TEXT: A Necromancer’s Grimoire
  Joel Migas, Marie Barnes, Alex Riggs
  Sorcerous Lineages
  
  A Necromancer’s Grimoire:
  Sorcerous Lineages
  Joel Migas, Marie Barnes, Alex Riggs
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator, or is the property of Can Stock Photo, Inc. Necromancers of the 
  Northwest, LLC claims no special rights or privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Joel Migas, Marie Barnes
  Additional Design
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  9111 242nd St SW
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editors
  Rosa Gibbons, Alex Riggs
  Short Story
  Alex Riggs
  
  Table of Contents
  The Watcher..............................................................................................................................4
  Introduction...............................................................................................................................5
  House Al’Sabai.........................................................................................................................7
  The Eigen....................................................................................................................................9
  House Faulkhor.......................................................................................................................12
  Descendants of Ho’Lah.......................................................................................................14
  The Lilitians.............................................................................................................................17
  The Church of Lumina.......................................................................................................19
  The Samarkin People..........................................................................................................21
  Clan Shokar.........................................................................................................................23
  The Sivix Conspiracy.........................................................................................................26
  The Zartol Consortium......................................................................................................28
  OGL.............................................................................................................................................34
  
  4
  The Watcher
   
  Radiss watched from the shadows as the girl ran into the back alley, trying desperately to get out of sight 
  before anyone could notice what was happening to her. But Radiss was not like the others in the grimy, muddy 
  side-street in the worst part of the small town known as Lastport. Radiss was not simply going about his grubby, 
  mundane day, trying to eke out a living. Radiss was observant. And that is why Radiss saw what so many others 
  didn’t: it was only for a moment, just a fraction of a second, before the girl was enveloped in the shadows of the 
  alley between the butcher and the tanner, but Radiss was certain of what he’d seen: her face had bulged out 
  beyond her hood, halfway between the visage of a scared girl and an angry bear. Anyone else might have assumed 
  that the girl was a werebear, or a similar creature, but not Radiss. No, as soon as he saw her, he was certain that she 
  was the girl that he was here for.
   
  With a whispered word and a careful gesture, Radiss blended into the background, seemingly disappearing 
  from the middle of the city street. No one noticed the disappearance, however, for the spell did not truly make him 
  invisible, but simply tricked everyone around him into ignoring his presence. He calmly entered the shadows of 
  the alley, knowing that whatever might await him there, he was at home in the darkness.
   
  By the time he crossed the street and entered the alley, he found that the girl had not made it far. She 
  was now unmistakably inhuman: she stood perhaps seven feet tall, in the tattered remains of her plain cloak 
  and clothes, which no longer fit her. Her head was that of a bear, and both her arms ended in claws, but only one 
  of them was covered in coarse brown fur, the other completely bare. She stood frozen in place, afraid to go any 
  further.
   
  The source of her fear was unmistakably the trio that stood in front of her: two bearded devils and an 
  immaculately-dressed man in black-and-gold robes. Radiss knew the man well.  His name was Gornival. He was a 
  high-ranking member of the Zartol Consortium in the city, was twice as corrupt as any devil, and a powerful mage. 
  He was currently grinning triumphantly, and when he opened his mouth to speak, his voice sounded as though it 
  had been greased and oiled.
   
  “Ah, yes, I thought I saw the hallmark of a Samarkin in your eyes, girl. I’m told that sometimes, when your 
  kind are young, intense emotions such as fear, anger, or joy can cause you to change your shape spontaneously. 
  Shall I take it that you’re glad to see me? Or did you think that you would be a match for my associates, here?”
   
  The Samarkin girl took two a step back, but as she did, one of her feet became a paw, shredding through 
  her shoe and unbalancing her, causing her to fall backwards to the ground.
   
  “Apparently you’re smart enough not to fight. I hope for your sake that you’re smart enough to learn your 
  place,” Gornival sneered. “After all, it’s against the law for your kind to enter Lastport, punishable by slavery. I 
  should know, I’m the one who paid the governor to make it the case.” The merchant made a gesture with his 
  hands, and the two bearded devils began to advance cautiously, one holding a wicked halberd, the other a pair of 
  manacles.
   
  With a word, Radiss reached out to the shadows, calling them forward to aid him. Tendrils of darkness 
  reached out and wrapped around one of the advancing devils, which shrieked and cried out in its infernal tongue, 
  but it was too late: in seconds, he was enveloped in darkness, and then gone, as though he never was.
   
  No longer invisible, Radiss was now plain for the other devil to see. It charged him with its spear. But as 
  quick as it was, Radiss was quicker, and he called upon the magic that had been gifted to him by his brothers in the 
  Sivix Conspiracy, those who had given him his powers and tasked him to fight the evils that lurk in the darkness. 
  He reached out to the devil’s mind and snuffed it out, like a candle in the wind. Just in time, his foe fell to the 
  ground, comatose.
   
  Radiss stepped forward, placing himself between Gornival and the Samarkin girl. “So, Gornival, we meet 
  again. Last time you said you didn’t need flunkies to fight me. Do you still feel that way?” Without waiting for 
  the mage’s response, he called to the Samarkin over his shoulder. “Girl, get out of here! Run!” As Gornival began 
  chanting an invocation that Radiss recognized would summon a powerful devil, he heard the sound of running 
  footsteps behind him. The girl was gone, safe. She hadn’t even stopped to say “thank you,” which was fine, because 
  knowing that she was safe was all the thanks that Radiss needed. That, and a chance to remove Gornival from the 
  streets for good. Radiss reached deep into his blood, and called upon the most powerful spell in his arsenal.
  
  5
  Introduction
   
  It’s a well-established fact that, in Pathfinder, sorcerers derive their magical power from their bloodlines. 
  While alchemists and wizards gain their magic from careful study, and clerics and witches are dependent upon 
  their deities and patrons for magical power, for a sorcerer, the magic is innate. It is a part of them, from the very 
  day that they are born.
   
  This idea was not new to Pathfinder, but it was highlighted by adding bloodlines to the sorcerer class. 
  Since each sorcerer is born with magic that is passed down through their family, it stood to reason that sorcerers 
  whose bloodlines became intermingled with magic in different ways would develop different magical powers. The 
  descendant of a powerful dragon would likely be different than the descendant of an angel or demon, which would 
  in turn be different from the progeny of a powerful lich or vampire. Still others might not have a specific magical 
  ancestor, but instead have their family tree touched by fate, for example. The end result is that, for the first time, a 
  sorcerer’s ancestry had a direct impact on his or her magical abilities.
   
  In addition to adding mechanical complexity to the class, this also encouraged players to think about how 
  their sorcerer got his powers, and what his family tree might look like. It dramatically encouraged players to invest 
  more in their sorcerer, and to customize him more than they might otherwise.
   
  But the fact of the matter is that, while there are a lot of sorcerer bloodlines, and a lot of options to choose 
  from, they remain fairly generic. There are no actual families listed, that the player can learn about and interact 
  with in the game. There are no specific ancestors that might have left a legacy or, in some cases, still be around 
  to help (or hinder) aspiring sorcerous adventurers. This is only to be expected, as it’s important to leave room for 
  GMs and players to come up with creative details on their own, and that much information can potentially be 
  smothering.
   
  But this book isn’t a core rulebook. It’s for advanced players who are interested in getting a little bit more 
  out of their game. This book contains 10 new sorcerer bloodlines, which, in addition to having all new bloodline 
  powers and all the mechanical information found in a standard sorcerer bloodline, also have unique, hand-
  crafted backgrounds and flavorful details. Whereas the bloodlines from the Pathfinder RPG Core Rulebook are 
  almost scientific or clinical in being “draconic” or “elemental,” as though these were different species of a single 
  sorcerer genus, the bloodlines presented here are specific families (or, in some cases, ethnic groups or non-related 
  organizations). They have a history. They have distinguishing characteristics. They have information about other 
  members of the family, how they act, and what they do.
   
  In short, the bloodlines in this book are more than simply a mechanical choice that a sorcerer player can 
  make. They give the sorcerer something to identify with (or, in some cases, rally against). They give the GM plot 
  hooks, allies, and enemies. Even if no one in your group is playing as a sorcerer, these bloodlines can provide great 
  backgrounds (not to mention unique powers) for NPC spellcasters, on their own or as an entire organization, that 
  can add a whole new layer to your game.
   
  Because bloodlines and nobility go hand in hand (and because so do nobility and power, and nothing says 
  power like being able to use magic), the majority of the sorcerer bloodlines in this book come from families that 
  are one sort of aristocracy or another. Depending on your game, the “arcane aristocracy” might comingle with 
  the mundane aristocracy, and the aristocratic bloodlines in this book might just be a noble family that happens 
  to have spellcasting power. Alternatively, the arcane aristocracy might be a completely different social circle, 
  limited exclusively to sorcerers with a pure pedigree, and that group may or may not hold any real political power. 
  Whatever the case, all of the bloodlines in this book (including those that are not, in any way, associated with 
  nobility of any kind) should be easy to include in any campaign setting.
  References
   
  A number of the spells and feats in this book draw upon sources other than the Pathfinder Roleplaying 
  Game Core Rulebook. In such cases, an abbreviation is included in superscript after the name of the spell or feat 
  in question, indicating which book it is from. Material from the Advanced Player’s Guide is indicated with APG. 
  Material from Ultimate Magic is indicated with UM. Material from Ultimate Combat is indicated with UC.
   
  Care has been taken to minimize this book’s reliance on the above sources, but some groups may find 
  
  6
  themselves in the position of needing to use one or more spells or feats from books that they do not have. If the 
  necessary information can’t be obtained online or in some other form, players should work with GMs to find other 
  spells or feats that are thematically appropriate for the bloodline in question.
  Non-Sorcerer/Wizard Bloodline Spells
   
  Some of the bloodlines in this book grant bonus spells that do not appear on the sorcerer/wizard spell 
  list. For the purposes of sorcerers of the relevant bloodline, those specific spells are treated as though they were 
  on the sorcerer/wizard spell list at the appropriate spell level (for example, at 11th level, a sorcerer of the Zartol 
  Consortium bloodline gains lesser planar ally as a bonus spell. This spell is not on the sorcerer/wizard spell list. 
  Because the spell gained at 11th level is usually a 5th-level spell, the sorcerer would treat it as though it were a 5th-
  level sorcerer/wizard spell).
   
  Because the sorcerer treats the spell as being on the sorcerer/wizard spell list, he can also use scrolls, 
  staves, or wands with that spell, exactly as though the spell were any other spell on the sorcerer/wizard spell list. 
  This even allows the sorcerer to cast the spell from items in this way before he learns it as a bonus spell. Even 
  though the sorcerer treats the spell as being on his spell list, he cannot select it as one of his spells known when he 
  gains access to spells of that level, and must wait to gain the spell at the level indicated by the bloodline.
  Retraining Bloodlines
   
  Even in groups that are well-disposed towards retraining feats, skills, and various other aspects of a 
  character, swapping out a sorcerer’s bloodline in the middle of a game may be a bit of a stretch. At the same time, 
  however, unless you happened to pick up this book right at the beginning of a campaign, it’s entirely possible 
  that players with existing sorcerer characters may be tempted to switch to one of the bloodlines included in this 
  book. As long as it is clear that this is a one-time thing, such a change could probably be made without putting too 
  much strain on the game, and the change could likely be applied retroactively, such that the character had always 
  belonged to the bloodline. Alternatively, some of the bloodlines in this book can explicitly be entered via rituals or 
  other means other than birth or lineage, and it wouldn’t be too much of a stretch for the GM to provide a similar 
  ritual or item that might allow a player to switch from one bloodline to another.
  Image © Can Stock Photo Inc.
  
  House Al’Sabai
   
  The mirage in the desert, the snake in the grass, 
  the oasis on the fringe of your vision: it is these things 
  that make up House Al’Sabai. They are patient, subtle, 
  and in the end, always get their way. Though they do not 
  seek out danger, they welcome the chance to overcome 
  those who would underestimate their power.
  Background
   
  According to the legends passed down by the 
  members of House Al’Sabai themselves, the origins of 
  the house can be traced back to a man by the name of 
  Vaishen Al’Sabai, who served as the trusted advisor and 
  confidant to the king (exactly which king, and even 
  which kingdom, is a matter of some debate amongst 
  the Al’Sabai, as well as interested scholars who do not 
  belong to the house). One day, the king was poisoned 
  by his son, who wanted the throne for himself, and 
  Vaishen was framed for the crime.
   
  Declared “Vaishen the Serpent” by the new 
  king, Vaishen was barely able to escape with his life, and 
  quickly found himself wandering through the desert 
  in an attempt to flee from the usurper’s guards. Being 
  a man of some years, and used to the easy life of the 
  king’s advisor, Vaishen was not prepared for the harsh 
  realities of the desert, and quickly realized that he may 
  have escaped one death only to run into the arms of 
  another.
   
  Luckily for Vaishen, his wanderings took him to 
  a hidden and secluded oasis, buried deep in the desert, 
  which was as lush and verdant as the desert itself was 
  barren and desolate. As Vaishen wandered amongst 
  the abundant fruit trees and drank from the crystal-
  clear springs, he encountered the guardian of the oasis, 
  a beautiful nymph with skin the color of burnished 
  gold. The nymph saw that Vaishen was weary from his 
  travels, and decided to take him in and care for him, 
  and ultimately they fell in love, and had many children.
   
  Vaishen’s descendants remained in this lush 
  and verdant paradise for some time, building a trading 
  outpost and supporting merchants who passed through 
  the area. Because Vaishen was still a wanted outlaw, 
  however, the family themselves lived upon a secluded 
  island in the center of the oasis, and travelers were not 
  permitted to travel to it.
   
  Eventually, due to the rise and fall of nations 
  and the gradual change of the land, the Al’Sabai’s oasis 
  became a critical stop on a number of lucrative trade 
  routes, and an entire city grew up around the oasis, 
  which quickly grew in wealth due to the large number 
  of merchants and other traders passing through the 
  city.
   
  Though Vaishen was long dead at this point, 
  his descendants still controlled the oasis, and it was 
  they who profited most from this booming city. Even as 
  the city continued to expand upward and outward, no 
  outsiders were allowed to set foot upon the island at the 
  oasis’s center, which soon included a grand palace.
   
  The city, named Vai’shar, is the current seat of 
  Al’Sabai power, and most Al’Sabai spend the majority 
  of their lives in and around Vai’shar, acting in service to 
  their family. Technically, speaking, Vai’shar is a vassal 
  state of another kingdom, but in practice the city is 
  practically autonomous. Vai’shar (and, by extension, 
  most members of House Al’Sabai) is ruled by a council 
  of eleven patriarchs, each of which is the head of a sub-
  family within the house.
   
  These sub-families take the names of various 
  snakes, in honor of the family’s mythical progenitor, 
  and in honor of the house’s motto, “Better to strike first 
  and be called a serpent, than to die full of honor and 
  venom.” Notable sub-families include the Python, the 
  Viper, the Adder, and the Cobra, but there are actually 
  more sub-families of the Al’Sabai than the eleven who 
  sit on the council, with perhaps twice again as many 
  sub-families too minor to gain a seat.
   
