Eldritch Scion

Magus Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8
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Max level of Spells
6
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Caster ability
Charisma
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Caster type
Spontanious

Class Initial Features

Class Skills

Eldritch Scion is a sub-class in Pathfinder: Wrath of the Righteous. Eldritch Scion combines both magic and weapons while in combat. They use spells with focus on enhancing weapons and armor.

 

"Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine martial and magical skills. Rather, eldritch scions find that their spells and abilities come to them instinctively."

  

Eldritch Scion Information

 

Eldritch Scion Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  0 +2 0  +2 CantripsMagus ProficienciesArcane PoolSpell CombatDetect Magic, Bloodlines
Level 2  +1 +3 0 +3 Spellstrike
Level 3  +2 +3 +1 +3 Magus Arcana
Level 4  +3 +4 +1 +4  
Level 5  +3 +4 +1 +4 Arcane Weapon (+2)Bonus Magus Feat
Level 6  +4 +5 +2 +5 Magus Arcana
Level 7  +5 +5 +2 +5 Arcane Medium Armor
Level 8  +6/+1 +6 +2 +6  
Level 9  +6/+1  +6 +3 +6 Arcane Weapon (+3)Magus Arcana
Level 10  +7/+2 +7 +3 +7 Fighter Training
Level 11  +8/+3 +7 +3 +7 Bonus Magus Feat
Level 12  +9/+4 +8 +4 +8 Magus Arcana
Level 13   +10/+5 +9 +4 +9 Arcane Weapon (+4)Arcane Heavy Armor
Level 14  +10/+5 +9 +4 +9 Improved Spell Combat
Level 15   +11/+6/+1 +9 +5 +9 Magus Arcana
Level 16   +12/+7/+2  +10 +5 +10 Counterstrike
Level 17   +12/+7/+2 +10 +5 +10 Arcane Weapon (+5)Bonus Magus Feat
Level 18   +13/+8/+3 +11 +6 +11

Magus Arcana,  Greater Spell Combat

Level 19   +14/+9/+4 +11 +6 +11 Greater Spell Access
Level 20  +15/+10/+5 +12 +6 +12 True Magus

 

Eldritch Scion Abilities

 

Magus Proficiencies

A magus is proficient with all simple and At 1st level, the magus gains a reservoir of martial weapons. A magus is also proficient mystical arcane energy that he can draw upon with light armor. He can cast magus spells to fuel his powers and enhance his weapon. while wearing light armor without incurring Ihis arcane pool has a number of points equal the normal arcane spell failure chance. Like any to 1/2 his magus level (minimum 1) + his other arcane spellcaster, a magus wearing Intelligence modifier. The pool refreshes once medium armor, heavy armor, or a shield incurs per day when the magus prepares his spells. a chance of arcane spell failure. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes

Eldritch Pool

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level  minimum l) + his Charisma modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus Can expend I point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for I minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum Of +5. Multiple uses Of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone Other than the magus.

A Magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once.

 

Arcane Weapon (+2)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

 

Arcane Weapon (+3)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Weapon (+4)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Weapon (+5)

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Improved Spell Combat

At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration

 

Cantrips

Magi can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again

True Magus

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat, he can choose to either increase the DC to resist his spells by 2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls.

Spell Combat

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

Greater Spell Combat

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus from Improved Spell Combat increases to +4.

 

Magus Bonus Feat

Possible Selections:
Armor Proficiency (Heavy Armor)
Armor Proficiency (Heavy Armor)
Martial Weapon Proficiency
Armor Proficiency (Medium Armor)
Shield Proficiecny

Arcane Medium Armor

At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure.

Fighter Training

Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Arcane Heavy Armor

At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure

 

Spellstrike

At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part Of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only 9 deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Improved Spell Recall

At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). 

Ranged Spell Combat

Instead of a melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.

Counterstrike

At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete.

 

Bloodlines in Pathfinder: Wrath of the Righteous are the character's heritage, that empowers them, granting bonus Feats, additional powers and Spells.

