Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.
Below, you may change your Crafting Proficiency Rank and your Crafter Level.
Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest (30 gp). If you want to try again, you must start over.
If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.
If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.
Success the item is complete and works perfectly.
Failure the item is still completed, but it gains a quirk.
Critical Failure the item is ruined or might become a cursed item attached to you.
To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.
Ancestry | New Trait | Senses | New Languages | Speed Change | Special |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANDROID | — | Androffan | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AZARKETI | — | Alghollthu | -5 feet | — |
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CATFOLK | Low-Light Vision | Amurrun | — | Land on your Feet |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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DOPPELGANGER | — | — | — | — |
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DOPPELGANGER | — | — | — | — |
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DRAGON | — | Draconic | — | — |
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DWARF | Darkvision | Dwarven | -5 feet | — |
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ELF | Low-Light Vision | Elven | +5 feet | — |
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FETCHLING | Darkvision | Shadowtongue | — | — |
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GHORAN | Low-Light Vision | Sylvan | — | — |
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GNOLL | — | Gnoll | — | Bite |
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GNOLL | — | Gnoll | — | Bite |
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GNOME SMALL | Low-Light Vision | Gnomish, Sylvan | — | — |
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GOBLIN SMALL | Darkvision | Goblin | — | — |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GRIPPLI SMALL | — | Grippli | — | — |
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GRIPPLI SMALL | — | Grippli | — | — |
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HALFLING SMALL | Keen Eyes | Halfling | — | — |
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GOBLIN | Darkvision | Goblin | — | — |
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HUMAN | — | — | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KITSUNE | — | — | — | — |
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KOBOLD SMALL | Darkvision | Draconic | — | Draconic Exemplar |
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LESHY SMALL | Low-Light Vision | Sylvan | — | Plant Nourishment |
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LIZARDFOLK | — | Iruxi | — | Aquatic Adaptation |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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ORC | Darkvision | Orcish | — | — |
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RATFOLK SMALL | Low-Light Vision | Ysoki | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHOONY SMALL | Low-Light Vision | Shoony | — | Blunt Snout |
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SKELETON | — | Necril | — | — |
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SKELETON | — | Necril | — | — |
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SLIME | — | — | -5 feet | — |
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SPRITE | — | Sylvan | -5 feet | — |
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STHENO | — | — | — | — |
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STHENO | — | — | — | — |
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STRIX | — | Strix | — | — |
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TENGU | Low-Light Vision | Tengu | — | Sharp Beak |
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VANARA | — | Vanaran | — | — |
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VANARA | — | Vanaran | — | — |
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VISHKANYA | — | Vishkanya | — | — |
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VISHKANYA | — | Vishkanya | — | — |
To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.
- | 0 | No adjustment will be applied. | |
Book of the Dead | Target Creature | Level | Description |
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Any creature | 0 | The ephemeral form of a ghostly creature lets it pass through solid objects and float in the air. |
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Any creature | 0 | Ghoul creatures are typically hairless and gaunt with blue or purple skin and pointed ears. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated mindless corpse. |
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Any creature | 0 | All types of creatures can have their corpses preserved and rise as mummies. |
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Any creature | 0 | A shadow creature is little more than a sentient shadow powered by negative energy. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated corpse. |
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Any creature | 0 | A vampiric creature consumes the blood of the living for sustenance. |
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Any creature | 0 | All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. |
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Any creature | 0 | A zombified creature is a mindless, rotting corpse that attacks everything it perceives. |
Dark Archive | Target Creature | Level | Description |
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An existing creature | +1 | An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. |
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An existing, living creature | +1 | Some strange creatures defy what’s expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. |
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An existing, living creature | +1 | Scholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. |
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An existing creature | +1 | As stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. |
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An existing creature | +1 | A secret society member is an NPC or creature that belongs to a covert organization with influence and connections throughout its local setting and perhaps beyond. |
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The DiceRoller allows you to roll dices from Creatures description and typing an easy formula.
Each creature has some skills or saves with a bonus or penalty to roll. If you click on those modifiers the Diceroller will give you the roll as a popup! Furthermore, you can also click on all the attacks and damages dice descriptors and you'll have the roll has a popup.
These rolls are logged in the diceroller window and you can check them after and repeat them clicking on the pencil at the end of each roll row.
If you want to type the roll, I give you some examples:
1d20+5
2d20kh Keeps Higher result (fortune)
2d20kl Keeps Lower result (misfortune)
2d8 bludgeoning + 1d6 fire
When the group overcomes an encounter with a hazard or creature, each character gains XP equal to the XP of the hazard or creature in the encounter. Match the Party level in the following table to know the XP awarded:
See Experience Points.