  Despite the fact that the sub-families frequently 
  vie with each other for relative power (currently, the 
  most affluent and influential sub-family are the Vipers), 
  and individual Al’Sabai also compete and jockey with 
  one another for position, all of this is quickly set aside 
  in the face of competition from those outside the 
  family. Though members of the Python sub-family 
  may have a slight tendency to be brawnier than others, 
  and members of the Adder family more cunning, the 
  Al’Sabai recognize that the differences between the sub-
  families are slight by comparison to outsiders, and, as a 
  whole, members of the house tend to be very clannish 
  and suspicious of outsiders.
  The Crest of House Al’Shabai
  7
  
   
  While there are exceptions, and it is not 
  impossible for members of the house to be exiled or 
  to willingly depart from Vai’shar to pursue their own 
  interests, for the most part, members of the house 
  are unlikely to leave the city except in the interests of 
  the house. It is not uncommon for young, untested 
  Al’Sabai, especially those with magical talent, to be 
  sent out as caravan guards, or as scouts in charge of 
  finding new and profitable trade routes. The Al’Sabai 
  also frequently offer their services as mercenaries, and 
  some ugly rumors claim that members of the house 
  deliberately foster wars through spies and other agents, 
  hoping to profit on the resulting chaos. All Al’Sabai, 
  even those without magical talent, are trained in the 
  use of poisons, and are exposed to them regularly to 
  build up an immunity. As such, Al’Sabai agents are also 
  fond of using poison when dealing with troublesome 
  outsiders.
   
  To this day, no outsider has set foot on the 
  island at the heart of the oasis (now the heart of 
  Vai’shar) and lived to tell the tale. Wild rumors about 
  the isle abound, including that the Al’Sabai are secretly 
  inhuman snake monsters, and it is only on this island 
  that they let down their guard, or that the nymph who 
  birthed the first of the bloodline still lives on the island, 
  directing her children from the shadows (or, according 
  to other accounts, imprisoned for nefarious purposes), 
  or that the island houses a great and terrible serpent 
  god, which the Al’Sabai are trying to restore to life so 
  that it can devour their enemies. The Al’Sabai do not 
  deign to respond to any of these rumors.
   
  In general, members of House Al’Sabai tend 
  to have skin with a faintly golden hue to it, which 
  seems to almost glint in the sunlight. Their eyes are 
  commonly green in color, especially amongst those who 
  receive sorcerous power. Magical ability is actually very 
  common amongst the Al’Sabai, even by comparison 
  to other sorcerer houses, and nearly every member of 
  the family gains some amount of sorcerous power. That 
  said, while the magical pool is wide in House Al’Sabai, 
  it is often quite shallow, and only one in five members 
  of the family have enough magical talent to achieve 
  more than five levels in the sorcerer class, regardless of 
  their experience.
  Bloodline Features
   
  Class Skill: Survival.
   
  Bonus Spells: burning hands (3rd), pilfering 
  handUC (5th), sepia snake sigil (7th), malicious spiteUM 
  (9th), fire snakeAPG (11th), mislead (13th), scouring windsUM 
  (15th), horrid wilting (17th), meteor swarm (19th).
   
  Bonus Feats: Dodge, Elemental Focus (Fire)
  APG, Greater Elemental Focus (Fire)APG, Improved 
  Initiative, Master AlchemistAPG, Mobility, Quicken Spell, 
  Sorcerous BloodstrikeUM.
   
  Bloodline Arcana: Whenever you cast a spell 
  with a range of touch, as part of casting the spell, you 
  may consume a single dose of a contact or injury poison 
  you possess. If you do, the poison has no effect on 
  you, but the spell delivers the poison to the target in 
  addition to its other effects. The target makes a separate 
  saving throw to resist the poison, and the poison’s 
  saving throw DC is not altered by this ability. Anything 
  that prevents the target from being affected by the 
  spell (such as the touch attack missing, the spell failing 
  to overcome spell resistance, or the target succeeding 
  on a saving throw that negates the spell’s effects) also 
  prevents the target from being affected by the poison. 
  You may use this ability at will, but must provide the 
  poison to be used yourself.
   
  Bloodline Powers: As a scion of the house 
  of Al’Sabai, the blood that flows through your veins 
  entitles you to numerous magical talents, which 
  become available to you as you increase in power.
   
  Poison Immunity (Ex): Beginning at 1st level, 
  you gain immunity to poisons of all kinds.
   
  Spirit of the Desert (Ex): Beginning at 3rd level, 
  your link to the desert lands becomes stronger. You 
  gain fire resistance 5, can go twice as long without 
  water before needing to make Constitution checks, 
  and are treated as though constantly under the effects 
  of the spell endure elements, but only for conditions 
  of extreme heat, not extreme cold. At 9th level, your 
  fire resistance increases to 10, and you can move 
  through difficult terrain as though it were not difficult 
  terrain whenever you are in a hot desert or similar 
  environment.
   
  Protective Mirage (Su): Beginning at 9th 
  level, you can command the air around you to wave 
  and distort, like a mirage in the desert. As a standard 
  action, you can grant concealment to yourself and/
  or any number of allies within 30 feet of you. Affected 
  creatures retain their concealment even if they move 
  further than 30 feet away from you. You can dismiss 
  this effect from some or all of the affected creatures as 
  a swift action. You can use this ability at will, but can 
  only use this ability for a number of rounds per day 
  equal to twice your sorcerer level. Further, each creature 
  benefitting from this ability uses an additional round 
  of daily use per round (for example, granting the bonus 
  to yourself and two allies consumes three of your daily 
  rounds of this per ability per round).
   
  Firestorm (Sp): Beginning at 15th level, as a full-
  round action, you can create a burning cyclone around 
  yourself. The cyclone extends in a 10-foot radius around 
  you, with a 30-foot radius at the top, and is 30 feet tall. 
  8
  
  Any Large or smaller creature that comes in contact 
  with the cyclone must succeed on a Reflex save (DC 10 
  + 1/2 your sorcerer level + your Charisma modifier) or 
  take 3d6 points of bludgeoning damage and 3d6 points 
  of fire damage. Creatures that are larger than Large size 
  are subject to the fire damage, but not the bludgeoning 
  damage. A Medium or smaller creature that fails its 
  initial saving throw must succeed on a second saving 
  throw or be picked up bodily by the cyclone and held 
  suspended in its powerful winds, taking 3d6 points of 
  bludgeoning damage and 3d6 points of fire damage 
  each round on your turn (no save to resist the damage). 
  Any creature caught this way can attempt a DC 10 
  Escape Artist or Fly check as a full-round action to 
  escape from the cyclone.
   
  Your ability to move and cast spells is unaffected 
  by the cyclone, and the square that you occupy is 
  treated as having no wind at all for the duration of 
  this ability, regardless of the wind speed outside the 
  cyclone. The cyclone moves with you, but is dissipated 
  if you move underwater or into a space too small for it 
  to fit. You can use this ability once per day, and it lasts 
  for a number of rounds equal to your sorcerer level, or 
  until you dismiss the effect (a move action).
   
  Serpent Casting (Su): Beginning at 20th level, 
  you gain supernatural speed to strike in the tense 
  moments at the beginning of a fight. If you act in a 
  surprise round, you may cast any spell you know as if it 
  were affected by the Quicken Spell feat, without using 
  a higher-level spell slot. Casting a spell in this way does 
  not count against the normal restriction on the number 
  of actions you can take in a surprise round. You may use 
  this ability three times per day.
  The Eigen
   
  Called mad by some, House Eigen is notorious 
  for their creations, both magical and mundane. They 
  revel in designing and constructing, and in the scientific 
  and academic process. Though many members of this 
  bloodline tend be somewhat odd or eccentric, they are, 
  for the most part, friendly and willing to help those 
  in need. This does not mean they are not dangerous, 
  however, and the Eigen experiments are known to wreak 
  havoc, oftentimes accidentally, but sometimes with a 
  cold and calculating deliberation.
  Background
   
   
  If you need a new sword, see a blacksmith. But 
  if you need a new magic sword, there are none better 
  than the Eigen. Be careful with your dealings with 
  them, however, or you may end up in circumstances far 
  stranger than you had hoped.
   
  The Eigen live spread throughout the land, 
  and, for the most part, tend not to gather together 
  in large communities—most towns or villages with 
  an Eigen presence have only a few members of the 
  bloodline, all in the same household. The closest 
  thing to a headquarters for this arcane family is the 
  University of Bridgerock, a bustling magical college and 
  accompanying small town built on a bluff overlooking 
  the sea. It is tradition in the family that all members 
  of the Eigen bloodline attend Bridgerock for their 
  arcane tutelage, and so nearly all members of this 
  house make a sort of pilgrimage here when they come 
  of age. Because of the large number of Eigen alumni, 
  and the fact that the school was founded by a member 
  of the Eigen family, much of the faculty are themselves 
  members of the Eigen bloodline who have stayed on at 
  Bridgerock to take advantage of its facilities—magically 
  protected and warded laboratories and extensive 
  libraries—in their further experiments, and who teach 
  the next generation of spellcasters in order to maintain 
  their tenure. 
   
  It is rumored that the location of the college 
  was chosen for the many storms that come in off the 
  coast, and it is said the Eigen can somehow tap into 
  the immense power in that chaos of the storm to create 
  some of their experiments. Besides these storms, 
  however, and a slightly-higher-than-average incidence 
  of magical experiments going awry, the university is 
  fairly standard for magical colleges, and is a place for 
  spellcasters of any calling to come and study, or work 
  together and do that which the Eigen prize above all 
  else: create new things and push the boundaries of what 
  is known.
   
  The Eigen take a decidedly more practiced 
  approach to spellcraft than most sorcerers, and, in 
  fact, wizardry is not uncommon in their family. Most 
  members of the Eigen bloodline who are not equipped 
  to be sorcerers become wizards, instead, and it is not 
  uncommon for an Eigen to develop talents for both 
  sorcery and wizardry before the end of his career. There 
  is something of a friendly rivalry between sorcerers and 
  wizards in the house, and, at the university, this attitude 
  also spills over onto the non-Eigen students and faculty 
  as often as not. This competition is encouraged, as 
  long as it leads to constructive results: violence on 
  the university grounds in not permitted, but one-
  upmanship and wagering on experiments are both 
  perfectly acceptable, and it is not uncommon for such 
  rivalries to lead to flurries of fast-paced and dramatic 
  discoveries.
   
   
  These experiments and competitions occur 
  under the watchful eye of the school’s headmaster, 
  currently the wizard Edgan Eigen. Edgan seems to 
  be immune to the supposed Eigen madness, and, 
  uncharacteristically for his bloodline, focuses more 
  on ensuring that the university runs in a smooth and 
  9
  
  effective manner than on pursuing his own private 
  lines of research. Though he possesses no formal power 
  throughout his house, he does have the capacity to 
  restrict or open entry to the university to prospective 
  students, and, due to the shame that would be felt by 
  any Eigen who was not allowed entry to the university, 
  only members of the house who are certain they 
  will have no children are likely to slight the school’s 
  headmaster.
   
  For those Eigen who don’t find a home near 
  the university, the standard practice is to find a place 
  to settle down, usually far away from their kin. These 
  Eigen usually lead relatively secluded lives, setting up 
  towers or laboratories on the edge of small, quiet towns 
  in which they can conduct experiments in peace. They 
  tend to make their living creating and selling magic 
  items, but devote the majority of their time to personal 
  study and research. Rarely, instead of setting up shop 
  somewhere in the countryside where they are unlikely 
  to be disturbed, some Eigen seek out large cities and 
  other centers of knowledge, gravitating towards large 
  academic communities. Since most Eigen with this 
  disposition can fulfill their needs at the University of 
  Bridgerock, Eigen of this sort are usually at odds with 
  the reigning faculty, and are forced to find the culture 
  they crave elsewhere.
   
  Regardless of where they go or what they do, 
  the Eigen usually come to be known as local experts, 
  and the members of those communities they reside 
  in generally have great respect for their practical 
  knowledge. This does not necessarily mean that 
  most Eigen are well-liked by their neighbors, as their 
  unhindered pursuit of knowledge can sometimes have 
  collateral damage. Further, as they grow older, the 
  reclusive tendencies of most Eigen generally become 
  more pronounced, causing them to become all but 
  shut-ins, and further adding to the distrust that the 
  average person has towards them. On top of that, there 
  are the rumors about the Eigen madness.
    
  The Eigen madness is thought to be a magical 
  curse on the house, but it is unknown exactly when 
  the curse was laid, or the circumstances surrounding 
  its conception. While the curse tends to manifest 
  slightly more regularly in those members of the 
  bloodline who possess sorcerous power, even those rare 
  Eigen who spurn magic altogether have been known 
  to occasionally exhibit its symptoms. As the Eigen 
  madness sets in, the subject becomes more and more 
  unsociable, paranoid, and obsessed with their research. 
  For some unknown reason, it is very common for those 
  suffering from the curse to suddenly become fascinated 
  with the concept of sentient constructs, although 
  it is unclear whether this is coincidence, a strange 
  specification of the curse, or simply a symptom of a 
  greater malady.
  Bloodline Features
   
   
  Class Skill: Knowledge (any one).
   
  Bonus Spells: crafter’s fortuneAPG (3rd), hideous 
  laughter (5th), mad monkeysUM (7th), confusion (9th), 
  fabricate (11th), guards and wards (13th), arcane cannonUM 
  (15th), polymorph any object (17th), time stop (19th).
   
  Bonus Feats: Arcane BlastAPG, Craft Construct, 
  Craft Magic Arms and Armor, Craft Wondrous Item, 
  Field RepairUC, Improved Initiative, Persistent Spell, 
  Skill Focus (Craft [any]), Spell Focus (Enchantment).
   
  Bloodline Arcana: A member of the Eigen 
  bloodline is immune to the confused condition, as well 
  as to sleep effects and fear effects. Further, members of 
  the Eigen bloodline gain a +2 bonus on saving throws 
  made to resist mind-affecting effects.
   
  Bloodline Powers: As a scion of the house of 
  Eigen, the blood that flows through your veins entitles 
  you to numerous magical talents, which become 
  available to you as you increase in power.
   
  Tinkering (Ex): Beginning at 1st level, you add 
  your Charisma bonus as an enhancement bonus to any 
  Craft check you make, as long as you have at least 1 rank 
  in the relevant Craft skill.
   
  Beginning at 5th level, you gain the Master 
  Craftsman feat as a bonus feat. Additionally, when you 
  attempt to create a magic item for which you do not 
  meet all of the prerequisites, you do not increase the DC 
  by +5 for the first prerequisite you do not meet (you do 
  increase the DC by +5 for any subsequent prerequisites 
  you do not meet, as normal). This ability does not allow 
  you to bypass prerequisites that you would not normally 
  be able to bypass; it only reduces the DC increase for 
  bypassing prerequisites that you could already bypass.
  The Crest of House Eigen
  10
  
   
  Beginning at 8th level, when you create an item 
  that requires you to expend one or more spells as part 
  of the item’s creation, you may expend an unused spell 
  slot of the same spell level as the spell in question in 
  order to meet that prerequisite. You do not need to 
  know the specified spell in order to use this ability, but 
  the spell must appear on the sorcerer/wizard spell list. 
  The spell slot is expended exactly as though it had been 
  used to cast the required spell.
   
  Madness-Tainted Spell (Sp): Beginning at 3rd 
  level, you can manifest a slight touch of the Eigen 
  madness in your spells, befuddling those touched by 
  them. When you cast a spell that has a single target and 
  allows a saving throw, you may choose to make that 
  spell madness-tainted. If you do, and the target fails the 
  spell’s saving throw, he must make an additional Will 
  save (DC 10 + 1/2 your sorcerer level + your Charisma 
  modifier) or gain the confused condition for one round. 
  If the target succeeds on either saving throw, this ability 
  has no effect. You may use this ability 3 times per day. 
   
  Beginning at 9th level, creatures affected by 
  this ability are instead confused for a number of rounds 
  equal to your sorcerer level. Beginning at 15th level, the 
  confusion lasts for 1 day per sorcerer level you possess, 
  and can only be ended before that time by spells such as 
  greater restoration, heal, and more powerful magic.
   
