TEXT: Alternate Abyssal 
  Bloodlines
  Volume I
  #119
  
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. ©2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Anger of Angels. ©2003, Sean K Reynolds.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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  Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
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  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
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  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
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  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lawrence Schick.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
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  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Muth.
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  based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Philip Masters.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Neville White.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Player Paraphernalia #119 Alternate Abyssal Bloodlines, Volume I © 2017, The Knotty-Works; 
  Author: John Buckley.
  Publisher’s Choice Master Illustrations (Demonic Transformations) © Rick Hershey / Fat Goblin 
  Games.
  Demoness / Succubus © 2012 by Jazbee.
  d20pfsrd.com. © 2010, John Reyst.
  
  1
  Player Paraphernalia #119
  By The Knotty-Works
  Welcome to issue one hundred and nineteen of  
  the Player Paraphernalia series, short supplements 
  designed to offer players new options for use 
  with the Pathfinder RolePlaying Game (©Paizo, 
  Inc.).   Domains get sub-domains and Arcane 
  Schools have associated sub-schools.  Why don’t 
  Bloodlines gets sub-bloodlines?  Well, this issue 
  attempts to rectify it, at least in part with the 
  introduction of  several alternate bloodlines for the 
  Abyssal bloodline.  
  Each of  the alternate bloodlines presented 
  within fall under the Abyssal bloodline, replacing 
  bonus spells, bonus feats, bloodline arcana and/
  or bloodline powers from the original bloodline 
  with those associated with particular demons.  If  a 
  particular part of  the bloodline is not listed within 
  the alternate bloodline, that feature is inherited 
  from the Abyssal bloodline.
  Without further ado, we present alternate abyssal 
  bloodlines.
  BaBau Bloodline
  At some point in your progenitor’s past 
  their was an unholy pact made with one of 
  these skeletal sadists that hunt both in the 
  Abyss and the Prime Material Plane.
  Bonus Spells
  Corrosive Touch (3rd), See Invisibility (5th), 
  Eruptive Postules (7th), Touch of Slime (9th), 
  Acid Fog (13th)
  Bonus Feats
  Augment Summoning, Combat Reflexes, 
  Empower Spell, Great Fortitude, Improved 
  Initiative, Iron Will, Skill Focus (Knowledge 
  [planes]), Skill Focus (Stealth).
  Bloodline Arcana
  You gain either Silent Spell and Still Spell 
  as bonus feat, and once the selection is 
  made it cannot be changed.  When you 
  cast a spell with either metamagic effect, 
  the casting time of the spell does not 
  increase just because you are casting it 
  spontaneously.
  Blood Powers
  Caustic Claws (Su)
  At 1st level, you may grow a set of claws as 
  a free action.  Treated as natural weapons, 
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  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo 
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  pathfinderRPG/compatibility for more information on the 
  compatibility license. Some rights reserved.
  Some artwork copyright Christopher M. Eisert, used 
  with permission.
  
  2
  these claws allow you to make two claw 
  attacks as a full attack action using your 
  highest base attack bonus for 1d4 points of 
  damage each (1d3 if you are small), plus 
  your Strength modifier.  At 5th level, you 
  treat your claws as magical for purposes 
  of overcoming damage reduction.  At 
  7th level, the claws cause 1d6 points of 
  damage (1d4 if you are small).  At 11th 
  level, your claws gain the Corrosive special 
  ability, dealing 1d6 points of acid damage 
  upon a successful hit.
  You may grow these claws a total number of 
  rounds per day equal to 3 + your Charisma 
  modifier.  This power replaces the Abyssal 
  bloodline’s Claws power.
  Acidic Flesh (Su)
  At 9th level, you may cause a thin coating of 
  acidic slime to envelope your form (clothing 
  or other apparel worn is not affected by the 
  slime) as a standard action.  The coating 
  lasts for a number of rounds equal to ½ your 
  class level and you may use this power 3 + 
  your Charisma modifier times per day.
  Anyone successfully striking you with a 
  natural or unarmed attack suffers 1d6 points 
  +1 point per 2 class levels of acid damage 
  unless a Reflex save is made (DC 10 + ½ 
  your class level + your Charisma modifier).  