Here there is a list of the various monster parts you can gather from this creature. After defeating the monster, players can determine how to best use the parts to refine and imbue items.
You can find rules for refining and imbuing items from a monster at Battlezoo Bestiary.
I update a lot of data from all the Rulebooks and adventure books. I'm developing new features each week. You can collaborate and make suggestions in our Discord Server where we plan and iron out all the webtools. You can access to the Discord Server once you become a Patron. My work updating all data and adding new features to this webtool is only possible to the generous actions of this people:
Visit my patreon webpage and be aware of all the stuff I'm working on.
Help keep running this webtool and become a patron!
Choose a bloodline that gives you your spellcasting talent.
This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline.
The bloodlines are shown at Table 1.
Bloodline name | Spell List | Description |
Aberrant | occult | Something speaks to you from beyond the stars or below the earth. |
Angelic | divine | One of your forebears hailed from a celestial realm, or your ancestors’ devotion led to their lineage being blessed. |
Demonic | divine | Demons debase all they touch. |
Diabolic | divine | Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact. |
Draconic | arcane | The blood of dragons flows through your veins. |
Elemental | primal | A genie ancestor or some other elemental influence has imbued your blood with primal fury. |
Fey | primal | Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline. |
GenieAPG | arcane | Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins. |
Hag | occult | A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul. |
HarrowSF-PG | occult | You have a deep connection to the harrow, perhaps passed on through generations or unlocked after you had a harrow reading performed for you. |
Imperial | arcane | One of your ancestors was a mortal who mastered magic. |
NymphAPG | primal | One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you. |
PhoenixFRP-03 | primal | You have been blessed by a phoenix, perhaps via some magical interaction with a similarly blessed individual. |
PsychopompAPG | divine | For good or ill, your ancestors’ deeds drew the attention of psychopomps, or you might somehow count one in your family tree. |
ShadowAPG | occult | Whether due to a velstrac’s manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow. |
Undead | divine | The touch of undead runs through your blood. |
WyrmblessedLOTME | divine | You lay claim to the might of dragons, but your powers are sacred instead of arcane—born from a worship of draconic might so powerful it infused your blood or, perhaps, from a celestial or draconic power blessing one of your ancestors received. |
A bloodline entry contains the following information.
Spell List You use this magical tradition and spell list.
Bloodline Skills You become trained in the listed skills.
Granted Spells You automatically add the spells listed here to your spell repertoire, as described in Spell Repertoire on page 192. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.
Bloodline Spells You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.
Blood Magic Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind.
Spell List occult (page 311)
Bloodline Skills Intimidation, Occultism
Granted Spells cantrip: daze; 1st: spider sting; 2nd: touch of idiocy; 3rd: vampiric touch; 4th: confusion; 5th: black tentacles; 6th: feeblemind; 7th: warp mind; 8th: uncontrollable dance; 9th: unfathomable song
Bloodline Spells initial: tentacular limbs; advanced: aberrant whispers; greater: unusual anatomy
Blood Magic Aberrant whispers shield one target’s mind or your own, granting a +2 status bonus to Will saving throws for 1 round.
One of your forebears hailed from a celestial realm, or your ancestors’ devotion led to their lineage being blessed.
Spell List divine (page 309)
Bloodline Skills Diplomacy, Religion
Granted Spells cantrip: light; 1st: heal; 2nd: spiritual weapon; 3rd: searing light; 4th: divine wrath; 5th: flame strike; 6th: blade barrier; 7th: divine decree; 8th: divine aura; 9th: foresight
Bloodline Spells initial: angelic halo; advanced: angelic wings; greater: celestial brand
Blood Magic An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round.
Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin.
Spell List divine (page 309)
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: acid splash; 1st: fear; 2nd: enlarge; 3rd: slow; 4th: divine wrath; 5th: Abyssal plague; 6th: disintegrate; 7th: divine decree; 8th: divine aura; 9th: implosion
Bloodline Spells initial: glutton’s jaws; advanced: swamp of sloth; greater: Abyssal wrath
Blood Magic The corruption of sin weakens a target’s defenses or makes you more imposing. Either a target takes a –1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round.
Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.
Spell List divine (page 309)
Bloodline Skills Deception, Religion
Granted Spells cantrip: produce flame; 1st: charm; 2nd: flaming sphere; 3rd: enthrall; 4th: suggestion; 5th: crushing despair; 6th: true seeing; 7th: divine decree; 8th: divine aura; 9th: meteor swarm
Bloodline Spells initial: diabolic edict; advanced: embrace the pit; greater: hellfire plume
Blood Magic Hellfire scorches a target or fills your tongue with lies. Either a target takes 1 fire damage per spell level (if the spell already deals initial fire damage, combine this with the spell’s initial damage before determining weaknesses and resistances), or you gain a +1 status bonus to Deception checks for 1 round.