  Arc Lightning (Sp): At 9th level, you can channel 
  the power of lightning to electrocute your enemies. As 
  a standard action, you can conjure a bolt of lightning, 
  which flies from your fingertips to strike a single 
  creature within 30 feet of you. This requires a ranged 
  touch attack and, if the attack hits, it deals 1d6 points 
  of electricity damage per sorcerer level you possess. 
  A successful Reflex save (DC 10 + 1/2 your sorcerer 
  level + your Charisma modifier) halves this damage. 
  Additionally, if the target fails its saving throw, you may 
  have the lightning arc to another target within 30 feet 
  of the previous target. This requires a new ranged touch 
  attack, with a -2 penalty for each previous target that 
  the lightning has already struck. This process continues 
  until you miss, a target succeeds on its saving throw, or 
  there are no valid targets in range. You may not target 
  the same creature twice with a single use of this ability. 
  You may use this ability once per day at 9th level, plus an 
  additional time per day for every three sorcerer levels 
  you attain beyond 9th.
   
  The Eigen Legacy (Ex): At 15th level, you are 
  able to create magic items more cheaply and easily than 
  others, though they are not always the most reliable. 
  When you create a magic item, you may choose to add 
  up to three drawbacks to the item. You determine the 
  number of drawbacks to be added, then roll randomly 
  on the drawback table in the cursed items section 
  of the Pathfinder Roleplaying Game Core Rulebook 
  to determine the exact drawbacks added. For each 
  drawback added, reduce the cost to create the item by 
  10% (to a maximum of 30% for three drawbacks). Once 
  you choose to add a drawback to the item, you cannot 
  later change your mind.
   
  Additionally, whenever you create a construct 
  with the Create Constructs feat, you may choose to 
  decrease the cost by increasing the chance that it will 
  go berserk. A construct created in this way gains the 
  berserk quality, if it would not already have it, and the 
  chance of going berserk is increased from 1% to 3%, 
  but costs 10% less to make. If desired, you can increase 
  the chance of going berserk further, to 5%, in order to 
  reduce the cost by 20%, instead, or increase the berserk 
  chance as high as 10% in order to reduce the cost by 
  30%. 
   
  Imbue Item (Su): At 20th level, as a standard 
  action, you can imbue a single mundane item with 
  magical power, allowing it to be used to cast a spell 
  as a one-time use-activated item. You can imbue this 
  power into just about anything you can imagine: a 
  deck of cards, a sword, a rock, a hunk of cheese, and so 
  on. When you imbue the item, choose any spell from 
  the sorcerer/wizard spell list that has a casting time 
  of 1 standard action or less and does not have a costly 
  material component. Additionally, choose a command 
  word.
   
  From that point on, anyone who holds or 
  touches the item and speaks the command word 
  can, as a standard action, cast the chosen spell. The 
  spell uses your caster level and Charisma modifier (as 
  appropriate). The person activating the item makes all 
  decisions about the spell (such as targets, modes, and 
  so on). Once the item has been used once, the magic 
  effect ends, the object becomes normal again.
   
  You may imbue an item in this way once per 
  day. The magic imbued in items in this way does not 
  last forever, and if the item’s power has not been used 
  within 3 days, the item loses its power and can no 
  longer be used to cast the imbued spell, unless you 
  imbue it again. 
  11
  
  House Faulkhor
   
  For the Faulkhor, blood and cruelty flow 
  together. What once was a brave and noble house has 
  been twisted and made cruel. They are now torturers and 
  enforcers, ruled by their wrath, anger, and desire to see 
  their foes crushed and made to suffer.
  Background
   
  House Faulkhor is the youngest and least 
  influential of the arcane houses included in this book. 
  While the house’s history actually stretches back much 
  farther than its magic, it has never been one of the most 
  powerful of noble houses, and its introduction into the 
  magical community has not done much to change that, 
  nor its tendency of clinging to and serving larger and 
  more powerful houses.
   
  Originally known as House Faul, the Faulkhor 
  actually have a long and rather proud lineage as 
  knights, though no member of the family achieved a 
  social rank above “knight,” and so they were rather the 
  bottom rung of what can be considered noble. Despite 
  that, however, the family developed a reputation for 
  knights of the utmost courage and valor, as well as 
  exceptional skill at arms. Two knights from the family 
  gained exceptional fame: Bodric Faul was commonly 
  referred to as a “demon on the battlefield,” and Uther 
  Faul was said to have protected a small village against 
  a force of 5,000 mounted knights with only 800 
  swordsmen of his own.
   
  The Faul family was courted by various noble 
  families who wanted these powerful knights as their 
  vassals, and though the Faul were careful to avoid any 
  conflicting loyalties, as demanded by chivalric code, the 
  house soon had several powerful noble patrons, which 
  left the Faul with many wars to fight, and quite a bit of 
  profit in the form of both normal payment and favors. 
  Still, they were careful not to become mercenaries, and 
  would not allow any new arrangements to void those 
  previously made, nor would they turn against those to 
  whom they owed loyalty.
   
  All might have remained this way for House 
  Faul for some time, if not for Khor Faul, and his brother, 
  Viktor. Khor, like most men in his family, was a knight 
  of some renown, and was uncommonly beautiful, as 
  well, making him much beloved by the common folk 
  and nobles alike. Viktor was crippled at a young age, 
  and was unable to ride or fight with any degree of skill, 
  and quickly grew to detest his younger and much more 
  successful brother. And so, one day, when Khor set off 
  to join a far-off battle, Viktor sent a messenger bird to 
  the enemy, and arranged for Khor to be ambushed while 
  en route. The young knight was captured and brutally 
  tortured, and when he failed to return after two years, it 
  was assumed that he was dead.
   
  In fact, Khor was not dead, but had remained in 
  the hands of his captors all that time, suffering for their 
  perverse entertainment. Viktor had told them that, 
  once Khor was captured, he would be ransomed, but 
  had never intended to do so, and simply ensured that 
  their demands never reached the ears of anyone who 
  would care. As time went on, they became more and 
  more terrible in their torture of the captured knight, as 
  they began to realize he would never be worth anything 
  to them. When Khor realized that his time would soon 
  be up, he called out to anything that would hear him, 
  offering anything in exchange for a chance to live on, 
  and to have revenge. His call was answered by a dark 
  power, who infused him with twisted, magic power.
   
  Khor had been crippled by his captors: he 
  could no longer wield a sword, and he could no longer 
  walk, but with the magic power that had been granted 
  to him out of his hatred, this did not stop him. He 
  blasted the door of his cell open with magical force, and 
  proceeded to crawl out of his prison, reducing all who 
  opposed him to ash. Finding the leader of his captors, 
  he proceeded to brutally torture him for days, applying 
  everything he had learned from his own torment, plus 
  new, terrible twists of his own savage design. Only 
  when the leader told Khor who had betrayed him did he 
  finally allow the man to die.
   
  Khor made his way back to his home, crawling 
  until he found a carriage and commandeered it under 
  threat of magical death. When he returned, he found 
  his brother, and betrayer, had succeeded their father 
  in his absence. The people were shocked to see Khor in 
  his new state, horribly mutilated and covered in scars, 
  unable to even stand. When confronted, Viktor laughed 
  and asked what his brother could possibly hope to do in 
  his current state. Khor did not allow him to die for ten 
  years.
   
  Khor had returned a changed man, and, nearly 
  The Coat of Arms of House Faulkhor
  12
  
  drove the Faul to ruin. Under his leadership, the Faul 
  ignored their obligations, and pursued campaign after 
  campaign of bloody vengeance against any who slighted 
  them. Though they did fairly well at first, especially 
  considering the relative size of their house, Khor was 
  as a man possessed, and simply pushed them too hard. 
  Just when it seemed that the house would fall apart, 
  Khor died, and was succeeded by a distant cousin. 
  House Faul continues to this day, diminished, but 
  slowly rebuilding.
   
  House Faulkhor, however, refers to the offspring 
  of Khor, who, despite his mangled and mutilated body, 
  managed to sire two children, both of whom inherited 
  his magical talents. Disowned and exiled by the rest 
  of House Faul when their father died, these two each 
  sought shelter with other noble families, and have 
  managed to flourish in the shadow and protection of 
  those other families. Though this technically means 
  that there are two completely separate branches of 
  House Faulkhor, the two operate fairly similarly.
   
  Whatever had granted Khor his magic and 
  passed it on to his children passed on something else, as 
  well. Members of House Faulkhor tend to be physically 
  weak, and the house has not produced a competent 
  swordsman since its founder. Further, when they cast 
  spells, they tend to develop spontaneous wounds—
  cuts, scrapes, bruises, and the like—on random parts 
  of their body. Some powerful members of the house 
  are said to weep or even vomit blood when they cast 
  powerful spells. Further, the magic is shockingly strong: 
  all descendants of Khor exhibit at least some sorcerous 
  power, and the vast majority seem to be full-fledged 
  sorcerers. Members of the family seem to be unusually 
  prone to fits of rage, as well as a sadistic streak, neither 
  of which are particularly common in House Faul.
   
  House Faulkhor does not truly have a center 
  of power or much in the way of an organization. They 
  still lay claim to the lands of House Faul, but do not 
  have the numbers or the means to make that claim 
  good. In fact, the members of House Faulkhor tend to 
  be reliant on members of other noble families (arcane 
  or otherwise) for support. They often take positions as 
  battlemages or, more often, as torturers, and have been 
  developing a reputation for skill at torture much like 
  House Faul’s reputation for skill at arms. In recent years, 
  it has become something of a mark of status to have a 
  Faulkhor in one’s dungeons. 
  Bloodline Features
   
  Class Skill: Sense Motive.
   
  Bonus Spells: interrogationUM (3rd), skinsendUM 
  (5th), spiked pitAPG (7th), acid pitAPG (9th), hungry pitAPG 
  (11th), tar poolUC (13th), forcecage (15th), binding (17th), 
  imprisonment (19th).
   
  Bonus Feats: Diehard, Endurance, Iron 
  Will, Improved Iron Will, Skill Focus (Sense Motive), 
  Sorcerous BloodstrikeUM, Spontaneous MetafocusUM, 
  Widen Spell.
   
  Bloodline Arcana: You gain a +2 circumstance 
  bonus to Intimidate, Diplomacy, and Sense Motive 
  checks made against any creature that has been affected 
  by one of your spells. This bonus lasts for the duration 
  of the spell, plus 3 rounds thereafter.
   
  Bloodline Abilities: As a scion of the house 
  of Faulkhor, the blood that flows through your veins 
  entitles you to numerous magical talents, which 
  become available to you as you increase in power.
   
  Hardened Heart (Su): Beginning at 1st level, 
  you gain a +2 bonus on saving throws made to resist 
  fear effects. Additionally, whenever you succeed on a 
  saving throw to resist a fear effect, the saving throw DC 
  of the next spell with the fear descriptor that you cast is 
  increased by +1. If you do not cast a spell with the fear 
  descriptor within 1 minute, this bonus is wasted. Even 
  if you are immune to fear, you must still succeed on the 
  appropriate saving throw in order to gain this bonus.
   
  Make Them Squirm (Su): Beginning at 3rd 
  level, your mere presence can be enough to frighten 
  even the most battle-hardened warriors. As a standard 
  action, you can glare at a single creature within 30 feet 
  and cause him to be shaken for 1d4 rounds unless he 
  succeeds on a Will save (DC 10 + 1/2 your sorcerer level 
  + your Charisma modifier). At 9th level, if the target 
  fails his saving throw he is frightened for 1d4 rounds, 
  instead, and even if he succeeds on his saving throw he 
  is shaken for 1 round. You can use this ability a number 
  of times per day equal to 3 + your Charisma modifier.
   
  Chains of Guilt (Sp): Beginning at 9th level, 
  you can summon a field of winding chains from thin 
  air, which burrow up from the ground and reach out 
  for any creature in the area. As a standard action, you 
  can choose a single location within 100 feet. Writhing 
  chains burst from the ground to fill a 20-foot-radius 
  area around the chosen point. Every creature within the 
  area of the ability is the target of a combat maneuver 
  check made to grapple each round at the beginning 
  of your turn, as well as on the round that you use this 
  ability. Creatures that enter the affected area are also 
  automatically attacked in the same way. The chains do 
  not provoke attacks of opportunity. 
   
  When determining the chains’ CMB, the chains 
  use your caster level as their base attack bonus and 
  receive a +4 bonus due to their Strength and a +1 size 
  bonus. Roll only once for the entire effect each round, 
  and apply the result to all creatures in the area of effect, 
  13
  
  although the chains gain an additional +2 against a 
  creature affected by a fear effect, as well as a +5 bonus 
  on grapple checks made against opponents they are 
  already grappling.
   
  If the chains succeed in grappling a creature, 
  that creature takes 1d6+4 points of nonlethal damage 
  and gains the grappled condition. If a creature is already 
  grappled by the chains at the beginning of your turn, 
  then the chains attempt to pin the creature. Whenever 
  the chains succeed on a grapple check (including 
  checks to pin creatures), they deals an additional 1d6+4 
  points of nonlethal damage to the target. The chains’ 
  CMD, for the purposes of escaping the grapple, is equal 
  to 10 + its CMB. The chains created by this ability have 
  an AC of 10 and hardness 15. The chains as a whole 
  cannot be damaged or destroyed, but an individual 
  chain can be, in order to free a grappled creature (a 
  single one of these chains has 10 hit points). 
   
  Finally, entire area of effect is considered 
  difficult terrain for the duration of the ability. The 
  chains last for a number of rounds equal to your 
  sorcerer level. At 9th level you can use this ability once 
  per day. You can use it an additional time per day at 
  17th level, and at 20th level you can use it a total of three 
  times per day.
   
  Flay Alive (Su): Beginning at 15th level, you can 
  rip the skin from your enemies with a single touch. As a 
  standard action, you can make a melee touch attack. If 
  you hit, the target must succeed on a Fortitude save (DC 
  10 + 1/2 your sorcerer level + your Charisma modifier) or 
  take 10 points of damage per sorcerer level you possess. 
  This damage cannot reduce the target to less than 0 
  hit points, leaving the target writhing in pain, but not 
  dying. Any damage inflicted in this way is extremely 
  difficult to heal: the damage does not heal naturally, 
  and even if the target possesses fast healing it does not 
  apply to this damage, though if the target possesses 
  regeneration, that can heal the damage normally. 
  Further, any attempt to magically heal the damage 
  inflicted by this ability fails unless the caster succeeds 
  on a caster level check (DC 10 + your caster level). You 
  can use this ability once per day.
   
  Flayed Slave (Su): Beginning at 20th level, you 
  gain the ability to completely dominate those you have 
  skinned. In a ritual that takes 10 minutes, you can 
  transform a Medium-sized humanoid that has been 
  reduced to 0 hit points by your flay alive ability, and 
  who has not yet healed any of the damage inflicted by 
  that ability, into a willing slave. The target must have 
  no more than 0 hit points, must still be alive, and must 
  be helpless or willing. Once the ritual is complete, the 
  target becomes a flayed slave under your control. A 
  flayed slave created in this way has statistics identical to 
  a flesh golem.
   
