Radiant Bloodline (Pathfinder Alternate Class Feature)
Radiant Bloodline
A spark of pure light made its way into your bloodline many years ago, letting you control its mysterious energy.
Class Skill: Perception.
Bonus Spells: light binding (3rd), burst of radiation (5th), searing light (7th), prismatic barrier (9th), lucent singularity (11th), blazing rainbow (13th), sunbeam (15th), sunburst (17th), prismatic sphere (19th).
Bonus Feats: Combat Casting, Dodge, Empower Spell, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge [arcana]), Spell Focus
Bloodline Arcana: Whenever you deal damage to an enemy with a spell or spell-like ability with the light descriptor, your next attack or spell or spell-like ability before the end of your next turn against that enemy deals an additional amount of damage equal to your Charisma modifier (minimum 1).
Bloodline Powers: Your ability to bend light to your will gives you access to various ways to hamper your enemies and protect yourself.
Light Missile (Sp): At 1st level, you can fire a missile of destabilized light at a creature within 30 ft. as a standard action. Make a ranged touch attack. On a hit, the missile deals an amount of damage equal to 1d6 + 2 per two sorcerer levels (minimum 1). This ability has the light descriptor. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Optical Illusion (Su): At 3rd level, light bends slightly around you, making it difficult to discern your exact location. As long as you're exposed to normal or brighter light, weapon attacks made against you have a 15% miss chance. At 9th level, this miss chance increases to 30%.
Final Spark (Sp): At 9th level, you can unleash a beam of radiant energy that consumes your enemies once per day as a standard action. This beam is a 60 ft. line that deals 1d6 damage per Sorcerer level. If this ability would deal additional damage because of your Bloodline Arcana, it deals an additional amount of damage equal to 1d4 per point of Charisma modifier you have instead. Each creature within the area may make a Reflex saving throw to take half damage from the attack; the DC for this save is equal to 10 + 1/2 your Sorcerer level + your Charisma modifier. If this ability kills a creature with an amount of Hit Dice equal to Your Hit Dice - 2 or more, you regain one use of this ability; this can only happen once per day. This ability has the light descriptor. At 17th level, you may use this ability twice per day, and at 20th level, you may use this ability three times per day.
Speed of Light (Su): At 15th level, you receive a +30 ft. bonus to your base land speed.
Radiant Release (Su): At 20th level, as a full-round action, you may take on a form of pure light. In this form, you gain the incorporeal subtype and take half damage from corporeal magical attacks (you take no damage from nonmagical weapons and objects). Your spells deal half damage to corporeal creatures, but spells and abilities that deal no damage function normally. While in this form, you radiate light as the daylight spell, and your Charisma modifier is considered to be doubled for the purpose of your Bloodline Arcana. The duration of this ability need not be continuous, but it must be used in 1-round increments. You may remain in this form for a number of rounds per day equal to your Sorcerer level.
Back to Main Page → Pathfinder Homebrew → Character Options → Alternate Class Features