 

All Bloodlines in Pathfinder: Wrath of the Righteous

 

Those with a magical bloodline have a source of magic somewhere in their heritage that empowers them and grants bonus feats and spells. Sometimes this source reflects a distant blood relationship to a powerful being or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways.

 

Draconic Bloodlines

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Draconic Bloodline - Black

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in fear.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Black
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Black)

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Draconic Bloodline - Blue

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Blue
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Blue)

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Draconic Bloodline - Brass

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Consummate conversationalists, brass dragons prefer to talk instead of fight.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Brass
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Brass)

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Draconic Bloodline - Bronze

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right and just.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Bronze
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Bronze)

 

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Draconic Bloodline - Copper

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Copper dragons are whimsical and spend most of their time in combat trying to annoy and frustrate their enemies.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Copper
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Copper)

draconic bloodlile gold 1 icon pathfinder kingmaker wiki guide 80px
Draconic Bloodline - Gold

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Gold
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Gold)

draconic bloodlile green 1 icon pathfinder kingmaker wiki guide 80px
Draconic Bloodline - Green

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Green
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Green)

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Draconic Bloodline - Red

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Few creatures are more cruel and fearsome than the mighty red dragon. King of the chromatics, this terrible beast brings ruin and death to the lands that fall under its shadow.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Red
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Red)

 

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Draconic Bloodline - Silver

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the weak, defeat evil, and behave in an honorable manner.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - Silver
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (Silver)

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Draconic Bloodline - White

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity.

Bloodline Feats: Blind-FightGreat FortitudeImproved InitiativePower AttackQuicken SpellSkill Focus (Mobility)Skill Focus (Knowledge: Arcana)Toughness.

Bloodline Spells: Mage Armor (3rd), Resist Energy (5th), Dispel Magic (7th), Fear (9th), Spell Resistance (11th), Dragonkind I (13th), Dragonkind II (15th), Dragonkind III (17th), Overwhelming Presence (19th)

Class Skill: Perception

Bloodline Arcana: Draconic Bloodline Arcana - White
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Dragon Resistances
9th Level Bloodline Power: Breath Weapon
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of Wyrms (White)

 
 

 

Elemental Bloodlines

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Elemental Bloodline - Air

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Air infuses your being, and you can draw upon its power in times of need.

Bloodline Feats: DodgeEmpower SpellGreat FortitudeImproved InitiativeLightning ReflexesPower AttackSkill Focus (Knowledge: Arcana)Weapon Finesse.

Bloodline Spells: Burning Hands (Electricity) (3rd), Scorching Ray (Electricity) (5th), Protection From Energy (7th), Elemental Body I (9th), Elemental Body II (11th), Elemental Body III (13th), Elemental Body IV (15th), Summon Monster VIII (17th), Elemental Swarm (19th)

Class Skill: Mobility

Bloodline Arcana: Elemental Bloodline Arcana - Air
1st Level Bloodline Power: Elemental Ray
3rd Level Bloodline Power: Elemental Resistance
9th Level Bloodline Power: Elemental Blast
15th Level Bloodline Power: Elemental Movement (Air)
20th Level Bloodline Power: Elemental Body

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Elemental Bloodline - Earth

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Earth infuses your being, and you can draw upon its power in times of need.

Bloodline Feats: DodgeEmpower SpellGreat FortitudeImproved InitiativeLightning ReflexesPower AttackSkill Focus (Knowledge: Arcana)Weapon Finesse.

Bloodline Spells: Burning Hands (Earth) (3rd), Scorching Ray (Earth) (5th), Protection From Energy (7th), Elemental Body I (9th), Elemental Body II (11th), Elemental Body III (13th), Elemental Body IV (15th), Summon Monster VIII (17th), Elemental Swarm (19th)

Class Skill: Mobility

Bloodline Arcana: Elemental Bloodline Arcana - Earth
1st Level Bloodline Power: Elemental Ray
3rd Level Bloodline Power: Elemental Resistance
9th Level Bloodline Power: Elemental Blast
15th Level Bloodline Power: Elemental Movement (Earth)
20th Level Bloodline Power: Elemental Body

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Elemental Bloodline - Fire

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Fire infuses your being, and you can draw upon its power in times of need.