  You can control up to five flayed slaves at any 
  one time. If you would create a new flayed slave and 
  already control five, one of the existing flayed slaves 
  becomes uncontrolled. An uncontrolled flayed slave 
  immediately goes berserk (as the berserk special 
  quality) and cannot be quelled. 
  Descendants of Ho’Lah 
   
  The Ho’Lah line is descended from great warriors 
  and horselords who ruled the plains in ancient times, 
  and raided with impunity. Those descended from these 
  mighty warriors are filled with a lust for battle and 
  blood, but are also known for a love of freedom and 
  adventure. Most members of this bloodline develop 
  close bonds with their horses, and practically live in the 
  saddle. Though barbaric and brutal by some standards, 
  an innate tactical cunning runs in Ho’Lah blood, and 
  their simple yet effective strategies are enough to 
  frustrate any foe.
  Background
   
  In ancient times, before wars were recorded in 
  books and on parchment, a tribe of nomadic warrior 
  people spread across the ancient plains. What set these 
  people, the Chay’uk, apart from their neighbors was 
  their affinity for horses and riding, which made them 
  far more mobile and allowed them to conduct fast raids 
  seemingly from nowhere and then disappear as fast as 
  they came. Believing themselves blessed by the spirit of 
  the Great Sun, who they believed had brought horses 
  to them as a gift, they quickly spread across the seas of 
  grass, terrorizing their neighbors and taking the best of 
  their food, water, and women.
   
  The Chay’uk quickly developed into a fierce 
  warrior culture, where the value of a man was measured 
  in the great deeds that he performed in battle. While 
  the great deeds of one’s ancestors were respected and 
  venerated, in order to gain true acceptance into the 
  tribe, one had to prove his own worth, and could not 
  simply rest on the laurels of his family name. It was the 
  fondest desire of each Chay’uk warrior to become so 
  great that his deeds would be retold in legend for all 
  time, as the Chay’uk believed that as long as a man lived 
  on in story, his spirit was truly immortal.
   
  For some time, the Chay’uk continued in this 
  way as the undisputed rulers of the steppes that they 
  inhabited, and they continued much as they always 
  had, for no force arose which could challenge their 
  might. The Chay’uk did not learn the ways of magic, 
  but instead focused their efforts on the horsemanship 
  and combat practices which had served them so well.
   
  One day, however, men came from the west, 
  14
  
  over the mountains that served as a barrier the Chay’uk 
  had never bothered to pass, and began to settle in the 
  plains. At first, the Chay’uk simply raided these new 
  settlers as they had their other neighbors, but it was 
  not long before protectors arrived to defend these 
  settlements: warriors dressed in armor like the Chay’uk 
  had never seen, steel plate encasing them from head 
  to toe. Some even rode horses like the Chay’uk, and 
  though they were not as swift, they were as heavily 
  armored as their riders.
   
  These heavily-armored warriors were seemingly 
  impervious to the spears and bows favored by the 
  Chay’uk, and the nomads quickly learned not to attack 
  the newcomers’ settlements after a few disastrous raids 
  that ended with almost the entire raiding party wiped 
  out, and not a single casualty for the defenders.
   
  Though this wounded the Chay’uk’s pride, they 
  might simply have left the westerners alone, except 
  that they continued to expand their settlements, and 
  wherever they went, their metal-clad defenders came 
  with them, slowly but surely eating away at the territory 
  that had once been the undisputed claim of the 
  Chay’uk.
   
  At this point, according to Chay’uk legend, a 
  girl by the name of Nu’challa, who was the daughter 
  of the current Chay’uk chieftain, began to pray to the 
  Great Sun for aid against the metal-clad invaders, but 
  the Great Sun was deaf to her pleas. The Great Sun had 
  a son, however, by the name of Ho’Lah, who was the 
  prince of the skies (or, at least, this is how the Chay’uk 
  mythology envisioned the moon), and he took pity on 
  Nu’challa, and descended from his sky chariot, and lay 
  with her. When she awoke the next day, she was great 
  with child.
   
  Nu’challa gave birth to not a single child, but 
  eight. Each child had silver eyes, which was unheard 
  of amongst the Chay’uk, and Nu’challa knew that they 
  were special, and that these children were the answers 
  to her prayer for aid. Indeed, as they grew older, the 
  children of Nu’challa and Ho’Lah developed great 
  magical powers.
   
  By this time, Nu’challa’s father had been slain in 
  battle against the westerners, and she rallied her people 
  around her, declaring that her sons and daughters were 
  the saviors of their people. Under her leadership, and 
  armed with the mystical powers of her god-begotten 
  offspring, she led raiding parties which devastated the 
  metal-clad warriors, distracting them with feints and 
  misdirection, using hit-and-run tactics to tire them out, 
  and then blasting through their armor with fire and 
  lightning.
   
  The tide of Chay’uk began to overtake the 
  western colonies, and the metal-clad men were driven 
  back swiftly. All seemed well for the Chay’uk. But one 
  of Nu’challa’s children, the youngest of the eight, by 
  the name of Jarha, was not satisfied. He did not want 
  to live in the shadow of his siblings and his mother, 
  and did not want to merely share in their victory. So he 
  reached out to the westerners, and agreed to set up a 
  trap for his mother and her offspring, delivering them 
  into the hands of the westerners’ warriors in exchange 
  for helping him to secure his position as chieftain of the 
  Chay’uk.
   
  Though Nu’challa and her other children did 
  manage to escape Jarha’s trap, the westerners had 
  betrayed Jarha, and while the sorcerers were busy had 
  sent a huge force to wipe out the Chay’uk’s warriors. 
  Nu’challa returned to find her people scattered and 
  broken, and all hope of defeating the westerners lost.
   
  The plains where the Chay’uk once rode are 
  littered with the supposed grave sites of Nu’challa, 
  whose final fate was unknown, and it is a popular belief 
  amongst their descendants that she is not, in fact, dead, 
  but will one day rise again to lead her people against the 
  western invaders that have so thoroughly conquered 
  them.
   
  The Ho’Lah bloodline comes from Nu’challa’s 
  children, who also quickly scattered, forming separate 
  tribes. Their descendants were said to be touched by 
  Ho’Lah, the moon god who was the source of their 
  magic, and before long the name came to be associated 
  as much with the lineage as with the god himself. While 
  there are certain telltale signs that set a Ho’Lah apart 
  from other sorcerers (most prominently their silver 
  eyes), they do not exist as any sort of organization. 
  While most are found amongst the nomadic 
  descendants of the Chay’uk, in what little territory 
  they retain from their treaties with the westerners, the 
  Ho’Lah can be found almost anywhere.
  The Symbol of the Ho’Lah
  15
  
  Bloodline Features
   
   
  Class Skill: Ride
   
  Bonus Spells: mount (3rd), tactical acumenUC 
  (5th), rage (7th), shout (9th), telekinesis (11th), siroccoAPG 
  (13th), resonating wordUM (15th), greater shout (17th), 
  heroic invocationUC (19th).
   
  Bonus Feats: Combat Casting, Endurance, 
  Mounted Archery, Mounted Combat, Ride-By Attack, 
  Skill Focus (Ride), Still Spell, Toughness, Trick 
  RidingAPG.
   
  Bloodline Arcana: You do not need to make 
  concentration checks to cast spells as a result of 
  vigorous or violent motion due to riding a horse.
   
  Bloodline Powers: As a descendant of Ho’Lah, 
  the blood that flows through your veins entitles you to 
  numerous magical talents, which become available to 
  you as you increase in power.
   
  Companion Mount (Ex): At 1st level, you gain 
  a mount as per the cavalier class feature of the same 
  name, except that your mount must be a horse (if you 
  are Medium size) or a pony (if you are Small size), and 
  your mount does not gain any type of armor proficiency. 
  In all other ways, this functions exactly as the mount 
  class feature of the cavalier class.
   
  Soul of the Steed (Ex): Beginning at 3rd level, 
  you gain Run as a bonus feat, and your base movement 
  speed increases by 10 feet. Your base movement speed 
  increases by another 10 feet at 9th level, and a further 
  10 feet at 15th level, for a total increase of 30 feet at 15th 
  level. These benefits apply only while you are wearing 
  light armor or no armor.
   
  Whenever you are riding your companion 
  mount, the mount gains these benefits instead. The 
  mount only gains these benefits if both you and it are 
  wearing light armor or no armor, and gains the benefits 
  only as long as you are riding it.
   
  Battle Tactician’s Call (Su): Beginning at 9th 
  level, your rallying cries and tactical commands can 
  bolster the effectiveness of your allies. As a standard 
  action, you can grant all allies within 30 feet that 
  can see and hear you a morale bonus equal to your 
  Charisma modifier on all attack rolls, damage rolls, and 
  saving throws made to resist fear effects. This bonus 
  lasts until the beginning of your next turn. You may use 
  this ability a number of times per day equal to 3 + your 
  Charisma modifier.
   
  Channel Ancestor Spirit (Su): Beginning at 15th 
  level, you may perform a ritual to call upon the spirits 
  of your ancestors to guide you. As a full-round action, 
  you may perform a ritual chant in order to call upon 
  the spirits of your ancestors to inhabit your body and 
  grant you strength. This grants a number of benefits. 
  First, you gain a +4 morale bonus to your Charisma 
  score, and your caster level is treated as two higher 
  than it actually is for the purposes of all spells that you 
  cast. Additionally, you gain proficiency with a single 
  martial or exotic weapon of your choice. Finally, your 
  base attack bonus is increased to be equal to your 
  sorcerer level (which may give you additional attacks). 
  These benefits last for a number of rounds equal to your 
  sorcerer level. You may use this ability once per day.
   
  Summon Stampede (Su): At 20th level, you can 
  summon a horde of warriors, made up of the spirits 
  of the greatest heroes of your bloodline, which appear 
  mounted on spectral steeds and ride down your foes in 
  a terrible stampede. As a full-round action, you cause 
  this mass of spirits to appear in an area you designate 
  within 100 feet. The spirits take up a square 30 feet to 
  a side, and the entirety of this area must be within the 
  100 foot range. Any creature that is currently occupying 
  a square in which the stampede appears immediately 
  suffers 2d6 points of damage, but is not moved from his 
  square.
   
  The stampede is more a force of nature than an 
  actual army comprised of individual creatures. It can 
  occupy the same space as a creature of any size. It is 
  incorporeal, and can pass through solid objects, but is 
  still able to harm creatures. The stampede has an AC 
  equal to 5 + your Dexterity modifier + your Charisma 
  modifier, and hit points equal to twenty times your 
  Charisma modifier.
   
  The stampede cannot make individual attacks, 
  but on your turn, as a move action, you can direct the 
  stampede to move up to 100 feet. The stampede is 
  capable of flight and has perfect maneuverability. At the 
  end of the stampede’s movement, each creature whose 
  square the stampede moved through as part of its 
  movement takes 6d6 points of damage and is knocked 
  prone. A successful Reflex save (DC 10 +1/2 your sorcerer 
  level + your Charisma modifier) halves the damage and 
  negates the prone condition. The stampede remains for 
  1 round per two sorcerer levels you possess, or until it is 
  reduced to 0 hit points. You can use this ability once per 
  day.
  16
  
  The Lilitians
   
  Supposedly born from a succubus with a heart of 
  gold, the Lilitians are subtle, using their magic to cloud 
  the mind and work their will on others, playing emotions 
  the same way that an expert musician plucks at strings 
  on an instrument.
  Background
   
  Known by some as “the divine succubi,” the 
  Lilitian bloodline can supposedly be traced back to a 
  powerful succubus by the name of Lilith, who is said 
  to have not only possessed the standard talents for 
  which succubi are known, but also to have possessed 
  the blinding beauty of nymphs. Of course, Lilith is a 
  common name among succubi, and several seemingly 
  different succubi have appeared throughout the years 
  claiming to be the Lilith referred to in this legend, so 
  it is difficult to determine who the bloodline’s true 
  progenitor is, if, in fact, there even is any truth to the 
  claim.
   
  What is known about this particular Lilith, if 
  she existed, is that she was summoned by a cruel and 
  evil wizard of noble blood, who intended to use her to 
  gain control over his king, and so rule the land from 
  behind the throne. According to the legend, this king 
  (who seems to have as many names as there are tellers 
  of the tale) was incredibly handsome and beautiful, and 
  universally loved by the people, but was still young, and 
  prone to the same weaknesses as all young men. Lilith 
  seduced the king, and used her ample magical charms 
  to lend weight to the various things that she whispered 
  into his ear each night, all of which were supplied by 
  the evil wizard who had summoned her.
   
  This continued for some time, and the wizard 
  slowly but surely began to gain control of the kingdom, 
  abusing this power for his own gain, and causing the 
  rest of the kingdom to suffer. But the flaw in his plan 
  was that, as Lilith spent time with the king, she began 
  to fall in love with him, and his youthful innocence and 
  purity. She watched the king’s sadness as his kingdom 
  began to fall to ruin, and watched his frustration as her 
  magical charms and compulsions prevented him from 
  realizing that he was the one who was causing all of 
  this hardship. Each night he would tell her that he did 
  not know what to do or how to make things better, but 
  that he could not bear to watch his people suffer. And, 
  bound as she was by the wizard who summoned her, 
  she was forced to give him increasingly worse and worse 
  advice, exacerbating the problem.
   
  The wizard’s commands prevented her from 
  telling anyone in the palace what was transpiring, 
  and she was helpless to battle the wizard herself. So, 
  instead, she allowed herself to become with child, one 
  night, as she lay with the king. Some say that it was her 
  love, so anathema to what succubi normally represent, 
  that led this child, the first of the Lilitians, to develop 
  the bloodline powers now distinct to the family, instead 
  of those more common to sorcerers with a demonic 
  heritage.
   
  Whatever the case, when the child was born, she 
  used her demonic powers to convince the nursemaid 
  to flee with him, charming her into believing that the 
  king would do everything in his power to see his son 
  killed, rather than have him grow up to be a threat to 
  the throne. This was only a partial lie, as, sure enough, 
  the wizard soon ordered her to convince the king to 
  send men out to recover and imprison the missing 
  heir. But, as luck would have it, the child survived, and, 
  according to legend, returned, fifteen years later, to slay 
  his father and restore his kingdom. Before he could do 
  so, however, the evil wizard, not wanting to lose his 
  figurehead, intervened, and was slain while trying to 
  protect the king, in whom he had invested so much 
  time and energy. Freed from the wizard’s control, Lilith 
  explained all to both her (now) husband and her son, 
  and the kingdom was returned to peace and prosperity.
   
  Of course, this is most likely little more than 
  a legend, not just because of the improbability of a 
  succubus falling in love with one of her victims, or 
  because of the lack of clear details about where, when, 
  and to whom this occurred, but also because the Lilitian 
  bloodline are not an organized magical house, and, 
  while it is clear that the peculiarities of this bloodline 
  are passed on through birth, there seem to be several 
  completely distinct branches of the bloodline, and 
  members can be found in a variety of different social 
  levels. The prevailing theory from those unaffiliated 
  with the bloodline is that, while it may be passed on by 
  birth, it originates as some sort of gift, curse, or side-
  effect of interacting with succubi or a similar creature, 
  which would explain why the bloodline does not seem 
  to have any single progenitor (unless that progenitor is 
  widely traveled and frequents brothels, that is).
   
  The majority of members of the bloodline are 
  working girls, courtesans, escorts, and the like (the 
  bloodline’s powers manifest in about half of female 
  children, and in about one in five male children). When 
  such individuals produce bastard offspring with nobles, 
  or otherwise manage to rise above the lower classes, 
  they have a tendency to be favored as diplomats, and on 
  a few unusual occasions, it has not been unknown for 
  nobility to actively search through brothels for Lilitians, 
  with the intention of recruiting them for just such a 
  purpose. It is also not uncommon for members of this 
  bloodline to join churches and cults, in which case they 
  usually rise quickly to leadership. Further, more than a 
  few Lilitans have used their abilities to gain a marriage 
  to a wealthy merchant or a nobleman, meaning that 
  members of the bloodline can be found in high society, 
  as well as low. In rare cases, Lilitians are even taken on 
  17
  
  as interrogators, using their powers to coax the truth 
  out of even the most resilient of prisoners.
   
