5. Realización del proyecto
5.2 Creación de certificados digitales
Servitude can get to be so ingrained in a family’s history that it becomes part of the blood.
Parent Bloodline(s): Destined
Special: This bloodline can only be taken by those
creatures that are the cohort of or in servitude to another creature. This other creature is hereafter referred to as ‘the master’.
Class Skill: Diplomacy
Bonus Spells: unseen servant (3rd), arcane lock (5th),
phantom driver (7th), secure shelter (9th), mage’s faithful hound (11th), hardening (13th), instant summons
(15th), discern location (17th), time stop (19th)
Bonus Feats: Archon Diversion*, Archon Justice*,
Archon Style*, Combat Reflexes, Focused Spell, Great Fortitude, Improved Initiative, In Harm’s Way
Feats marked with an asterisk (*) do not require the Improved Unarmed Strike feat to meet their prerequisite, but only when taken as butler bloodline bonus feats.
Bloodline Arcana: Treat your caster level as though it
were +1 higher when casting harmless, singletarget spells targeting the being to which you are subservient.
Bloodline Powers: The influence of your bloodline is
hardwired to make life easier… for somebody else. Dinner is Served (Sp): At 1st level, you gain the ability to
cast create food and water three times per day as a spell like ability using your sorcerer level as your caster level. If any creature other than your master touches food conjured in this fashion, it immediately spoils and becomes useless.
Starting at 9th level, you may also touch and consume food created in this manner without it spoiling automatically. Starting at 15th level, your master gains the benefits of the heroes’ feast spell if he spends at least 1 hour consuming food you conjure in this fashion. He can only gain this benefit once per day.
Let Me Get That for You (Ex): At 3rd level, all Aid
Another checks targeting your master succeed automatically. In addition, you gain the Bodyguard feat as a bonus feat. You do not need to meet the prerequisites of this feat.
Polishing the Silver (Su): At 9th level, you learn how to
polish metallic weapons to such a degree that they actually become more dangerous. So long as you spend at least 1 hour per day polishing one of your master’s metallic piercing or slashing weapons, that weapon is considered to have the keen weapon special ability when wielded by either you or your master.
Starting at 15th level, you may polish two qualifying weapons in this manner instead of just one. The polishing time does not increase.
Estate Manager (Ex): At 15th level, you have perfected
the process with which you manage your master’s holdings. If your master owns businesses, estates, or other holdings, the net profit of those holdings increases by 5%, to a maximum of an additional 100 gp per month.
Battle Butler (Su): At 20th level, if your master’s is alive
and his current hit points are less than, then your first attack roll made each round is automatically considered to be a natural 20 so long as you are within 30 feet of him. Further, if your master is alive and his current hit points are less than 0, his current hit points are set to 1 if you remain adjacent to him for 1 round.
Chapter 2: Sorcerer Bloodlines
Butler
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Cannibal (Complex, Parent)
You are what you eat.
Kickstarter Backer: Christos Gurd
Parent Bloodline(s): None. This is a parent. Class Skill: Survival
Bonus Spells: magic fang (3rd), boiling blood (5th),
blood biography (7th), locate creature (9th), hungry pit
(11th), mass bull’s strength / mass cat’s grace / mass
bear’s endurance (pick one) (13th), finger of death (15th), discern location (17th), dominate monster (19th)
Bonus Feats: Endurance, Extend Spell, Fearsome Spell,
Great Fortitude, Lightning Reflexes, Piercing Spell, Skill Focus (Survival), Spell Focus
Bloodline Arcana: Your damaging spells deal additional bleed damage equal to the spell’s spell level on a failed saving throw. If a damaging spell has no saving throw, then it cannot benefit from this ability.
Bloodline Powers: Flesh and spirit are two totally
separate quantities, but they have their closest association at the moment of death. Your bloodline leverages this.
Devour Flesh (Su): At 1st level, whenever a flesh
bearing creature within reach dies (or in the case of fleshy nonliving creatures, such as undead and flesh golems, destroyed), you may devour part of its body as a swift action. Doing so establishes a connection with the spirit of the creature just as it expires, allowing you to copy one of its abilities, at least temporarily. Given the extremely timesensitive nature of this connection, the act of establishing such a connection through the consumption of a creature’s flesh must be performed at the instant of its expiration, and not a moment later.
When you devour a creature, you immediately learn which feats and abilities it possessed among those listed below, and you must choose one of those abilities to gain temporarily, even if you want none of the available abilities. If a creature has no abilities that you can take, you do not copy anything. If you copy a feat in this manner, you do not need to meet the prerequisites of that feat and gain full benefit from it; however, if you already have that feat, copying it to gain it twice does not result in that feat stacking unless its entry explicitly says that stacks with itself.
Each ability you copy occupies a cannibalism slot, and you cannot use the devour flesh bloodline power unless you have at least one empty cannibalism slot. Copied abilities only grant you benefit so long as they occupy a slot; once the slot becomes empty, the copied ability is lost. You have a single cannibalism slot at 1st level, and you gain additional cannibalism slots as you gain additional cannibal bloodline powers. Whenever you replenish your sorcerer spells for the day, all of your occupied cannibalism slots empty.