  Weapons striking you also suffer the same 
  damage unless the wielder makes the Reflex 
  save (same DC as above).  Ammunition 
  that strikes you is automatically destroyed 
  after you suffer its’ damage.
  This power replaces the Abyssal bloodline’s 
  Strength of the Abyss power.
  Summon Babau (Sp)
  At 15th level, you can summon three Babau 
  demons as a full round action.  The Babau 
  may appear up to 60 ft. away and will 
  remain for a number of rounds equal to 
  your class level.  The demons have all of the 
  abilities of a demon of its type, though they 
  may summon others.
  You may use this power 3 + your Charisma 
  modifier times per day, though only 
  one demon may be summoned at a time.  
  Summoning other Babau demons with 
  this power will cause the previous ones to 
  immediately vanish.
  This power replaces the Abyssal bloodline’s 
  Added Summoning power gained at 15th 
  level. 
  Balor Bloodline
  Few whispers of the past would dare 
  contemplate that your genealogy includes 
  a brush with such foul and powerful 
  creatures, but you cannot deny the raw 
  power that runs through your veins that 
  belies the touch of the Balor’s mark.
  Bonus Spells
  Fireball (7th), Telekinesis (11th), Greater Dispel 
  Magic (13th), Dominate Monster (19th).
  Bonus Feats
  Cleave, Combat Reflexes, Greater Two-
  Weapon Fighting, Improved Two-Weapon 
  Fighting, Iron Will, Power Attack, Quicken 
  Spell, Two-Weapon Fighting.
  Bloodline Arcana
  You gain Quicken Spell as a bonus feat.  
  When casting spells granted by your 
  bloodline, you may apply Quicken Spell 
  without having to add the effective spell 
  increase a number of times per day equal 
  to 3 + your Charisma modifier.
  Blood Powers
  Biting Lash (Ex)
  You are considered proficient with the whip 
  and it is treated as a light weapon if used 
  as part of a two-weapon attack at 1st level. 
  Your whip attacks are always treated as 
  lethal and may damage a foe even if they 
  are wearing or covered in natural armor.
  At 7th level, your whip is treated as a magic 
  weapon for purposes of overcoming 
  damage reduction.  At 11th level, it is 
  treated as cold iron and silver as well, 
  and at15th level the whip is treated as 
  aligned (chaotic) regardless of your 
  
  3
  own alignment when facing an opponent 
  with damage reduction.
  This power replaces the Abyssal bloodline’s 
  Claws power.
  Flaming Flesh (Su)
  At 9th level, you may erupt in dancing 
  flames that envelope your form (clothing or 
  other apparel worn is not affected by the 
  flames) as a standard action.  The flames 
  remain for a number of rounds equal to ½ 
  your class level and you may use this power 
  3 + your Charisma modifier times per day.
  Anyone successfully striking you with a 
  natural or unarmed attack suffers 1d6 points 
  +1 point per 2 class levels of fire damage 
  unless a Reflex save is made (DC 10 + ½ 
  your class level + your Charisma modifier).  
  Anyone grappling you or that you grapple 
  suffers the same amount of damage and 
  no saving throw is allowed.
  This 
  replaces 
  the 
  Abyssal 
  bloodline’s 
  Strength of the Abyss power.
  Balor’s Bite (Su)
  At 15th level, you may grant any slashing 
  melee weapon (or whip) you are wielding 
  the vorpal special quality as a move action, 
  lasting for a number of rounds equal to your 
  class level.  You may use this power once 
  per day, gaining an additional use at 18th, 
  and 20th level.
  This power replaces the Abyssal bloodline’s 
  Added Summoning power.
  dretch Bloodline
  While considered the lowest of the low 
  in regards to the abyssal hierarchy, such 
  creatures were readily called upon by your 
  ancestors, forging a stain upon your very 
  soul.  But even such a blot has it uses.
  Bonus Spells
  Miserable Pity (5th), Stinking Cloud (7th), 
  Cloudkill (11th), Statue (15th).