  Those with Lilitian blood have a tendency to 
  be exceptionally beautiful. When they use their magic, 
  they seem to be surrounded with a halo of golden light, 
  and their magic usually carries a fragrance of one or 
  more kinds of flowers with it, giving their spells a rather 
  unique identifier.
  Bloodline Features
    
   
  Class Skill: Diplomacy
   
  Bonus Spells: lock gazeUC (3rd), compassionate 
  allyUM (5th), reckless infatuationUM (7th), charm monster 
  (9th), dominate person (11th), mass suggestion (13th), 
  waves of ecstasyUM (15th), euphoric tranquilityAPG (17th), 
  dominate monster (19th).
   
  Bonus Feats: Bouncing SpellAPG, Greater 
  Spell Focus (enchantment), Improved Iron Will, Iron 
  Will, Leadership, Persistent SpellAPG, Spell Focus 
  (enchantment), Voice of the SibylUM.
   
  Bloodline Arcana: Whenever you cast a spell 
  of the compulsion subschool, if that spell has a single 
  target, you may choose to have the spell either grant a 
  +2 morale bonus to AC or impose a -2 morale penalty 
  to AC, in addition to its other effects. If the creature is 
  not affected by the spell (whether because he succeeds 
  on his saving throw, or the spell fails to overcome his 
  spell resistance, or some other reason) this effect does 
  not apply, either. This bonus or penalty lasts for the 
  duration of the spell or for one minute per sorcerer level 
  you possess, whichever is less.
   
  Bloodline Powers: As a descendant of the 
  mythical Lilith, the blood that flows through your 
  veins entitles you to numerous magical talents, which 
  become available to you as you increase in power.
   
  Gifted Diplomat (Ex): Beginning at 1st level, 
  you are surrounded with an air of simple mystique 
  and allure that makes you more likable. Whenever 
  you meet a non-hostile intelligent (Intelligence 3 or 
  greater) creature for the first time, that creature’s 
  starting attitude towards you is increased by one step 
  (unfriendly becomes indifferent, indifferent becomes 
  friendly, and friendly becomes helpful).
   
  Weaken Mental Resilience (Sp): Beginning at 3rd 
  level, your spells carry subtle enchantments that make 
  it harder for the subject to resist future compulsions. 
  Whenever a creature fails a Will save to resist the effects 
  of a spell of the compulsion subschool that you cast, 
  that creature suffers a -2 penalty on future Will saves to 
  resist compulsion spells you cast. This penalty lasts for 
  24 hours, and does not stack with itself. At 10th level 
  the penalty is increased to -4.
   
  Mind Shatter (Su):  Beginning at 9th level, you 
  can cause extreme emotional pain in a single creature 
  within 30 feet that you can see. The target must make 
  a Will save (DC 10 + 1/2 your sorcerer level + your 
  Charisma modifier) or cower for 1d4 rounds and suffer 
  1d4 points of Wisdom damage. Even if he succeeds on 
  the saving throw, the target is still sickened for 1 round 
  and takes 1 point of Wisdom damage. You can use this 
  ability three times per day at 9th level, plus an additional 
  time per day for every four sorcerer levels you attain 
  beyond 9th.
   
  Change Mind (Su): Beginning at 15th level, 
  you can make changes to a creature’s mind that are so 
  profound that you can change his personality entirely. 
  This is a full-round action, and requires a successful 
  melee touch attack if the target is unwilling. The 
  touched creature must succeed on a Will save (DC 10 
  + 1/2 your sorcerer level + your Charisma modifier) or 
  suffer a fundamental change to his personality. 
   
  Each time you use this ability, you may choose 
  to make one of the following adjustments: you can 
  change the target’s alignment to any alignment you 
  choose; you can set the target’s starting attitude towards 
  a number of specific individuals he is familiar with 
  equal to your caster level to whatever you want (from 
  the standard options of hostile, unfriendly, indifferent, 
  friendly, and helpful); or you can change which deities 
  the target worships. Note that changing the target’s 
  alignment or deity does not guarantee that the target 
  will view you favorably, even if you now share an 
  alignment and/or deity. The target is aware that he 
  previously felt differently, but feels as though he has 
  had a revelation. Any change made in this way lasts for a 
  The Symbol of the Lilitians
  18
  
  number of days equal to your sorcerer level. At 15th level 
  you may use this ability once per day. At 17th level you 
  may use this ability twice per day, and at 20th level you 
  may use this ability three times per day.
   
  Otherworldly Beauty (Su): At 20th level, the 
  power of the Lilitians manifests in your appearance. 
  Your Charisma score increases by +2, and you are 
  treated as an outsider for the purpose of which spells 
  and magical effects can affect you (for example, you can 
  no longer be affected by charm person or other spells 
  that can only target a humanoid creature). You do not 
  actually gain the outsider type or any of the benefits 
  thereof.
  The Church of Lumina
   
  House Lumina is both a noble house and a 
  religion, and the lines between the two are blurry at best. 
  While they are an unquestioned force for good in the 
  world, they believe strongly in order and obedience, and 
  have little tolerance for those who resist their guiding 
  light.
  Background
   
  The house of Lumina is really more a church 
  than a noble family, though it does have its beginnings 
  in magical aristocracy. Several generations ago, the 
  reigning matriarch of the family, Theresa Lumina III, 
  decided to embrace an obscure religion, which was 
  known to its members as the Radiant Path, and decreed 
  that all members of the family (as well as all peasants 
  living on land held by the Luminas) must convert with 
  her, or else be cast out. There are numerous theories 
  as to why this might be—some believe that she may 
  have been charmed or coerced (possibly with magic), 
  others that she honestly believed in their teachings, and 
  others still that the entire thing was a shrewd and coldly 
  calculated maneuver to essentially convert the religion 
  into worshipping herself and her family, which, in some 
  ways, is exactly what occurred.
   
  Whatever the case, House Lumina’s full-
  fledged support of this fledgling religion gave them 
  an unprecedented amount of control over it. The vast 
  majority of the gold flowing into the Radiant Path’s 
  coffers came from House Lumina, and most of those 
  who converted to the church at the time did so because 
  of House Lumina. Even more importantly, the Luminas 
  provided much-needed protection against those who 
  would persecute the Radiant Path for their beliefs. As 
  a result, it was not long before Theresa Lumina III was 
  elected as the Archpriestess, and the religion became 
  synonymous with the family.
   
  The precepts of House Lumina’s religion (the 
  term “Radiant Path” remains in use in the religion’s 
  philosophy, as a list of guiding principles by which 
  to live one’s life, but is no longer used to refer to the 
  religion, which is generally referred to as “Luminism” by 
  outsiders) are fairly straightforward, and for the most 
  part the house preaches charity, honesty, and obedience 
  as virtues. They tend to use metaphors involving fire, 
  light, darkness, and shadow in their religious rhetoric, 
  and believe that fire has cleansing properties (it is, in 
  fact, a core tenet in their faith that death by fire purifies 
  and cleanses the soul, giving the deceased a greater 
  chance of going to paradise in the afterlife. For this 
  reason, all executions performed by House Lumina are 
  by fire, and members of the church are cremated, rather 
  than buried, after death).
   
  Practically speaking, the church does a great 
  deal of good. They organize care for the sick, wounded, 
  and otherwise unfortunate in their lands, and do a 
  great deal to provide for those hit by famine or other 
  unfortunate circumstances. Further, the church 
  maintains standing armies of soldiers, and organizes 
  militias, as well, which serve to protect its people and 
  lands from bandits and other predators with relative 
  efficacy. In fact, the lands controlled by House Lumina 
  are among the best and safest places for an average 
  peasant to live, provided that he is willing to follow the 
  basic precepts of Luminism.
   
  There are some aspects of the church that are 
  more unsettling, however. For one, all positions of true 
  power within the church are reserved for members 
  of House Lumina. The title of Archpriestess has been 
  handed down from one Lumina matriarch to the next 
  without fail, and the Archpriestess appoints most high-
  ranking clergy members. For another, the religion has 
  a strong matriarchal bent, which can be traced back 
  to influence from House Lumina, which had a well-
  established tradition of matriarchy long before merging 
  with the church. Nearly all positions in the clergy 
  are unavailable to men, who are seen as spiritually 
  The Crest of House Lumina
  19
  
  inferior to women, and better suited to manual labor 
  and fighting. Women with sorcerous power—even 
  those who are not born into House Lumina—find that 
  there are many opportunities for them with the clergy, 
  however, and, if they perform well, they may even be 
  adopted by the family, undergoing a ritual which is said 
  to replace their sorcerous heritage and talents with that 
  of the Lumina family. Such adopted members of the 
  house are usually married to a male house member, and 
  treated as any other Lumina.
   
  Most men who aspire to make something of 
  themselves within the church join the standing army, 
  or, if they are well-off, the prestigious Knights of 
  Lumina. Nearly all male members of the house wind 
  up joining this knightly order, as do nearly all wealthy 
  and influential male members of the church. For the 
  most part, these knights patrol Lumina-controlled 
  lands and fight off bandits and similar, but when the 
  church declares a crusade (which it does from time 
  to time; the most recent was against a lich lord who 
  was mustering forces and threatening to overwhelm a 
  friendly kingdom that was no less than three kingdoms 
  away from House Lumina’s territory), the Knights of 
  Lumina are expected to lead their holy armies into 
  impossible battle halfway across the country, if need be. 
  The Knights of Lumina are perhaps the only males that 
  the church affords any respect to, and the best members 
  of the knightly order are generally chosen to marry into 
  the Lumina family. 
   
  The center of Lumina control is the 
  Luminarium, a cathedral made entirely of crystal and 
  other translucent gemstones, which is said to be one of 
  the most beautiful architectural achievements of the 
  modern world. Though Luminism is not a particularly 
  fast-growing religion, and tends to expand only into 
  areas in which House Lumina otherwise gains control, 
  the house—and the religion—have been expanding, 
  and members of other faiths and countries must now 
  recognize that the opinion of the Archpriestess carries 
  some weight. In areas outside the house’s direct control, 
  the religion tends to be most popular amongst noble 
  women.
   
  Members of House Lumina are found away from 
  home rather frequently. Because the house is both a 
  political and a religious figure, it is not uncommon for 
  priestesses of the house to serve as advisors, emissaries, 
  or envoys to other nations. It is also not uncommon 
  for low-ranking priestesses to become missionaries 
  and evangelists, spreading their faith in foreign lands, 
  though they are usually accompanied by at least one 
  bodyguard.
   
  For whatever reason, the magic in the Lumina 
  bloodline manifests almost exclusively among women. 
  Nearly all female members of the house have at least 
  some amount of sorcerous talent (enough for at least 
  4 levels in sorcerer), and nearly half gain the full gift. 
  It is very rare among men, however: perhaps one in a 
  twenty has any talent at all (enough for 1 or 2 levels in 
  sorcerer), and less than one in a hundred can muster 
  serious magical talent. It is considered wrong by the 
  church for men to aspire to magic, and those members 
  of the house who do not keep their sorcerous gift to 
  themselves are quickly expelled or executed, depending 
  on the strength of their gift.
  Bloodline Features
   
  Class Skill: Knowledge (religion).
   
  Bonus Spells: protection from evil (3rd), 
  scorching ray (5th), daylight (7th), wall of fire (9th), wall of 
  force (11th), greater heroism (13th), prismatic spray (15th), 
  sunburst (17th), meteor swarm (19th).
   
  Bonus Feats: Arcane Strike, Combat Casting, 
  Combat Finesse, Defensive Combat Training, Lightning 
  Reflexes, Maximize Spell, Persuasive, Skill Focus 
  (Knowledge [religion]).
   
  Bloodline Arcana: Your caster level is treated 
  as being 4 higher than it actually is for the purposes of 
  spells you cast that have the good descriptor.
   
  Bloodline Powers: As a scion of the house 
  of Lumina, the blood that flows through your veins 
  entitles you to numerous magical talents, which 
  become available to you as you increase in power.
   
  Social Grace (Ex): Beginning at 1st level, your 
  education and training in the arts of social interaction 
  grant you a bonus to Charisma-based skill checks equal 
  to 1/2 your sorcerer level (rounded down, minimum 1).
   
  Touch of Lumina (Sp): Beginning at 3rd level, 
  you can channel holy energy to harm evil creatures and 
  heal good ones. As a standard action, you can touch 
  a nearby creature to channel holy energy into him. If 
  the target is unwilling, a melee touch attack must be 
  made to successfully touch him. If the target is evil, this 
  inflicts 1d6 points of damage + 1 for every sorcerer level 
  you possess. If the target is good, he instead heals the 
  same amount. If the target is neutral, this ability has 
  no effect. You can use this ability a number of times per 
  day equal to 3 + your Charisma modifier. 
   
  Sunbeams (Sp): Beginning at 9th level, you can 
  focus your power into beams of light, which devastate 
  evil creatures while leaving good ones unharmed. As a 
  standard action, you can fire a beam of light at a single 
  creature within 60 feet. Make a ranged touch attack. If 
  the attack hits, and the target is evil, it deals 1d6 points 
  of fire damage per sorcerer level you possess. If the 
  target is neither good nor evil, it deals 1d4 points of fire 
  20
  
  damage per sorcerer level you possess, instead. If the 
  target is good, the beam has no effect.  You can use this 
  ability three times per day at 9th level. At 13th level, you 
  may use it an additional time per day, and at 17th level 
  you may use it a total of five times per day.
   
  At 16th level, you may choose to have half the 
  damage dealt by this ability be untyped.
   
  Ageless (Ex): Beginning at 15th level, you no 
  longer take ability score penalties for aging and cannot 
  be magically aged. Any penalties you may have already 
  accrued do to age, however, remain. Bonuses due to 
  increasing age still accrue, and you still die of old age 
  when your time is up.
   
  Suppression (Su): Beginning at 20th level, 
  your power and devotion have allowed you to learn 
  the secrets of how magic flows through living beings, 
  and, armed with this knowledge, you can suppress the 
  spellcasting ability of another. As a standard action, 
  you can focus on another spellcaster within 60 feet and 
  attempt to prevent him from casting spells. You and the 
  target make opposed caster level checks. If you win the 
  check, the target is rendered unable to cast spells for as 
  long as you continue to concentrate (a standard action) 
  and do not end any of your turns more than 60 feet 
  from the target. If the target wins the opposed caster 
  level check, he is unaffected, but this does not count 
  against the daily number of rounds that you can use this 
  ability. You may use this ability for a number of rounds 
  per day equal to your sorcerer level. These rounds need 
  not be consecutive.
  The Samarkin People
    
  The Samarkin are a hunted people. Spurned 
  by the civilized for their connection to nature, these 
  bestial sorcerers have an unusually strong bond with 
  wild animals. The Samarkin live free, but are careful to 
  remain on the fringes of society, away from the hateful 
  eyes of those who would strike out against them for 
  being different.
  Background
   
  The Samarkin are far more than just a sorcerous 
  bloodline, for while they are definitely a distinct arcane 
  lineage in the same fashion as many of the other 
  bloodlines listed here, and are, in fact, probably much 
  more numerous than many of the other sorcerous 
  families or organizations listed in this book, they are 
  not a single family, but rather an entire ethnic group, 
  a race of humanoids who are naturally gifted with 
  sorcerous power—and hunted nearly everywhere that 
  they go.
   
  The Samarkin are a secretive people, who are 
  not given to spreading information about themselves 
  with outsiders. As a result, there is much that remains 
  a mystery about these elusive folk. No one knows 
  for certain where the distinct traits of the Samarkin 
  bloodline originated, and we can only guess as to what 
  strange blood or unusual circumstances would have 
  led to their creation. The most commonly held theory 
  is that the Samarkin are in some way touched by the 
  fey, or other nature spirits, for it is well known that the 
  Samarkin have an affinity for animals, and they are most 
  famous for their talent in such transformations. Others 
  believe that their shapeshifting abilities and affinity 
  with animals indicates that they are descendants of 
  rakshasa.
   