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.
Spell List arcane (page 307)
Bloodline Skills Arcana, Intimidation
Granted Spells cantrip: shield; 1st: true strike; 2nd: resist energy; 3rd: haste; 4th: spell immunity; 5th: chromatic wall; 6th: dragon form; 7th: mask of terror; 8th: prismatic wall; 9th: overwhelming presence
Bloodline Spells initial: dragon claws; advanced: dragon breath; greater: dragon wings
Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).
Damage | Dragon Type |
acid | black, brine, copper |
bludgeoning | sea |
cold | silver, white |
electricity | blue, bronze, cloud, sky |
fire | brass, gold, magma, red, underworld |
mental | sovereign |
negative | umbral |
piercing | crystal, forest |
poison | green |
Because the Wyrmblessed and draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.
A genie ancestor or some other elemental influence has imbued your blood with primal fury. This affects how your blood magic works, along with your bloodline spells and granted spells marked with an asterisk (*).
Spell List primal (page 314)
Bloodline Skills Intimidation, Nature
Granted Spells cantrip: produce flame*; 1st: burning hands*; 2nd: resist energy; 3rd: fireball*; 4th: freedom of movement; 5th: elemental form; 6th: repulsion; 7th: energy aegis; 8th: prismatic wall; 9th: storm of vengeance
Bloodline Spells initial: elemental toss*; advanced: elemental motion; greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.
Choose the type of elemental that influenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose.
Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline.
Spell List primal (page 314)
Bloodline Skills Deception, Nature
Granted Spells cantrip: ghost sound; 1st: charm; 2nd: hideous laughter; 3rd: enthrall; 4th: suggestion; 5th: cloak of colors; 6th: mislead; 7th: visions of danger; 8th: uncontrollable dance; 9th: resplendent mansion
Bloodline Spells initial: faerie dust; advanced: fey disappearance; greater: fey glamour
Blood Magic Colorful fey glamours dance around you or one target, causing them to be concealed for 1 round. Such obvious concealment can’t be used to Hide.
Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.
Spell List arcane
Bloodline Skills Arcana, Deception
Granted Spells cantrip: detect magic; 1st: illusory disguise; 2nd: variable (see Genie Type below); 3rd: enthrall; 4th: creation; 5th: variable (see Genie Type below); 6th: true seeing; 7th: energy aegis; 8th: variable (see Genie Type below); 9th: resplendent mansion
Bloodline Spells initial: genie’s veil; advanced: heart’s desire; greater: wish-twisted form
Blood Magic Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a –1 status penalty to Perception for 1 round.
At 1st level, choose the type of genie that influenced your bloodline: janni, djinni, efreeti, marid, or shaitan.
You can’t change your genie type later. This determines what granted spells you receive at 2nd, 5th, and 8th level.
A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul.
Spell List occult (page 311)
Bloodline Skills Deception, Occultism
Granted Spells cantrip: daze; 1st: illusory disguise; 2nd: touch of idiocy; 3rd: blindness; 4th: outcast’s curse; 5th: mariner’s curse; 6th: baleful polymorph; 7th: warp mind; 8th: spiritual epidemic; 9th: nature’s enmity
Bloodline Spells initial: jealous hex; advanced: horrific visage; greater: you’re mine
Blood Magic Spiteful curses punish your foes. You deal 2 mental damage per spell level (basic Will save) to the first creature that deals damage to you before the end of your next turn.
You have a deep connection to the harrow, perhaps passed on through generations or unlocked after you had a harrow reading performed for you. This connection gives you an uncanny influence over your own fate.
Spell List occult
Bloodline Skills Occultism, Performance
Granted Spells cantrip: detect magic; 1st: ill omen, 2nd: augury; 3rd: wanderer’s guide; 4th: suggestion; 5th: shadow siphon; 6th: true seeing; 7th: retrocognition; 8th: unrelenting observation; 9th: weird
Bloodline Spells initial: unraveling blast; advanced: invoke the harrow; greater: rewrite possibility
Blood Magic You become enveloped in possibility, represented as multiple versions of yourself from your possible futures overlaid on each other. You gain concealment for 1 round, but can’t use the concealment to Hide.
One of your ancestors was a mortal who mastered magic.
Such magical blood can remain latent for generations, but in you it manifested in full.
