at any point within 100 ft.  Enemies within this field take 1d6 points of damage per sorcerer level and suffer the effects of a crushing despair  A successful will save (DC = 10 + ½ sorcerer level + charisma modifier) reduces this damage by half and negates the crushing despair effect.  Allies within the area of effect are healed 1d6 points of damage for every two sorcerer levels you possess and gain the benefits of a good hope spell   At 20th level you may use this ability twice per day.
  • Seelie Champion (Su): At 20th level your soul awakens to the affinity of the Seelie court. You gain damage reduction 10/Cold Iron, fire & electric immunity, all positive morale bonuses you receive are doubled, and you are on friendly terms with the Seelie court.  You can parley this favor in the form of a limited wish once per day as a spell-like ability that does not require any costly spell component.

 


UNSEELIE

Your ancestors fell prey to the seductions of Winter, granting them power in exchange for their immortal souls.  The icy power of the Unseelie court flows through your veins, granting you a cold logical mind and an icy disposition.

Class Skill: Survival

Bonus Spells: cause fear (3rd), blindness/deafness (5th), deeper darkness (7th), wall of ice (9th), icy prison (11th), acid fog (13th), power word blind (15th), polar ray (17th), dominate monster (19th)

Bonus Feats: Great Fortitude, Lightning Reflexes, Maximize Spell, Persuasive, Power Attack, Scribe Scroll, Skill Focus (Intimidate), Silent Spell

Bloodline Arcana: Foes that are under the effect of any non-instantaneous spell you cast are weakened against cold and acid damage, reducing their resistances against such energy by a number equal to your sorcerer level and taking an additional point of damage per die on incoming cold or acid damage.  This ability even affects creatures with acid or cold immunity, causing them to take up to 1 point of damage per sorcerer level from incoming acid or cold effects, however such creatures do not take the additional point of damage per die as mentioned above.

Bloodline Powers:

  • Winter’s Touch (Su): At 1st level, you can infuse a creature with the wrath of summer with a touch as a standard action. This touch deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess and also renders the target fatigued for 1 minute.  You can use this ability a number of times per day equal to 3 + your charisma modifier.
  • Unseelie Resistance (Ex): At 3rd level, you gain cold and acid resistance 5 and are considered to always be under the effects of an endure elements spell attuned only against cold weather. At 9th level your elemental resistances increases to 10.
  • Dissolution (Su): At 9th level you can smite a foe who has just hit you with a melee or ranged attack and that is within 100 ft. of you. You may activate this ability once per day as an immediate action.  This ability deals 1d6 points of acid damage per sorcerer level and gives the target acid and cold vulnerability for 1 round.  A successful reflex save (DC 10 + ½ sorcerer level + your charisma modifier) reduces the damage by half and negates the vulnerability.  At 17th level you may use this ability twice per day.  At 20th level you can use this ability three times per day.
  • Entropy’s Embrace (Ex): At 15th level, your damaging spells become infused with the power of the Unseelie court. Foes that take full damage (i.e. fail their reflex save or have their resistance completely nullified by your bloodline arcana) from your cold spells and bloodline abilities become shaken for a number of rounds equal to the spell’s level.  Foes that take full (i.e. fail their reflex save or have their resistance completely nullified by your bloodline arcana) damage from your acid spells and bloodline abilities become sickened for a number of rounds equal to the spell’s level.  For this ability winter’s touch counts as a first level spell and dissolution counts as a 4th level spell effect.
  • Unseelie Champion (Su): At 20th level your soul awakens to the affinity of the Unseelie court. You gain damage reduction 10/Cold Iron, acid & cold immunity, immunity to fear and sickening effects, and you are on friendly terms with the Unseelie court.  You can parley this favor in the form of a limited wish once per day as a spell-like ability that does not require any costly spell component.