  Whatever their origins, the Samarkin are 
  actually quite large in population, so large in fact that 
  they are better considered an ethnic group than a single, 
  individual family. There are estimated to be several 
  hundred, or perhaps even several thousand, Samarkin, 
  all told, though they tend to live in small communities 
  of anywhere from a few dozen to, in extreme cases, 
  two or three hundred members. The overall spread of 
  the Samarkin leads many to believe that their origin 
  must have been some kind of curse or affliction that 
  was applied to their whole people, as they are far too 
  large to have come from the loins of a single individual. 
  Some even go so far as to claim that the Samarkin are 
  not actually human, but are, in fact, a different race 
  altogether, human but for their magical powers.
   
  In general, the Samarkin are not well received by 
  most folk. Various rumors and tales abound about the 
  Samarkin, and the average peasant or townsperson who 
  hears the word “Samarkin” is likely to have something 
  similar to a werewolf or a rakshasa in mind. It is 
  generally accepted by most people that Samarkin are 
  as bestial and feral mentally as they can be physically, 
  and that a Samarkin is never to be trusted. As a result, 
  Samarkin who are identified as such are usually met 
  with cool suspicion, if not outright hostility, and those 
  Samarkin who travel alone quickly become used to 
  being chased out of town in front of an angry mob.
   
  For this reason, most Samarkin prefer to keep 
  to themselves, forming their own communities. These 
  communities generally tend to develop either in 
  wild, isolated areas that are more or less untouched 
  by civilization, or become roving caravans, travelling 
  from place to place and leaving before the locals get 
  it into their head to cause trouble. In the former case, 
  self-sufficient communities are the norm, and the 
  community usually supports itself through hunting and 
  fishing. In very rare cases, these isolated communities 
  export trained animals or animal pelts, and one of the 
  few good things about the reputation of the Samarkin 
  is that they are said to be able to train and tame 
  any creature, no matter how ferocious. By contrast, 
  21
  
  Samarkin that live in caravans are heavily dependent 
  upon trade for necessities, and usually either take to 
  becoming a travelling circus, or similar, or else make 
  their living by driving away rodents and other pests 
  from a town (again, such living is supplemented by 
  animal furs and trained animals).
   
  For all that the average Samarkin is unfairly 
  maligned, there are some truths to their dark 
  reputation. The Samarkin, in general, seem impatient 
  with many of the hallmarks of modern civilization. 
  They tend to wear little in the way of clothing, and, 
  if the tall tales of drunken explorers and adventurers 
  are to be believed, they wear nothing at all when they 
  believe they are unobserved by outsiders. This has led 
  to an abundance of other rumors about polygamy and 
  other sexual excess amongst the Samarkin, none of 
  which is in any way substantiated. They also generally 
  develop a taste for undercooked (and, as they become 
  older, eventually raw) meat. Further, all reports indicate 
  that they determine their leadership in the animal 
  fashion, with strong males fighting physically to prove 
  their dominance. In fact, it seems that this is done 
  literally in animal form, and that Samarkin battles for 
  leadership are very ritualized, with the contestant able 
  to take the strongest animal shape usually emerging the 
  victor.
   
  Unfortunately for the Samarkin, they tend 
  to have some rather visible characteristics that can 
  make it difficult for a Samarkin to attempt to blend in 
  in the average town. For one, while it is certainly not 
  uncommon for a Samarkin to have unremarkably brown 
  hair, many Samarkin actually have slight traces of a 
  pale, mossy green at the tips of their hair. Additionally, 
  the canine teeth on most Samarkin are slightly 
  enlarged. This is not prominent enough to count as 
  proper fangs, but anyone making a close examination 
  of the Samarkin’s teeth is sure to notice the irregularity. 
  Finally, whenever a Samarkin uses his sorcerous power, 
  his eyes change to a feral golden color, and his irises 
  become thin slits, and this change persists for several 
  minutes before his eyes return to normal.
   
  Sorcerous power is particularly prevalent 
  amongst the Samarkin, and nearly eight out of ten 
  exhibit some amount of sorcerous power. Of these, the 
  vast majority have enough talent to become at least 
  moderate magical talents (up to 6th-level sorcerers), and 
  about one in three develops full sorcerous talent. 
  Bloodline Features
   
  Class Skill: Handle Animal.
   
  Bonus Spells: disguise self (3rd), animal 
  aspectUC (5th), beast shape I (7th), true formAPG (9th), 
  overland flight (11th), beast shape IV (13th), greater 
  polymorph (15th), summon monster VIII (17th), 
  shapechange (19th).
   
  Bonus Feats: Animal Affinity, Great Fortitude, 
  Improved Great Fortitude, Improved Initiative, 
  Improved Share SpellsAPG, Spell Focus (transmutation), 
  Tenacious TransmutationAPG, Toughness.
   
  Bloodline Arcana: Spells of the polymorph 
  subschool that you cast that affect only you have their 
  duration increased to 1.5 times the normal amount. 
  This increase in duration does not stack with the 
  Extend Spell feat, or other effects which would increase 
  the spell’s duration.
   
  Bloodline Abilities: As one of the exotic and 
  elusive Samarkin, the blood that flows through your 
  veins entitles you to numerous magical talents, which 
  become available to you as you increase in power.
   
  Animal Companion (Ex): Beginning at 1st 
  level, you gain an animal companion. This functions 
  identically to the nature bond class feature of the druid 
  class, except that you may only choose the animal 
  companion version, and may only choose an animal 
  from the following list: ape, aurochs, bear, big cat, bird, 
  camel, elephant, shark, small cat, wolf.
   
  Practiced Shapechanger (Su): Beginning at 
  3rd level, whenever you are the target of a spell of the 
  polymorph subschool, you gain a +2 enhancement 
  bonus to Strength and Constitution for the duration of 
  that spell. At 9th level, this bonus increases to +4, and 
  at 15th level it increases to +6.
   
  Morphing Touch (Sp): Beginning at 9th level, 
  you can cause uncontrolled morphing inside a living 
  creature’s body. As a standard action, you can make a 
  single melee touch attack. If you hit, the target takes 
  1d6 points of damage per sorcerer level you possess, 
  and is sickened for 1d4 rounds, as his organs twist 
  and squirm and try to escape. A successful Fortitude 
  The Symbol of the Samarkin
  22
  
  save (DC 10 + 1/2 your sorcerer level + your Charisma 
  modifier) halves this damage and negates the sickened 
  condition. You can use this ability once per day at 9th 
  level. At 17th level, you can use this ability an additional 
  time per day, and at 20th level you can use it a total of 
  three times per day.
   
  Strength of the Wild (Ex): Beginning at 15th 
  level, your bond to the animal world becomes stronger, 
  and you grow more feral in appearance. You gain a 
  primary bite natural attack, which deals 1d6 points of 
  damage on a successful hit if you are Medium, or 1d4 
  points of damage if you are Small. Further, you gain an 
  additional benefit, based on the animal companion that 
  you chose.
   
  Gargantuan Animal: If the form that you take is 
  that of a Gargantuan animal, you gain a +8 size bonus to 
  your Strength, a -4 penalty to your Dexterity, and a +8 
  natural armor bonus.
   
  You can use this ability at will.
  Clan Shokar
   
  An ancient family with a proud tradition, the 
  Shokar devote themselves to protecting order and the 
  status quo by protecting nobility and royalty, which 
  they consider to be their divine mandate. They take their 
  obligations very seriously, and are the envy of kings and 
  lords the world over.
  Background
   
  In the lands of the Shokar, there is a legend 
  about the creation of the world, which has been long 
  forgotten by most, but which the Shokar still keep alive 
  in their own traditions. According to this legend, there 
  were once four gods who gave birth to the world, each 
  comprised of a different element: the Earth Father, the 
  Ocean Mother, the Sky Son, and the Flame Daughter. 
  These four worked together to sculpt great mountains, 
  raging rivers, silent forests, and sweeping plains. When 
  the world itself was complete, they marveled at its 
  beauty, but were saddened that they were the only ones 
  to enjoy such a sight, so they created man to witness 
  their creation.
   
  Each of the four gods lent a hand in creating 
  man: the Earth Father sculpted their bodies from the 
  soil, the Ocean Mother filled their bodies with vital 
  blood, the Sky Son breathed life into their lungs, and 
  the Flame Daughter ignited their minds, allowing 
  them to think for themselves, and appreciate the world 
  around them.
   
  The gods were about to leave the world, and 
  move on to create even more beauty, when the humans 
  cried out to them, asking them what they would do 
  now, and crying out for purpose in their lives. The gods 
  stopped, not having considered this, and appointed a 
  single human to be the ruler over the others, bestowing 
  in him more wisdom, that he might lead fairly and well. 
  But then another of the humans rose up his fist, striking 
  at the newly-appointed leader, and declaring that he 
  should have been the one chosen. And so the four gods 
  imbued another of the humans to be the protector 
  of their new leader, giving him a tiny portion of their 
  powers. This human, it is said, is the first of the Shokar.
   
  The Shokar are an ancient family with a proud 
  heritage, and has always been closely associated with 
  the ruling family in their region. The Shokar consider 
  Animal 
  Companion  Bonus
  Ape
  You gain a climb speed of 20 feet.
  Aurochs
  You gain a +2 bonus on all 
  Fortitude saves.
  Bear
  You gain cold resistance 5.
  Big Cat
  Your base movement speed 
  increases by 10 feet as long as you 
  are wearing light armor or no 
  armor.
  Bird
  You can cast see invisibility  as a 
  spell‐like ability once per day.
  Camel
  You gain fire resistance 5.
  Elephant
  You gain a +2 bonus on all Will 
  saves.
  Shark
  You can breathe water as easily as 
  air.
  Small Cat
  You gain a bonus on Acrobatics 
  checks equal to 1/2 your sorcerer 
  level.
  Wolf
  You gain a +2 bonus on all Reflex 
  saves.
   
  Wild Form (Sp): Beginning at 20th level, you gain 
  the ability to borrow the forms of animals and magical 
  beasts. This functions as the spell beast shape IV, except 
  that you can remain in the form of the chosen animal or 
  beast indefinitely. Additionally, you can use this ability 
  while already in the form of an animal or magical beast, 
  allowing you to go directly from one animal form to 
  another. Finally, with this ability you can take on the 
  form of Fine or Gargantuan animals.
   
  Fine Animal: If the form that you take is that 
  of a Fine animal, you gain a +8 size bonus to your 
  Dexterity, a -4 penalty to your Strength, and a +1 natural 
  armor bonus.
  23
  
  it the duty of all members of their bloodline to serve 
  as guardians and protectors to nobles and royalty in 
  general, but to their own liege-lord, in specific. They are 
  loyal to a fault, and traitors amongst the Shokar are very 
  rare, both due to their inherently honorable nature, 
  and to the harsh and swift punishment they bring down 
  upon those members of the family who dishonor them. 
  There have been times, once or twice in the family’s 
  history, when they have changed loyalties and taken up 
  the protection of a challenger to the throne, but these 
  were always in cases where the usurper had already won 
  the throne, and the legitimate ruler, and all his heirs, 
  were already slain, and pursuing the fight further would 
  have been nothing but purposeless vengeance. It is 
  nothing less than that which is sufficient for a Shokar to 
  abandon his ward, or, so it is said.
   
  Because all members of the family are expected 
  to serve as a bodyguard or agent for a lord, nearly all 
  Shokar begin intense training from an early age. They 
  are trained in their family’s unique sorcerous abilities, 
  of course, but most Shokar also learn how to fight 
  with steel, as well. The family favors small, concealable 
  weapons, and so most Shokar are experts with daggers 
  and shuriken. Certain sub-branches of the family favor 
  other weapons, instead, such as spiked chains or dual-
  wielded kamas, but this is the exception, rather than 
  the rule.
   
  Shokar also learn the importance of discipline 
  and obedience from an early age, and it is impressed 
  upon them that their duty to their family and their lord 
  is more important than their own personal desires. 
  When a member of the family reaches adulthood, he 
  undergoes a series of tests to prove his ability, and, 
  based on the results, the family elders determine who 
  he will be assigned to protect. While the majority of 
  the Shokar family is devoted to protecting the rulers of 
  the lands of the Shokar’s ancestral homelands, it is not 
  uncommon for other rulers from far-off lands to request 
  one or more of the Shokar as a protector, and so it is not 
  uncommon for a Shokar to be sent to a far-off land to 
  protect an unknown ruler. Such Shokar sometimes form 
  their own families in the new land, and create a new 
  branch of this bloodline.
   
  While an adult Shokar can choose not to pursue 
  the family tradition and make his own way in the world, 
  such individuals are considered to have left the family 
  (as this prevents the dishonor from spreading to the 
  rest of the Shokar), and from that day on no Shokar 
  is allowed to speak to the offender. It is only when a 
  Shokar acts in direct opposition to the family’s creed—
  assassinating legitimate nobility or, worse still, turning 
  against one’s own lord—that the family truly acts 
  against the traitor. A Shokar who does such a thing is 
  expected to be killed on sight by any family member he 
  meets, and will be actively hunted by agents from the 
  family until he is slain.
   
  The Shokar have their own lands and maintain a 
  stronghold where the younger generation of the family 
  is trained, and the older members go to retire. The 
  stronghold is also home to those members of the house 
  who are unable to distinguish themselves well enough 
  to earn a position as a permanent bodyguard. Further, 
  even those Shokar who do gain permanent positions as 
  bodyguards are usually allowed to rest one month out of 
  the year, and most return home during this time, while 
  their ward is protected by another member of the clan. 
  It is said that deep within this heart of the Shokar’s 
  power are detailed notes on the secrets of the various 
  lieges that they protect, which would be invaluable to 
  any assassin who was able to overcome the clan’s potent 
  defenses.
   
  While individual Shokar are trained to be very 
  quick and able to anticipate and react to unexpected 
  circumstances, the Shokar family, as a group, tend to be 
  very traditionalist, and slow to change. Because their 
  family honor and tradition are so important to them, 
  many Shokar have sensibilities that are considered 
  antiquated by other sorcerers, and members of the 
  family are known to participate in many extensive 
  ceremonial rituals throughout their everyday life, and 
  observe a strict code of conduct.
   
  A member of the Shokar family is generally easy 
  to identify once he begins casting spells, as members of 
  this bloodline tend to produce silvery sparks as a side-
  effect of their magic.
  Bloodline Features
    
   
  Class Skill: Sense Motive.
   
  Bonus Spells: mage armor (3rd), obscure object 
  (5th), clairaudience/clairvoyance (7th), lesser globe of 
  invulnerability (9th), telepathic bond (11th), legend lore 
  The Crest of Clan Shokar
  24
  
  (13th), greater scrying (15th), greater prying eyes (17th), 
  wish (19th).
   
  Bonus Feats: Arcane ShieldAPG, Arcane Strike, 
  Combat Casting, Fleet, Improved Iron Will, Iron Will, 
  Leadership, Lightning Reflexes, Weapon Finesse.
   
  Bloodline Arcana: Whenever you confirm a 
  critical hit with a dagger or shuriken, the target is dazed 
  for 1 round.
   
  Bloodline Powers: As a scion of the Shokar 
  clan, the blood that flows through your veins entitles 
  you to numerous magical talents, which become 
  available to you as you increase in power.
   
