Ponyfinder - Age of Adventure
These bloodlines are found predominantly amongst those of pony descent.
There is a calling inside you, driving you towards your people’s divinity. Perhaps, with time, training, and hardship, you will gain the blessings of three major breeds of ponies.
Class Skill: Diplomacy.
Bonus Spells: beguiling gift (3rd), disguise other (5th), tongues (7th), pegasus blessing (9th), teleport (11th), geas (13th), plane shift (15th), sunburst (17th), teleportation circle (19th).
Bonus Feats: Combat Casting, Dashing Flyer, Expanded Arcana, Fight On, Improved Horn Magic, Improved Unarmed Strike, Iron Will, Leadership, Lustrous Coat, Return to the Sea, Silent Spell.
Bloodline Arcana: You may treat fey as humanoids for purposes of any spell or spell-like ability you use.
Bloodline Powers: As Unification sorcerers gain in power, they begin to glow from within with the divine might that fills them with nobility, making them look ever more regal and imposing.
Force Ray (Sp): Starting at 1st level, you can fire a force ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray of force deals 1d4 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Awakened Ancestry (Ex): At 3rd level, you may select from the following options for dormant lineages that manifest within you. The physical expression of them is permanent, but their use is limited, either in times per day, or up to sorcerer level in rounds per day. Passive effects can be activated as an immediate action or deactivated as a free action, but every activation consumes at least one round. You may not select a lineage you already possess by merit of your breed of pony.
Wings: Gain a fly speed of 30 feet with clumsy maneuverability.
Horn: Gain the ability to use_ unseen servant_ as a spell-like ability 2/day. The unification sorcerer also gains use of the light spell, targeting the horn, 3/day.
Hard Lines: Earth-Bound racial trait. Comes with toughening of physique.
Crystalline Pelt: Ability to deflect incoming ray attacks 1/day as per the Deflect Arrows feat. May only be taken at level 13.
Small Leg Fins: Ability to take 10 on Swim checks, even when distracted. May only be taken at level 13.
Size: Ability to grow once a day as per_ enlarge person_ with you as the target. Comes with a 25% size increase (does not affect size category). May only be taken at level 13.
Lengthened Limbs: Twice per day, may cross to or from the ethereal as per_ ethereal jaunt_. May only be taken at level 13.
At 13th level, gain another lineage that you do not already possess. At level 20, abilities not limited by a named amount per day become at will and permanent.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
Magic Focus (Ex): At 15th level, you gain +2 DC to the magic school of your choice. This stacks with spell focus or greater spell focus.
Fey Monarch (Ex): At 20th level, you become a mortal ruler of fey creatures. You gain DR 10/Cold Iron, +2 to Diplomacy, Sense Motive, Intimidate, and Bluff checks with fey creatures. Any aging penalties you had are removed, and you cease accruing new ones.
Somewhere in its past, your family had a run-in with vampires, or perhaps they trace their heritage to the shattered tribe of bones, and their taint has manifested within you in a way unique to ponykind. It is said that the doppelgangers of Blevik, finding their methods not all that different, have brokered deals with the well-spoken undead. Their negotiations gave rise to a few lines of vampiric sorcerers that persist beyond the empire’s time.
Class Skill: Sense Motive.
Bonus Spells_: disguise self_ (3rd), false life (5th), vampiric touch (7th), greater invisibility (9th), teleport (11th), undead anatomy III (13th), finger of death (15th), mind blank (17th), dominate monster (19th).
Bonus Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Silent Spell, Toughness.
Bloodline Arcana: When casting spells of the necromancy school, increase all random numerical effects by 25%. This operates like and does not stack with the empower spell metamagic.
Bloodline Powers: Vampiric sorcerers exude the deadly charm of their origin as they gain further understanding of their damned nature.
Draining Touch (Su): Starting at 1st level, you can drain vitality with a touch. After a successful melee touch attack, the victim must make a fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or gain 1 negative level. This ability cannot inflict a negative level if doing so would slay the target. You may use this ability a number of times per day equal to 1 + your Charisma modifier.
Vampire’s Gift (Ex): DR 5/magic or silver DR 1 per 2 levels(maximum 5).
Children of the Night (Su): At 9th level, you may summon forth a swarm of night creatures to aid you. This takes the form of 1d2 bat swarms, 1d2+1 rat swarms, or 2d2 wolves. They persist for as many rounds as your caster level. This can be used once per day. This increases to twice per day at level 20. This ability has a range of 60ft.
Gaseous Form (Su): At 15th level, you can become gaseous, as per_ gaseous form_. This can be used for as many rounds per day as you have caster levels, but these rounds do not need to be consecutive.
Ruler of the Night (Ex): At 20th level, you have embraced your heritage. You gain fast healing 2 and darkvision 60ft. If you already had darkvision, increase it by 30ft. Your charisma and strength increase by 2. You are considered undead for effects that specifically target that type and for detection spells.[/spoiler]
Improved Flight (Ex): The eidolon’s fly maneuverability increases by 1, to a maximum of perfect. This evolution can be taken multiple times. This evolution can only be taken by races with natural flight, and only if the eidolon can fly.
Razor Teeth (Ex): The eidolon’s bite inflicts bleeding wounds. This starts at bleed 1 and gains 1 die size(1, 1d2, 1d3, 1d4, 1d6…) per additional evolution point, to a max of 1d8. This can only be taken by leather wings.
Verdant Rebound (Ex): When the eidolon is below half its maximum hitpoints, its fast healing increases by 1. This evolution can be taken multiple times(max 5). This evolution can only be taken by earth-bound.
Adaptation (Su): Where most eidolons remain static without intricate ritual, this eidolon adjusts itself to fit the need of the moment. Any amount of evolution points of two or more can be spent on this evolution.
As a move action, the eidolon may spontaneously assign half those points to evolutions as it pleases. For example, an eidolon with 4 points of adaptation can gain any 2 point evolution, or two 1 point evolutions as need be. It cannot improve an existing evolution, and changing evolutions causes it to lose any old adapted evolutions. The eidolon must qualify for any evolution selected. Evolutions taken this way can be from other pony tribes. This can only be taken be doppelgangers.
Clockwork Innards (Ex): In addition to the usual healing methods an eidolon can employ, your eidolon also benefits from effects that repair objects,such as_ mending_ or_ make whole_, or healing effects that operate on constructs. This evolution can only be taken by constructs or half-constructs.
Glimmer of Heart (Su): Any time the eidolon passes a will save that an ally fails, it may, as an immediate action, inspire the target if it can see the eidolon and grant a fresh save against the effect. This evolution can only be taken by gem ponies.
King of the Mountain (Ex): When the eidolon scores a hit with a gore attack it may make a free bull rush attempt. This does not provoke an attack of opportunity. This evolution can only be taken by cloven.
Meditative (Ex): The eidolon’s Intelligence and Wisdom increases by 2. This can only be taken by zebra.