  © copyright by Jazbee 2012
  
  4
  Bonus Feats
  Cleave, Empower Spell, Great Fortitude, 
  Improved Bull Rush, Improved Sunder, 
  Power Attack, Skill Focus (Intimidate), 
  Toughness.
  Bloodline Arcana
  When casting transformation spells that 
  grants an enhancement bonus to the 
  recipient’s 
  Strength 
  or 
  Constitution, 
  increase the bonus by +2.
  Blood Powers
  Brutal Claws (Su)
  At 1st level, you may grow a set of claws as 
  a free action.  Treated as natural weapons, 
  these claws allow you to make two claw 
  attacks as a full attack action using your 
  highest base attack bonus for 1d4 points of 
  damage each (1d3 if you are small), plus 
  your Strength modifier.  At 5th level, you 
  treat your claws as magical for purposes 
  of overcoming damage reduction.  At 
  7th level, the claws cause 1d6 points of 
  damage (1d4 if you are small).  At 11th level, 
  your claws cause the opponent to become 
  shaken upon a successful hit unless it can 
  make a successful Will save (DC 10 + ½ 
  your class level + your Charisma modifier).  
  Opponents may only be subjected to this 
  effect from your claws once every 24 hours 
  regardless of the saving throw.
  You may grow these claws a total number of 
  rounds per day equal to 3 + your Charisma 
  modifier.  This power replaces the Abyssal 
  bloodline’s Claws power.
  Summon Dretch Horde (Su)
  At 15th level, you may summon 1 Dretch per 
  four class levels as a standard action once 
  per day.  The demons must appear within 
  60 ft. and they remain up to a number of 
  rounds equal to your class level. 
  You may use this power 3 + your Charisma 
  modifier times per day, though only one 
  batch of demons may be summoned at 
  a time.  Summoning another horde of 
  Dretch will cause all previous demons to 
  immediately vanish.
  This power replaces the Abyssal bloodline’s 
  Added Summoning power.
  GlaBrezu Bloodline
  Whether through physical communion or 
  the mingling of arcane energies, you are 
  tied to the cruel and cunning Glabrezu.  
  Your magics seem to twist upon itself, 
  almost as if directed by a more malevolent 
  purpose.
  Bonus Spells
  Disguise Self (3rd), Mirror Image (5th), 
  Confusion (9th), Unholy Blight (11th), Veil 
  (13th), Power Word Stun (17th).
  Bonus Feats
  Augment 
  Summoning, 
  Cleave, 
  Great 
  Cleave, Great Fortitude, Persuasive, Power 
  Attack, Still Spell, Vital Strike.
  Bloodline Arcana
  When you cast a spell from the either the 
  school of enchantment or illusion, you gain 
  a +1 bonus to the DC of the spell.
  Blood Powers
  Pincers (Su)
  At 1st level, you may transform your hands 
  into large pincers as a free action.  Pincers 
  are treated as natural weapons that 
  grants you two pincer attacks as a full 
  attack action, using your full base attack 
  for 1d6 points of damage (1d4 is small) 
  plus your Strength modifier.  The damage 
  is considered bludgeoning, piercing, and 
  slashing in regards to the type of damage 
  done.
  At 5th level, the pincers are considered 
  magic for purposes of overcoming damage 
  reduction.  At 7th level, you may rend an 
  opponent that you have successfully struck 
  with both claws as part of a full attack 
  action, causing an additional 2d6 points 
  of damage plus 1.5 x your Strength 
  modifier.  At 11th level, your pincers 
  
  5
  cause 1d8 points of damage (1d6 if small) 
  and you cause an additional 2d8 points of 
  damage if you rend your opponent after 
  successfully striking with both pincers.  You 
  may transform your hands into pincers a 
  total number of rounds per day equal to 3 + 
  your Charisma modifier, though they need 
  not be consecutive.
  This power replaces the Abyssal bloodline’s 
  Claws power gained at 1st level.
  Cursed Blessing (Su)
  You may provide the effects of a Limited 
  Wish once per day at 20th level, though 
  at a cost.  You suffer a -4 penalty to a 
  single ability score for 24 hours (randomly 
  determined by rolling 1d6 and applying it in 
  the order of Strength, Dexterity, Constitution, 
  Intelligence, Wisdom, and Charisma).  In 
  addition, if the effect benefits another 
  recipient, they also suffer a -4 penalty to 
  one of their ability scores for 24 hours and 
  the maximum duration of any benefit 
  granted from the limited wish is 24 hours.