Bloodline Feats: DodgeEmpower SpellGreat FortitudeImproved InitiativeLightning ReflexesPower AttackSkill Focus (Knowledge: Arcana)Weapon Finesse.

Bloodline Spells: Burning Hands (3rd), Scorching Ray (5th), Protection From Energy (7th), Elemental Body I (9th), Elemental Body II (11th), Elemental Body III (13th), Elemental Body IV (15th), Summon Monster VIII (17th), Elemental Swarm (19th)

Class Skill: Mobility

Bloodline Arcana: Elemental Bloodline Arcana - Fire
1st Level Bloodline Power: Elemental Ray
3rd Level Bloodline Power: Elemental Resistance
9th Level Bloodline Power: Elemental Blast
15th Level Bloodline Power: Elemental Movement (Fire)
20th Level Bloodline Power: Elemental Body

elemental bloodlile water icon pathfinder kingmaker wiki guide 80px
Elemental Bloodline - Water

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Water infuses your being, and you can draw upon its power in times of need.

Bloodline Feats: DodgeEmpower SpellGreat FortitudeImproved InitiativeLightning ReflexesPower AttackSkill Focus (Knowledge: Arcana)Weapon Finesse.

Bloodline Spells: Burning Hands (Cold) (3rd), Scorching Ray (Cold) (5th), Protection From Energy (7th), Elemental Body I (9th), Elemental Body II (11th), Elemental Body III (13th), Elemental Body IV (15th), Summon Monster VIII (17th), Elemental Swarm (19th)

Class Skill: Mobility

Bloodline Arcana: Elemental Bloodline Arcana - Water
1st Level Bloodline Power: Elemental Ray
3rd Level Bloodline Power: Elemental Resistance
9th Level Bloodline Power: Elemental Blast
15th Level Bloodline Power: Elemental Movement (Water)
20th Level Bloodline Power: Elemental Body

 

Other Bloodlines

 

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Abyssal Bloodline

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you. While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

Bloodline Feats: Augment SummoningBull RushCleaveEmpower SpellGreat FortitudePower AttackSkill Focus (Lore: Religion)Sunder Armor.

Bloodline Spells: Cause Fear (3rd), Bull's Strength (5th), Rage (7th), Stoneskin (9th), Dismissal (11th), Transformation (13th), Summon Monster VII (15th), Unholy Aura (17th), Summon Monster IX (19th)

Class Skill: Athletics

Bloodline Arcana: Abyssal Bloodline Arcana
1st Level Bloodline Power: Grow Claws
3rd Level Bloodline Power: Demon Resistances
9th Level Bloodline Power: Strength of the Abyss
15th Level Bloodline Power: Added Summonings
20th Level Bloodline Power: Demonic Might

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Arcane Bloodline

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Magic comes naturally to you, but as you gain levels, you must take care to prevent the power from overwhelming you.

Bloodline Feats: Combat CastingImproved InitiativeIron WillReach SpellSkill Focus (Knowledge: Arcana)Spell FocusGreater Spell FocusSpell Penetration

Bloodline Spells: Magic Missile (3rd), Invisibility (5th), Dispel Magic (7th), Dimension Door (9th), Break Enchantment (11th), True Seeing (13th), Banishment (15th), Power Word Stun (17th), Clashing Rocks (19th)

Class Skill: Any Knowledge or Lore

Bloodline Arcana: Arcane Bloodline Arcana
1st Level Bloodline Power: Arcane Bond
3rd Level Bloodline Power: Combat Casting Adept
9th Level Bloodline Power: New Arcana
15th Level Bloodline Power: School Power
20th Level Bloodline Power: Arcane Apotheosis

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Celestial Bloodline

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine. Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Bloodline Feats: DodgeExtend SpellIron WillAgile ManeuversAugment SummoningSuperior SummoningSkill Focus (Lore: Religion)Weapon Finesse.