  Martial Prowess (Ex): Beginning at 1st level, 
  your extensive combat training makes you deadly with 
  a dagger or shuriken. You are proficient with shurikens. 
  Additionally, for the purposes of the first attack you 
  make each round, if that attack is made with a dagger 
  or a shuriken, you use your sorcerer level as your base 
  attack bonus for the purpose of resolving that attack. 
  This ability only applies to the first attack made each 
  round, and only if it is made with a dagger or shuriken. 
  Any subsequent attacks use your base attack bonus, as 
  normal. Finally, you can draw a dagger or shuriken as a 
  free action, and a hidden dagger or shuriken as a move 
  action, as though you had the Quick Draw feat.
   
   
  At 4th level, you gain Weapon Focus as a bonus 
  feat. You must select a type of dagger or shuriken for 
  this feat.
   
   
   At 8th level, you gain Greater Weapon Focus as 
  a bonus feat, even if you do not meet the prerequisites. 
  The weapon chosen for this feat must be the same 
  weapon chosen for the Weapon Focus bonus feat gained 
  at 4th level.
   
  Flame Daughter’s Strike (Su): Beginning at 3rd 
  level, you can channel arcane energy through your 
  weapons. Whenever you successfully hit a creature with 
  a dagger or a shuriken, you may choose to have it inflict 
  an additional amount of fire damage equal to 1d6 + your 
  sorcerer level. You must declare whether or not you are 
  using this ability before damage is rolled. You can use 
  this ability a number of times per day equal to 3 + your 
  Charisma modifier.
   
  Sky Son’s Cloak (Su): Beginning at 9th level, 
  you can call upon the power of wind to surround 
  yourself in a howling gale. As a standard action, you 
  can produce a 10-foot-radius burst of wind, centered 
  on you. Each creature other than you in the affected 
  area suffer 4d6 points of slashing damage, is pushed 10 
  feet directly away from you, and is knocked prone. A 
  successful Reflex save (DC 10 + 1/2 your sorcerer level + 
  your Charisma modifier) halves the damage, causes the 
  target to be pushed only 5 feet, and negates the prone 
  condition. You can use this ability three times per day.
   
  Ocean Mother’s Love (Su): Beginning at 15th 
  level, you may imbue water with magic to give it 
  beneficial properties. A creature that drinks the water 
  immediately heals 2d6 points of damage, gains fast 
  healing 1, and gains a +1 luck bonus to AC and all saving 
  throws. These benefits last for 1 minute.
   
  You may use this ability a number of times per 
  day equal to 1/2 your sorcerer level (rounded down). 
  Each use imbues enough water to affect only a single 
  creature. Further, any single creature cannot gain more 
  hit points from this ability in a single day than twice 
  your caster level, including hit points gained from fast 
  healing (even if a character cannot gain any healing 
  from water affected by this ability, it still gains the luck 
  bonus to AC and saving throws).
   
  Water affected by this ability retains its 
  properties for 24 hours.
   
  Earth Father’s Power (Su): Beginning at 20th 
  level, you can unleash the power of the Earth Father 
  to reduce a creature struck by one of your weapons to 
  dust. Whenever you confirm a critical hit with a dagger 
  or shuriken, you can attempt to turn the target to stone. 
  The target must succeed on a Fortitude save (DC 10 + 
  1/2 your sorcerer level + your Charisma modifier) or be 
  turned to stone, as the spell flesh to stone. If the target 
  fails this initial saving throw, he must succeed on a 
  secondary Fortitude save (same DC) or take 250 points 
  of damage, as you attempt to shatter his stone body. If 
  the creature is reduced to 0 hit points in this way, he 
  crumbles to dust. Even if the creature succeeds on the 
  secondary Fortitude save, he takes 50 points of damage 
  and remain petrified indefinitely.
   
  This ability can be used three times per day.
  25
  
  The Sivix Conspiracy
   
  To fight evil, you must know evil. You must feel 
  it and think it. See through its eyes. That is the creed of 
  the Sivix. They infiltrate the structures and organization 
  of evil, and destroy them from the inside out. Taught to 
  ignore the pressures of desire and need, every moment of 
  their being is wrought with the opportunity for evil, an 
  opportunity that they must avoid.
  Background
   
  Unlike the majority of sorcerer bloodlines and 
  great houses, anyone can join the Sivix Conspiracy, 
  and anyone can potentially gain access to its power. 
  The Sivix bloodline, like other sorcerer bloodlines, can 
  be passed on from one generation to the next in the 
  normal way, but it rarely is. Rather, most members of 
  this sorcerous “family” become indoctrinated through a 
  special ritual that uses a powerful artifact to bestow the 
  power of the bloodline to the new member.
   
  The Sivix Conspiracy is a relatively recent 
  organization, and can trace its history back only two 
  or three hundred years. While there is no doubt that 
  members of the organization themselves know its exact 
  origin, much about the Sivix is shrouded in mystery. 
  What is known is that they began as the spy network 
  of some powerful noble, most likely a king or emperor. 
  The king, who had some magical inclination of his own, 
  and who was a great and fearsome tyrant, had many 
  repressive laws, and it was the job of his spies to find 
  those who dissented or disobeyed and make an example 
  of them.
   
  The king grew increasingly paranoid, however, 
  and demanded more and more of his spies, trying 
  his best to clench his proverbial iron fist as tight as 
  he could upon the throat of his subjects. In order to 
  make his spies more effective, he had his best mages 
  create an artifact that could bestow magical power 
  upon them, so that they could better inform on his 
  subjects unobserved. He forced his spies to undergo this 
  transformation, many against their will, and soon had a 
  small army of mind-reading, invisible spies, who could 
  take on the appearance of anyone they wished. 
   
  For a while, all went well for the king, as his 
  new spies were far more effective than ever before, and, 
  it turned out, the harder he looked for dissenters to 
  punish, the more he found. Sooner or later, however, 
  one of the king’s spies decided that he couldn’t sit by 
  and watch this oppression any longer. Rather than 
  simply run away, he used the powers that had been 
  thrust upon him to slay his master. The death was 
  gruesome, and, supposedly, it served as a wake-up call 
  to the king’s much more reasonable son, who disbanded 
  his father’s spy network and allowed his people to live 
  in relative peace. An alternative interpretation is that 
  rather than a lone dissenter, the king was murdered 
  with the agreement of the spy network as a whole, 
  who withdrew their services after warning the heir not 
  to repeat his father’s mistakes. As exact identities are 
  unknown, it is difficult to say for certain.
   
  Rather than disbanding, however, the spies 
  vowed to put their talents to use for good, acting as 
  protectors of the people. They formed a secret society, 
  which grew into the Sivix Conspiracy of today. The 
  members were forbidden from taking wives or fathering 
  children, but instead were said to be married to their 
  work, living as shadows, embracing the darkness and 
  living in it in order to protect the innocent from the 
  predations of those who called that darkness home.
   
  The Sivix are by nature very paranoid, and, 
  considering the power that they wield, and their own 
  history, this paranoia is not entirely unfounded. Their 
  organization is kept a secret even among themselves, 
  and they are organized into cells, with each member 
  knowing only a handful of other members of the Sivix. 
  To make matters more complicated, the cell members 
  that a Sivix knows are likely located relatively far away, 
  and are almost never local. If a Sivix needs to get in 
  touch with others of his organization that are nearby, 
  he must either contact faraway cellmates who pass the 
  message along until it makes its way back to the city, or, 
  in emergencies, must rely on secret marks and signs left 
  in public places.
   
  There is no strict hierarchy or leadership 
  amongst the Sivix. While a new member is expected to 
  defer to the one who inducted him (for a time, at least), 
  other members are generally considered to have equal 
  standing, and decisions are made more by consensus, 
  as matters are passed from cell to cell and back again, 
  washing throughout the entire organization, than by 
  any other means. Their lack of centralization and heavy 
  anonymity occasionally leads to imposters appearing, 
  claiming to represent (or even lead) the Sivix, but one 
  can usually tell such imposters by their tendency to 
  wind up killed in a horribly gruesome and incredibly 
  public display. In the rare event that the Sivix feel that 
  a representative is necessary, they seem to have some 
  secret sign to identify themselves to other Sivix as a true 
  representative, never appear in their own form, and 
  fade into the shadows as soon as their job is done.
   
  A prospective member of the Sivix must first 
  gain the attention of an existing member, which 
  can be difficult task in and of itself, as they have 
  no headquarters, and there is no official means of 
  approaching them. Once he earns the trust of a 
  member (a very long process involving many tests, as 
  the Sivix are incredibly slow to trust), he must swear 
  to devote his life to serving justice from the shadows, 
  to uphold the ways of the Sivix, and never to sire 
  26
  
  offspring. If he does agree, he is magically transported 
  to a secret stronghold deep underground (even most 
  Sivix have no idea where it is, and can travel there only 
  via teleportation magic), and ceremonially anointed 
  with the artifact that is the source of the Sivix’s mystical 
  power (again, there is no information on this, likely 
  due to its nature being erased from the minds of the 
  participants, or a powerful mental block preventing 
  speaking on the topic). The mentor continues to watch 
  over the new member for a while, but eventually he is 
  allowed to go his own way.
   
  Rarely, but far more often than the Sivix would 
  like, a new member “goes rogue,” and splits from the 
  ideals of the group. Some of these were deceiving the 
  Sivix all along in order to gain their power, while others 
  simply had a change of heart. Whatever the case, the 
  Sivix hunt down rogue members with uncommon 
  vigor, and only the cleverest and most resourceful ex-
  members remain alive for long.
  Bloodline Features
   
   
  Class Skill: Stealth.
   
  Bonus Spells: disguise self (3rd), mirror image 
  (5th), illusory script (7th), phantasmal killer (9th), modify 
  memory (11th), mislead (13th), simulacrum (15th), greater 
  shadow evocation (17th), shades (19th).
   
  Bonus Feats: Blind Fight, Deceitful, Defensive 
  Combat Training, Greater Spell Focus (Illusion), Silent 
  Spell, Skill Focus (Stealth), Spell Focus (Illusion), 
  Stealthy, Toughness.
   
  Bloodline Arcana: The first time that a 
  creature makes a saving throw to disbelieve an illusion 
  spell of the figment, glamer, or phantasm subschools 
  that you cast, the target must roll their saving throw 
  twice and take the worse result. Any subsequent 
  attempts to disbelieve the spell are made normally.
   
  Bloodline Powers: As a trusted member of the 
  inner circle of the Sivix Conspiracy, the blood that flows 
  through your veins entitles you to numerous magical 
  talents, which become available to you as you increase 
  in power.
   
  Shadow Friend (Ex): Beginning at 1st level, your 
  senses grow keener in darkness, and you feel more at 
  home where others are less likely to detect you. You gain 
  low-light vision. If you already possess low-light vision, 
  you gain darkvision to a range of 60 feet, instead. If you 
  already had darkvision to a range of 60 feet or greater, 
  your existing darkvision increases by 30 feet, instead.
   
  Shadow in the Dark (Su): Beginning at 3rd 
  level, you gain the ability to conceal yourself by calling 
  upon the powers of darkness. You can use the Stealth 
  skill to hide in bright light as though it were normal 
  light, and can use it in areas of normal light even if 
  you do not have concealment (you still cannot use 
  Stealth to hide from a creature that is actively observing 
  you). Additionally, when you are in areas of dim light, 
  creatures without darkvision suffer a -4 penalty on 
  Perception checks made to oppose your Stealth checks 
  (if the light level is less than dim, then this does not 
  stack with the normal -4 penalty on Perception checks 
  that rely on sight).
   
  Grasping Shadows (Su): Beginning at 9th level, 
  you learn to use an opponent’s very shadow against 
  him, granting it life and turning it against its owner. 
  As a standard action, as long as you are in an area of 
  dim light or brighter, you can animate the shadow of 
  a single creature within 60 feet. The target’s shadow 
  immediately attacks him. The amount of damage the 
  shadow inflicts depends on the light level in the area: 
  in areas of dim light, it deals 1d4 points of damage per 
  caster level you possess; in areas of normal light, it deals 
  1d6 points of damage per caster level you possess; and 
  in areas of bright light, it deals 1d8 points of damage 
  per caster level you possess. Regardless of the amount 
  of damage, half the damage dealt is cold damage and 
  the other half is untyped damage, and a successful 
  Fortitude save (DC 10 + 1/2 your sorcerer level + your 
  Charisma modifier) halves this damage. You can use 
  this ability once per day at 9th level. At 17th level, you can 
  use this ability an additional time per day, and at 20th 
  level you can use it a total of 3 times per day.
   
  Identity Theft (Su): Beginning at 15th level, 
  you can literally steal the form of another humanoid 
  creature. As a full-round action, you can make a melee 
  touch attack that provokes attacks of opportunity. The 
  target must succeed on a Fortitude save (DC 10 + 1/2 
  your sorcerer level + your Charisma modifier) or his 
  body twists into a different form. He still appears to 
  be a member of his race, but cannot be recognized as 
  himself unless the observer succeeds on a Will save (DC 
  The Crest of the Sivix Conspiracy
  27
  
  10 + 1/2 your sorcerer level + your Charisma modifier). 
   
  Further, if the target fails the Fortitude save, 
  he must make a secondary Will save (same DC) or 
  suffer amnesia. A creature that loses his memories in 
  this way retains all of his class features, skills, spells 
  known, spell-like abilities, supernatural abilities, and 
  extraordinary abilities, and is intuitively able to use 
  them. He does not, however, remember his name, nor 
  does he recognize people he once knew (including close 
  friends and hated enemies), places he’s been to, and so 
  on. He will generally remember famous individuals and 
  important organizations, but will not remember any 
  association that he may have with them (for example, he 
  would remember the name of the reigning king, or that 
  the local monastery of the healing god can be counted 
  on to aid the needy, etc., but would not remember that 
  the king was his brother, or that he had been banished to 
  the local monastery in order to keep him out of politics). 
  Similarly, affected creatures generally know what race 
  they are, and retain their previous outlook towards 
  other races in general (for example, a troll that lost its 
  memories in this way would know that it was a troll and 
  would still view humans as “food” rather than “friends”).
   
  Regardless of whether or not the target succeeds 
  on either saving throw, you alter your own shape to 
  perfectly resemble the target’s normal appearance, 
  gaining +20 to Disguise checks to appear as the target. 
  You also gain an intuitive understanding of the target’s 
  basic speech patterns, behavior, and so on, granting 
  you a +10 circumstance bonus on Bluff checks made to 
  impersonate the target for the duration of the ability.
   
  The transformation and amnesia effects on the 
  target last for 24 hours. The transformation effect that 
  makes you resemble the target lasts for 24 hours or until 
  you dismiss it (a move action). You may use this ability 
  once per day.
   
  Forgotten Accusations (Su): Beginning at 20th 
  level, you gain the ability to remove all memory of 
  yourself from a creature’s mind with nothing more than 
  a touch. As a standard action, you may make a melee 
  touch attack against a single creature. If the attack hits, 
  the target must succeed on a Will save (DC 10 + 1/2 your 
  sorcerer level + your Charisma modifier) or have all 
  instances of you in his memory removed.
   
  An affected creature is dazed for 1d4 rounds, 
  after which he no longer has any memory of you, 
  including your use of this ability. Depending on the 
  nature of the memories removed, the target may forget 
  that entire events even occurred, or he may remember 
  that they occurred, but not remember the details of 
  who was involved (For example, a memory of passing 
  you on the stairs up to the room where the duke was 
  found assassinated would likely be forgotten entirely, 
  with the target no longer remembering passing anyone 
  on the stairs. By contrast, a memory of an extended 
  conversation wherein you blackmailed the target unless 
  he did some task is more likely to leave the target 
  remembering having such a conversation, but without 
  any clue as to who he was having it with, or any other 
  details that might lead to your identity). In very rare 
  cases, the target may substitute other individuals in 
  place of you within his memories. You do not have 
  any direct control over the exact manner in which the 
  memories are lost, except that, if you are known to the 
  target by multiple different aliases, and the target is 
  not aware that all of these aliases are the same person, 
  you may choose to exempt specific aliases from this 
  effect (for example, if the target knew you only as 
  the unremarkable son of a minor noble, and was not 
  aware that you were also secretly the Black Magician, 
  a hooded vigilante sorcerer, you could choose to have 
  him forget only the Black Magician, while retaining all 
  his memories of you as the unremarkable son of a minor 
  noble).
   