  This power replaces the Abyssal bloodline 
  power Demonic Might.
  hezrou Bloodline
  The poisonous corruption caused by the foul 
  stain of the Hezrou’s influence is evident in 
  both your magics and your very soul.  Others 
  find your very presence disturbing, but you 
  have learned how to harness the power of 
  your forebearers to your advantage.
  Bonus Spells
  Ray of Sickening (3rd), Pox Pustules (5th), 
  Gaseous Form (7th), Touch of Slime (9th), 
  Cloudkill (11th), Fluid Form (13th), Cursed 
  Earth (19th).
  Bonus Feats
  Augment Summoning, Blind-Fight, Cleave, 
  Great 
  Cleave, 
  Improved 
  Initiative, 
  Power Attack, Sickening Spell, Skill Focus 
  (Knowledge [planes]).
  Bloodline Arcana
  When you cast a spell that causes damage 
  or an adverse condition, you may also 
  cause the targets to become nauseated if 
  you increase the spell slot used by one level.  
  Those affected are allowed a Fortitude 
  save (based on the DC of the spell) and 
  this effect does not add to the over all level 
  of the spell in regards to its other effects 
  including range, duration, or difficulty class.
  This power is treated as a metamagic 
  feat, increasing the spell’s casting time for 
  applying it to a spontaneous spell.
  Blood Powers
  Claws of Pestilence (Su)
  At 1st level, you may grow a set of twisted 
  claws as a free action.  Treated as natural 
  weapons, these claws allow you to make 
  two claw attacks as a full attack action 
  using your highest base attack bonus for 
  1d4 points of damage each (1d3 if you 
  are small), plus your Strength modifier.  At 
  5th level, you treat your claws as magical 
  for purposes of overcoming damage 
  reduction.  At 7th level, the claws cause 1d6 
  points of damage (1d4 if you are small).  
  At 9th level, creatures struck by your claws 
  must make a Fortitude save or become 
  sickened for 1d4 rounds (DC equal to 10 + 
  ½ your class level + your Charisma modifier).  
  At 11th level, your claws cause opponents 
  struck to make a Fortitude save or become 
  nauseated for 1 round.  Those that make 
  the Fortitude save or were affected by 
  the claws are immune from your particular 
  claws for 24 hours.
  You may grow these claws a total number of 
  rounds per day equal to 3 + your Charisma 
  modifier.  This power replaces the Abyssal 
  bloodline’s Claws power.
  Summon Hezrou (Sp)
  At 15th level, you can summon two Hezrou 
  demons as a full round action.  The Hezrou 
  may appear up to 60 ft. away and will 
  remain for a number of rounds equal to 
  your class level.  The demons have 
  
  6
  all of the abilities of a demon of their type, 
  though they may not summon others.
  You may use this power 3 + your Charisma 
  modifier times per day, though only one 
  pair of demons may be summoned at a 
  time with this power.  Summoning another 
  pair of Hezrou will cause the previous pair 
  to immediately vanish.
  This power replaces the Abyssal bloodline’s 
  Added Summoning power. 
  Marilith Bloodline
  A dalliance with a Marilith rarely ends 
  well, but surprisingly one of your ancestors 
  survived the experience.  As a result, its 
  essence of over-domineering evil pervades 
  your 
  own, 
  granting 
  you 
  supernatural 
  abilities while harnessing your own energies 
  or wielding wicked blades of death.
  Bonus Spells
  Warding Weapon (5th), Arcane Sight (7th), 
  Aura of Doom (9th), Wreath of Blades (11th), 
  Blade Barrier (13th), Foresight(19th).
  Bonus Feats
  Combat 
  Expertise, 
  Combat 
  Reflexes, 
  Critical 
  Focus, 
  Empower 
  Spell, 
  Great 
  Fortitude, Improved Critical, Improved 
  Disarm, Power Attack.