Spell List arcane (page 307)
Bloodline Skills Arcana, Society
Granted Spells cantrip: detect magic; 1st: magic missile; 2nd: dispel magic; 3rd: haste; 4th: dimension door; 5th: prying eye; 6th: disintegrate; 7th: prismatic spray; 8th: maze; 9th: prismatic sphere
Bloodline Spells initial: ancestral memories; advanced: extend spell; greater: arcane countermeasure
Blood Magic A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.
One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.
Spell List primal
Bloodline Skills Diplomacy, Nature
Granted Spells cantrip: tanglefoot; 1st: charm; 2nd: calm emotions; 3rd: animal vision; 4th: vital beacon; 5th: crushing despair; 6th: repulsion; 7th: unfettered pack; 8th: moment of renewal; 9th: overwhelming presence
Bloodline Spells initial: nymph’s token; advanced: blinding beauty; greater: establish ward
Blood Magic Nymph grace accentuates your movements and distracts your foes, either granting you a +1 status bonus to Diplomacy checks for 1 round or imposing a –1 status penalty on one target’s Will saves for 1 round.
You have been blessed by a phoenix, perhaps via some magical interaction with a similarly blessed individual.
Grant this new sorcerer bloodline to players who finish the Fists of the Ruby Phoenix Adventure Path. Players can then choose this bloodline for any new sorcerer characters they create for future campaigns.
Spell List primal
Bloodline Skills Diplomacy, Nature
Granted Spells cantrip: detect magic; 1st: burning hands; 2nd: see invisibility; 3rd: fireball; 4th: remove curse; 5th: breath of life; 6th: disintegrate; 7th: contingency; 8th: moment of renewal; 9th: meteor swarm
Bloodline Spells initial: rejuvenating flames; advanced: shroud of flame; greater: cleansing flames
Blood Magic The primal fire of life and death flows through you or one target. Choose to have either you or a target of the spell gain temporary Hit Points equal to the spell’s level for 1 round, or to have a target of the spell take fire damage equal to the spell’s level (if the spell already deals initial fire damage, combine this with the spell’s initial damage before determining weaknesses and resistances).
For good or ill, your ancestors’ deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.
Spell List divine
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: disrupt undead; 1st: heal; 2nd: calm emotions; 3rd: searing light; 4th: dimensional anchor; 5th: death ward; 6th: spirit blast; 7th: finger of death; 8th: spirit song; 9th: massacre
Bloodline Spells initial: sepulchral mask; advanced: spirit veil; greater: shepherd of souls
Blood Magic The border between life and death becomes blurred to you. Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes 1 damage per spell level. The damage is negative if the target is living or positive if the target is undead. If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.
Whether due to a velstrac’s manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.
Spell List occult
Bloodline Skills Occultism, Stealth
Granted Spells cantrip: chill touch; 1st: grim tendrils; 2nd: darkness; 3rd: chilling darkness; 4th: phantasmal killer; 5th: shadow siphon; 6th: collective transposition; 7th: duplicate foe; 8th: disappearance; 9th: weird
Bloodline Spells initial: dim the light; advanced: steal shadow; greater: consuming darkness
Blood Magic Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a –1 status penalty to Perception for 1 round.
The touch of undead runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.
Spell List divine (page 309)
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: wail of the banshee
Bloodline Spells initial: undeath’s blessing; advanced: drain life; greater: grasping grave
Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).
You lay claim to the might of dragons, but your powers are sacred instead of arcane—born from a worship of draconic might so powerful it infused your blood or, perhaps, from a celestial or draconic power blessing one of your ancestors received.
Spell List divine
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: read aura; 1st: mage armor; 2nd: resist energy; 3rd: haste; 4th: reflective scales (Lost Omens Gods and Magic 109); 5th: cloak of colors; 6th: repulsion; 7th: mask of terror; 8th: divine inspiration, 9th: overwhelming presence
Bloodline Spells initial: dragon claws; advanced: dragon breath; greater: dragon wings
Blood Magic Draconic might carries in your voice. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes a –1 status penalty to Will saves for 1 round.
At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This choice affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold). The primal dragons of planar origin and their damage types are brine (acid), cloud (electricity), crystal (piercing), magma (fire), and umbral (negative). The imperial dragons and their damage types are forest (piercing), sea (bludgeoning), sky (electricity), sovereign (mental), and underworld (fire). For the dragon breath focus spell, the area is a 60-foot line for a brine dragon; a 30-foot cone for a cloud, crystal, forest, magma, sovereign, or umbral dragon; and a 10-foot burst within 30 feet for a sea, sky, or underworld dragon.
Because the wyrmblessed and draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.