Copyable Abilities Feats Combat Reflexes Dodge Endurance Fleet Great Fortitude Improved Initiative Iron Will Lightning Reflexes Run Toughness
Weapon Focus (any)
Abilities
Energy Resistance (Ex): Choose an energy type against
which the devoured creature has resistance. You gain resistance to that energy type equal to 5 + your sorcerer level. A devoured creature must have resistance against one or more types of energy for you to select this ability.
Lowlight Vision (Ex): You gain lowlight vision. A
devoured creature must have lowlight vision for you to select this ability.
Natural Armor (Ex): You gain a +1 stacking natural
armor bonus to AC. A devoured creature must have an innate (not from an item or spell) natural armor bonus to AC for you to select this ability.
Remote Consumption (Su): At 3rd level, you gain an
additional cannibalism slot. In addition, whenever you kill or destroy a fleshbearing creature with a ray spell, you forge a momentary connection with that creature’s dying spirit, allowing you to devour it with the devour flesh bloodline power as though it were within reach.
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Enhanced Devouring (Ex): At 9th level, you gain an
additional cannibalism slot. In addition, the following abilities are now legal targets for copying with the devour flesh bloodline power.
Copyable Abilities Feats
Any metamagic feat Dodge
Eldritch Heritage Greater Spell Focus (any) Lunge
Mobility Power Attack Skill Focus (any) Spell Focus (any)
Abilities
Damage Reduction (Ex): You gain damage reduction X,
where X is onequarter your sorcerer level, rounded down. This damage reduction is overcome by the same means as the damage reduction of the creature from which you copied it. For example, if you copy damage reduction from a devil who has DR/silver and good, then the damage reduction you gain from devouring it is DR X/silver and good. This damage reduction stacks with that granted by the damage reduction class feature. A devoured creature must have innate (not from an item or spell) damage reduction for you to select this ability.
Flight (Ex): Your arms become a pair of scraggly wings,
granting you a fly speed of 30 feet with clumsy maneuverability; however, you can only fly when your arms wield no equipment. A devoured creature must have an innate (not from an item or spell) fly speed for you to select this ability.
Swimming (Ex): You gain a swim speed of 15 feet. A
devoured creature must have an innate (not from an item or spell) swim speed for you to select this ability.
Water Breathing (Ex): You gain the ability to breathe
water like a fish. A devoured creature must have the innate (not from an item or spell) ability to breathe underwater for you to select this ability.
Making Room (Su): At 15th level, you gain an additional
cannibalism slot. In addition, you gain the ability to empty a filled cannibalism slot as a standard action once per day. You may use this ability an additional time per day at 20th level.
Fleshtearer (Ex): At 20th level, you gain two additional
cannibalism slots. In addition, any feat for which you meet the prerequisites is now a legal target for copying with the devour flesh bloodline power.
Chameleon
The chameleon is the posterchild of misdirection in the animal kingdom, and like most unique creatures, they draw experimenting spellcasters to them like moths to a flame. You owe your pseudoreptilian nature to one such experiment.
Parent Bloodline(s): Shadow Class Skill: Stealth
Bonus Spells: expeditious retreat (3rd), invisibility
(5th), adjustable disguise (7th), freedom of movement (9th), planar adaptation (11th), mislead (13th), statue (15th), polymorph any object (17th), etherealness (19th)
Bonus Feats: Dodge, Fleet, Improved Initiative, Run,
Silent Spell, Skill Focus (Stealth), Spell Focus, Still Spell
Bloodline Arcana: Other creatures treat your caster
level as though it were +3 higher when attempting to dispel your spells that grant invisibility.
Bloodline Powers: Amusingly, chameleon literally
translates to “lion of the ground”. Like the reptilian lion thing in your pedigree, you are stealthy, quick, and capable of some fairly nasty ambushes.
Lion of the Ground (Ex): At 1st level, you gain a +2 bonus
to Climb checks and a +5ft. bonus to your base land speed, increasing to a +3 bonus to Climb checks and a +10ft. bonus to base land speed at 9th level.
Adaptive Skin (Su): At 3rd level, whenever you take acid,
cold, electricity, fire, or sonic damage, you gain resistance equal to your sorcerer level against that type of energy damage for 1d4 rounds.
Blending In (Ex): At 9th level, if you did not move in the
previous round, then you can use the Stealth skill to hide, even while being observed. Moving in the current round does not remove this benefit until your next turn.
Darting Tongue (Ex): At 15th level, you may use your
tongue to deliver touch spells, thus increasing your reach with touch spells by +10 feet so long as you can open your mouth and deploy said tongue.
Consummate Sneaker (Sp): At 20th level, whenever you
cast a bloodline bonus spell, you gain the benefits of the
vanish spell as though you had cast it upon yourself.
While invisible, your damaging spells deal an additional +1d6 points of damage.