Bloodline Spells: Bless (3rd), Resist Energy (5th), Protection From Energy (7th), Remove Curse (9th), Flame Strike (11th), Dispel Magic, Greater (13th), Banishment (15th), Sunburst (17th), Summon Monster IX (19th)

Class Skill: Lore (Religion)

Bloodline Arcana: Celestial Bloodline Arcana
1st Level Bloodline Power: Heavenly Fire
3rd Level Bloodline Power: Celestial Resistances
9th Level Bloodline Power: Aura of Heaven
15th Level Bloodline Power: Conviction, Wings
20th Level Bloodline Power: Ascension

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Fey Bloodline

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage. You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Bloodline Feats: DodgeImproved InitiativeLightning ReflexesAgile ManeuversPoint-Blank ShotPrecise ShotQuicken SpellSkill Focus (Lore: Nature).

Bloodline Spells: Entangle (3rd), Hideous Laughter (5th), Deep Slumber (7th), Poison (9th), Vinetrap (11th), Dispel Magic, Greater (13th), Changestaff (15th), Summon Nereid (17th), Summon Hamadryad (19th)

Class Skill: Lore (Nature)

Bloodline Arcana: Fey Bloodline Arcana
1st Level Bloodline Power: Laughing Touch
3rd Level Bloodline Power: Woodland Stride
9th Level Bloodline Power: Fleeting Glance
15th Level Bloodline Power: Fey Magic
20th Level Bloodline Power: Soul of the Fey

 

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Infernal Bloodline

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit. You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

Bloodline Feats: Blind-FightCombat ExpertiseDeceitfulDisarmExtend SpellIron WillSkill Focus (Knowledge: Arcana)Spell Penetration.

Bloodline Spells: Protection from Good (3rd), Scorching Ray (5th), Hold Person (7th), Crushing Despair (9th), Mind Fog (11th), Hellfire Ray (13th), Firebrand (15th), Power Word Stun (17th), Polar Midnight (19th)

Class Skill: Knowledge (World)

Bloodline Arcana: Infernal Bloodline Arcana
1st Level Bloodline Power: Corrupting Touch
3rd Level Bloodline Power: Infernal Resistances
9th Level Bloodline Power: Hellfire
15th Level Bloodline Power: Wings
20th Level Bloodline Power: Power of the Pit

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Serpentine Bloodline

Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage. The treacherous and yet hypnotic serpent's blood that flows through you taints your magic with a sinuous and seductive grace.

Bloodline Feats: Combat CastingCombat ReflexesDeceitfulDeft HandsPersuasiveReach SpellSkill Focus (Persuasion)Stealthy.

Bloodline Spells: Hypnotism (3rd), Delay Poison (5th), Summon Monster III (7th), Poison (9th), Hold Monster (11th), Transformation (13th), Summon Monster VII (15th), Frightful Aspect (17th), Polar Midnight (19th)

Class Skill: Stealth

Bloodline Arcana: Serpentine Bloodline Arcana
1st Level Bloodline Power: Serpent's Fang
3rd Level Bloodline Power: Hypnotism
9th Level Bloodline Power: Snakeskin
15th Level Bloodline Power: Den of Vermin
20th Level Bloodline Power: Scaled Soul

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Undead Bloodline

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action. You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.

Bloodline Feats: Combat CastingGreat FortitudeIron WillSkill Focus (Lore: Religion)Spell FocusGreater Spell FocusToughnessDiehard.

Bloodline Spells: Cause Fear (3rd), False Life (5th), Vampiric Touch (7th), Animate Dead (9th), Waves of Fatigue (11th), Undeath to Death (13th), Finger of Death (15th), Horrid Wilting (17th), Energy Drain (19th)

Class Skill: Lore (Religion)

Bloodline Arcana: Undead Bloodline Arcana
1st Level Bloodline Power: Grave Touch
3rd Level Bloodline Power: Death's Gift
9th Level Bloodline Power: Grasp of the Dead
15th Level Bloodline Power: Incorporeal Form
20th Level Bloodline Power: One of Us

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard



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