  This memory loss is permanent, and can only 
  be restored by greater restoration, or more powerful 
  magic. You may use this ability once per day.
  The Zartol Consortium
   
  The Zartol are merchants corrupted by pride and 
  greed, and brought under the heel of a terrible devil, Rnu, 
  who now serves as their patron, using the family, and the 
  wealth that they represent, to spread infernal agendas 
  without pity or remorse.
  Background
   
  The Zartol Consortium originally rose to 
  prominence as spice merchants, due in large part to 
  the shrewd cunning and mercantile skill of Gargran 
  Zartol, who amassed great amounts of wealth exploiting 
  previously unused trade routes to bring exotic spices—
  cinnamon being the most prominent among them—
  back to his home city. With wealth comes power, 
  and Gargran proved to be a ruthless businessman, 
  quickly assembling an army of merchant caravans and 
  squeezing out his competition, until he became the de-
  facto ruler of the city, due in large part to owning more 
  than half of its individual buildings and other property.
   
  While Gargran was never able to make 
  much of a headway into politics—something he 
  greatly resented, as he was looked down upon by the 
  local nobility and aristocracy for his middle-class 
  background—his descendants eventually managed to 
  secure political acclaim and office to accompany their 
  ever-increasing wealth, as the family business expanded 
  to cover most trade in and out of the city, and, over 
  time, its surrounding environs. The family kept a strict 
  28
  
  policy of keeping the business together, and while less-
  favored children and distant relatives were often given 
  easy, highly lucrative jobs, the family business was 
  always passed from father to favored son (while this was 
  usually the eldest son, there is more than one example 
  of an incompetent heir being passed over in favor of a 
  more suitable younger sibling).
   
  This continued for some time, until tragedy 
  struck—for the Zartol, but also for a great many others. 
  A war broke out, rendering the Zartol’s profitable trade 
  routes unusable, and putting a stranglehold on their 
  ability to do what they did best: import and export. 
  While this would normally be a surmountable problem 
  for the consortium, the current head of the family 
  business, Drevnik Zartol, was not the most impressive 
  businessman that the organization had ever possessed. 
  While he was certainly not without cunning, he earned 
  his position by having his brother kidnapped and 
  coercing him into handing over the business, rather 
  than through actual business sense (this was not the 
  first time that this had happened in the family, but 
  was certainly the exception, rather than the rule). As a 
  result, he was ill-equipped to handle the strain placed 
  by the war, and, under his leadership, the Zartol lost 
  much of their financial empire.
   
  When it became clear that the family business 
  would soon go bankrupt, Drevnik became desperate. 
  He turned to his close friend and chief advisor, a wizard 
  by the name of Raldek Valdenthral. Raldek, who had for 
  a long time been a devil-worshipper in secret, advised 
  that Drevnik turn to extraplanar powers for help, and 
  offered to summon such a power for Drevnik (in fact, 
  some believe that Raldek himself had manipulated 
  things to ensure that Zartol fortunes began to dwindle, 
  specifically to create a need to do just that). Drevnik 
  agreed, and entered into a contract with a powerful 
  devil named Rnu.
   
  Rnu agreed to bring prosperity back to the 
  Zartol, and, at Drevnik’s insistence, also bestowed upon 
  him magical power, which has become a staple of the 
  family ever since. Rnu quickly arranged for the war to 
  end, and helped ensure that the rivals who had begun 
  to crop up during the Zlo’s hard times were stamped 
  out, and the merchant family restored to their place of 
  power.
   
  This did not come without a price, however. 
  Drevnik, who had always been a shrewd and, frankly, 
  greedy negotiator, refused to offer up his soul as part of 
  the bargain, but that proved no obstacle to Rnu, who 
  simply wanted the right to be involved in the way that 
  the business was managed. When it was made clear 
  to Drevnik that the devil would not be taking any of 
  the profits, and, to the merchant’s eyes, seemed to be 
  insisting on working for free, the leader of the Zartol 
  Consortium happily agreed.
   
  One of the first changes that Rnu enacted was 
  to expand the type of trade that the Zartol engaged in. 
  Whereas before, they had dealt primarily in luxuries, 
  consumables, and staples, Rnu shifted their business 
  towards weapons, and, more importantly, slaves, using 
  the considerable political clout of the consortium to 
  make slavery legal. He then arranged for the family 
  business to deliberately provide loans to people who 
  would likely be unable to repay them, with the collateral 
  being that, should they default, they would become 
  property of the business. Because the loans themselves 
  were for amounts notably less than the price of a slave, 
  and the slave’s possessions and property often defaulted 
  to the Zartol as well, this became very profitable very 
  quickly, all while creating untold suffering and misery 
  amongst the lower classes.
   
  Further, while the Zartol had generally been 
  fairly aggressive in their business practices, under 
  Rnu’s influence they became positively hostile, actively 
  spreading to new ports of call, arranging for “accidents” 
  to disrupt established merchants and overwhelming 
  them with unscrupulous business practices. Rnu also 
  provided his own “men” (devils and damned souls, 
  in fact) to serve in the company as well, primarily as 
  enforcers, spies, and the like, and it is rare to find a 
  Zartol storehouse that is not guarded by at least a 
  handful of barbazu and imps, if not more powerful 
  demons. In fact, the entire hierarchy of the business 
  is now studded with infernal creatures who fill roles 
  at every level, from such menial guard duty as above, 
  to supervising loans, managing workers, and even 
  sitting on the board of directors. Everywhere that the 
  Zartol expanded to, they brought the taint of Rnu’s evil 
  with them. Of course, his long association with Rnu 
  and his willingness to allow these atrocities to occur 
  in exchange for his own personal fortune and magic 
  ensured that, though his soul was never bargained, he 
  wound up in the hells when he died, all the same.
  The Crest of the Zartol Consortium
  29
  
   
  All members of the Zartol family are made to 
  enter the contract with Rnu during infancy, in a sort 
  of baptism-like ritual. Doing so not only grants them 
  access to the sorcerous power that the contract grants 
  (which manifests fully in every member who undergoes 
  the ritual), but also ensures a certain status in the 
  organization…provided that they prove willing to toe 
  the company line. Some rare members of the family 
  balk at the idea of working with devils as they reach 
  adolescence. Such individuals are disowned by the 
  family and business entirely, and forced to make their 
  own way in the world.
  Bloodline Features
    
   
  Class Skill: Knowledge (planes).
   
  Bonus Spells: unseen servant (3rd), web (5th), 
  vampiric touch (7th), control summoned creatureUM (9th), 
  lesser planar ally (11th), planar binding (13th), plane shift 
  (15th), trap the soul (17th), gate (19th).
   
  Bonus Feats: Augment Summoning, Deceitful, 
  Extend Spell, Greater Spell Penetration, Iron Will, Skill 
  Focus (Knowledge [planes]), Spell Focus (conjuration), 
  Spell Penetration.
   
  Bloodline Arcana: Any creatures you summon 
  or call with a spell of the summoning or calling 
  subschools have the maximum possible hit points for 
  their Hit Dice. Additionally, such creatures gain a +1 
  morale bonus on attack and damage rolls. This morale 
  bonus begins as soon as the creature is summoned 
  or called, and lasts for 1 round per sorcerer level you 
  possess.
   
  Bloodline Powers: As a member of the Zartol 
  Consortium, the blood that flows through your veins 
  entitles you to numerous magical talents, which 
  become available to you as you increase in power.
   
  Trader’s Tongue (Ex): Beginning at 1st level, you 
  can speak with the confidence and grace of a seasoned 
  merchant. You gain a +2 on Bluff, Diplomacy and 
  Intimidate checks. This bonus increases to +4 at 8th 
  level, and again to +6 at 15th level.
   
  Merchant’s Eye (Ex and Sp): Beginning at 3rd 
  level, you gain an intuitive ability to discern an item’s 
  value and properties. You can cast detect magic as 
  a spell-like ability at will. Additionally, you gain a 
  competence bonus equal to your sorcerer level on 
  all Appraise checks made to determine the value of 
  an object, as well as on all Spellcraft checks made to 
  identify the properties of a magic item.
   
  Voice of the Master (Sp): Beginning at 9th level, 
  your words carry a supernatural weight that causes 
  others to simply obey them. This functions as the 
  spell command, except that the saving throw DC to 
  resist the effect is equal to 10 + 1/2 your sorcerer level 
  + your Charisma modifier, and the chosen activity 
  continues beyond one round. The target receives a new 
  saving throw each round to end the effect, otherwise it 
  continues following your initial command. At 9th level, 
  you may use this ability three times per day. At 15th level, 
  you may use it an additional time per day.
   
  Extraplanar Ally (Ex): Beginning at 15th level, 
  an extraplanar creature enters your service, performing 
  whatever tasks you require of it. The ally can be any 
  creature with the extraplanar subtype whose CR is no 
  greater than 11. The creature arrives of its own accord, 
  and obeys your commands faithfully to the best of 
  its ability (although creatures of an evil or chaotic 
  alignment are more likely to take liberties with the 
  interpretation of your commands, even demons and 
  devils serving in this way can generally be trusted to act 
  more or less in your best interest). If you are particularly 
  cruel or abusive to your extraplanar ally, however, it may 
  attempt to flee or attack you.
   
  Extraplanar allies are not party members, and 
  do not receive experience points. While an extraplanar 
  ally appreciates a share of any treasure found, and may 
  even request certain items, you are not required to pay 
  it for its services, and it will continue serving regardless 
  of whether it is paid or not.
   
  If your extraplanar ally flees, is killed, or is 
  dismissed by you, a new one arrives after one week. The 
  new extraplanar ally may be a different type of creature 
  than the initial one, but must still be a creature with the 
  extraplanar subtype whose CR is no greater than 11.
   
  Beginning at 18th level, you may choose to 
  replace your extrapalanar ally with one that is CR 13 
  or lower. If you retain an extraplanar ally with CR 11 
  or lower, that extraplanar ally automatically gains 
  the advanced template. Any time that you change 
  extraplanar allies (as outlined above), you may either 
  choose a creature of CR 12 or 13, or a creature of CR 11 or 
  below that gains the advanced template.
   
  Wishmaster (Sp): Beginning at 20th level, you 
  can channel the power of Rnu to grant wishes, for a 
  price. You can cast wish as a spell-like ability, but only 
  to fulfill the wishes of others. In order for you to use this 
  ability, another creature must willingly agree to give up 
  his soul in exchange for granting him a wish. Creatures 
  that are magically or supernaturally coerced into giving 
  up their soul (such as because they have been affected 
  by charm person or a similar effect) do not count as 
  “willingly agreeing” for the purposes of this effect. 
  Additionally, the creature must fully understand the 
  nature of what he is doing (one that has not been told 
  that he will lose his soul, or who has been convinced 
  30
  
  that he won’t really lose his soul, for example, would 
  not suffice). Finally, the creature in question must have 
  a soul, and that soul must not be claimed by any other 
  creature.
   
  Once you have a creature willing to exchange 
  his soul for a wish, you can cast wish as a spell-like 
  ability on that creature’s behalf. You do not need to 
  provide the costly material component. The creature 
  giving up his soul states the terms of the wish: you do 
  not get to choose what the wish is used for. That said, 
  if the wish falls into the category of “dangerous wishes” 
  (those greater than the examples given in the spell’s 
  description), you may attempt to determine the way 
  in which the wish is fulfilled. The chosen effect must 
  still fulfill the letter of the wish, but may make the 
  result undesirable, self-defeating, or more beneficial to 
  you. That said, this is a difficult process to control, and 
  sometimes (at the GM’s discretion), dangerous wishes 
  will be fulfilled in ways other than what you intended, 
  or the wish may simply fail.
   
  A creature that receives a wish in this way loses 
  his soul (no save). The soul immediately travels to the 
  hellish dungeons of Rnu. Usually, Rnu immediately 
  consumes the soul, destroying it utterly, but in some 
  cases the soul is imprisoned, bartered to another evil 
  outsider, or suffers some other fate. If a creature that 
  has lost his soul in this way dies, he cannot be returned 
  to life by any means until his soul is freed.
  Image © Can Stock Photo Inc.
  31
  
  32
  
  33
  
  34
  Permission to copy, modify and distribute the files collectively known 
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  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Liber Vampyr Copyright 2010, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, and Justin Holloway. 
  Into the Armory: The Complete Guide to Weapons, Armor, and 
  Equipment Copyright 2010, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  The Book of Beginnings Copyright 2010 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  The War of the Goblin King Copyright 2010 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  Advanced Arcana Volume I Copyright 2010 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshya Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 
  2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 
  2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  Necromancers of the Northwest Presents: The Blackshire Mercenary 
  Company Copyright 2011 Necromancers of the Norhtwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors: Joshua Zaback, Alex Riggs, Justin Holloway 
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway, Rosa Gibbons 
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway 
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin 
  Holloway 
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 
  2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  Advanced Arcana Volume II Copyright 2011 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 
  Necromancers of the Northwest, LLC; Authors: Justin Holloway, Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Joshua Zaback, Justin 
  Holloway, Alex Riggs 
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs 
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of 
  the Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Necromancers of the Northwest Presents: Knights of the Crucible 
  Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs 
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers 
  of the Northwest, LLC; Authors Joshua Zaback, Alex Riggs, David 
  Mesick 
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Bows of War Copyright 2012 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  Advanced Arcana Volume III Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 
  2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Joel Migas 
  The Ebon Vault: Unstoppable Hammers Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 
  Necromancers of the Northwest, LLC; Authors Joel Migas, Marie 
  Barnes, Alex Riggs 
   
  END OF LICENSE 
  
  You Just Have to Be Born With It
   
  Everyone knows that the source of a sorcerer’s magic is in his 
  blood. Most sorcerers have arcane lineages that tend to fall into 
  fairly straightforward and easy to deﬁne categories. This sorcerer is 
  descended from a dragon, and has a draconic bloodline. That 
  sorcerer is descended from a devil, and has an infernal bloodline. 
  But there are some sorcerous lineages that are unique unto 
  themse
  themselves, and which, for various reasons, have developed 
  unique powers, speciﬁc to a single family tree. This book is about 
  those arcane ancestries.
   
  While a standard sorcerer bloodline gives you mechanical 
  abilities that match a tightly focused theme, it doesn’t give you 
  very much in the way of background and ﬂavor, and their narrow 
  focus approaches a scientiﬁc or clinical categorization. By 
  contrast, each of the ten bloodlines in this book has a rich and 
  unique identity, which is not only reﬂected in their unique 
  bloodline abilities, but also in extensive background sections 
  which detail the origins of the bloodline, as well as providing some 
  insight into what life is like for members of the bloodline, and 
  in
  information on how other sorcerers with that bloodline live and 
  act, not only giving prospective players great starting points for 
  building their character’s background and personality, but also 
  oﬀering fully-formed arcane families or organizations that a GM 
  can use to make the game world a more dynamic and interesting 
  place, even if none of his players are interested in sorcerers.
   
  If you’ve ever wondered just where your sorcerer got his magic 
  powers, or thought that an arcane aristocracy was a cool idea, or 
  even if you’re just looking for a new set of bloodline powers to try 
  or even just something fun to spark your imagination, this is the 
  book for you.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/A Necromancer's Grimoire - Sorcerous Lineages.pdf