Pathfinder 1e Bloodline Sorcerer

Infernal Bloodline

Employs diabolic pacts to increase Charm DCs by +2, resist fire and poison, sprout bat wings, and call down hellfire.

Class
Sorcerer
Kind
Bloodline
Granted Spells
9 levels
Choices
8 bonus feats
Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bonus Spells

Bloodline Features

Class Skill Level 1

Diplomacy.

Bloodline Arcana Level 1 F · Gated Unlock

Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Corrupting Touch Level 1 C · Uses-Per-Day Ability Rest

At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances Level 3 E · Scaling Numeric Track

At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire Level 9 C · Uses-Per-Day Ability Rest

At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

On Dark Wings Level 15 C · Uses-Per-Day Ability Rest

At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit Level 20 F · Gated Unlock

At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

Grants

Fire resistance5 at level 3, 10 at level 9
Fire resistanceimmune from level 20
Acid resistance10 from level 20
Cold resistance10 from level 20
Infernal Resistances (poison)+2 at level 3, +4 at level 9 (against poison)
Immunitypoison from level 20

Bonus Feats

Chosen as you gain bloodline choices — 8 options.

Blind-Fight You are skilled at attacking opponents that you cannot clearly perceive.
Combat Expertise You can increase your defense at the expense of your accuracy.
Deceitful You are skilled at deceiving others, both with the spoken word and with physical disguises.
Extend Spell You can make your spells last twice as long.
Improved Disarm You are skilled at knocking weapons from a foe's grasp.
Iron Will You are more resistant to mental effects.
Skill Focus (Knowledge (planes)) Choose a skill. You are particularly adept at that skill.
Spell Penetration Your spells break through spell resistance more easily than most.
Source

Core Rulebook

Attribution

Rules content from Paizo Inc., reproduced by TheCrazyGM under the Open Game License v1.0a. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Core Rulebook · OGL-1.0a

Added to the library by eco_the_exploiter on Aug. 2, 2026.

Original content contributed by Core Rulebook, designated as Open Game Content under the OGL-1.0a.

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Sources Used in This Record
  • Based on class: Sorcerer (Class) — core content under OGL 1.0a

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