  Blood Powers
  Dual Weapon Master (Su)
  At 1st level, you are treated as having the 
  two-weapon fighting feat while wielding 
  light 
  or 
  one-handed 
  slashing 
  melee 
  weapons.  At 5th level, dual wielded light 
  or one-handed slashing melee weapons 
  are considered magic for purposes of 
  overcoming damage reduction.  At 7th 
  level, such weapons are treated as cold 
  iron and silver for overcoming damage 
  reduction and at 11th level they are treated 
  as aligned (chaotic) in the same regard.
  This power replaces the Abyssal bloodline 
  power Claws.
  Publisher’s Choice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games
  
  7
  Dual Weapon Superiority (Su)
  At 9th level, your suffer no penalties to your 
  attack rolls while dual wielding two light or 
  one-handed slashing melee weapons.  If 
  you successfully strike with both weapons 
  on the same opponent, you cause double 
  damage from both weapons.  Damage 
  bonuses granted from this rending effect 
  are not multiplied from critical strikes, but 
  added to any damage caused from the 
  other attacks including critical strikes.
  This power replaces the Strength of the 
  Abyss Abyssal bloodline power.
  Marilith Infusion (Su)
  At 20th level, you may shed your legs for the 
  coiled tail of the Marileth as a move action. 
  The tail grants you a base climb speed of 
  20 ft. and you cannot be tripped.  You may 
  also use the tail to bludgeon opponents up 
  to 10 ft. away with a powerful tail slap for 
  1d8 points of damage plus your Strength 
  modifier and you suffer a -5 penalty to your 
  base attack with it.  If you use the tail to 
  grapple an opponent, you gain a +4 to 
  your CMB for the grapple check.
  You may form the tail 3 + your Charisma 
  modifier times per day, though there is no 
  limit on the length of time you may maintain 
  the tail.  Reforming your legs is also a move 
  action.  This power replaces the Demonic 
  Might Abyssal power.
  naBasu Bloodline
  This nefarious beast’s hunger pervades your 
  every every thought, brought on by a brush 
  with its evil with an ancient ancestor.  The 
  nabasu’s desire to consume and grow so 
  it may return home drives your power and 
  ambition to succeed.
  Bonus Spells
  Silence 
  (5th), 
  Deeper 
  Darkness 
  (7th), 
  Enervation (9th), Hold Monster (11th), Create 
  Undead (13th), Regenerate (15th), Cursed 
  Earth (19th).
  Bonus Feats
  Augment Summoning, Cleave, Combat 
  Reflexes, Improved Bull Rush, Iron Will, 
  Power Attack, Silent Spell, Still Spell.
  Bloodline Arcana
  When you cast a spell that causes a living 
  creature to die or fall below 0 hit points, 
  you gain one point of abyssal energy.  This 
  energy remains until spent or until you rest 
  (which ever comes first) and you may only 
  have a number of points equal to ½ your 
  class level (minimum of 1).  You may spend 
  this point as a free action to gain a +1 
  bonus to either an attack roll, CMB roll, or 
  caster level check.  You may only gain one 
  point per creature within a 24 hour period.
  Blood Powers
  Consuming Claws (Su)
  At 1st level, you may grow a set of claws as 
  a free action.  Treated as natural weapons, 
  these claws allow you to make two claw 
  attacks as a full attack action using your 
  highest base attack bonus for 1d4 points of 
  damage each (1d3 if you are small), plus 
  your Strength modifier.  At 5th level, you 
  treat your claws as magical for purposes 
  of overcoming damage reduction.  At 
  7th level, the claws cause 1d6 points of 
  damage (1d4 if you are small).  At 11th 
  level, a living creature struck by your claws 
  must make a Fortitude save (DC 10 + ½ 
  your class level + your Charisma modifier) 
  or gain one negative level whose effects 
  persist for 24 hours unless the creature dies 
  from the loss (in which case it is permanent). 
  Those that make the Fortitude save or were 
  affected by the claws are immune from 
  your particular claws for 24 hours.
  You may grow these claws a total number of 
  rounds per day equal to 3 + your Charisma 
  modifier.  This power replaces the Abyssal 
  bloodline’s Claws power.
  Nefarious Attack
  At 9th level, you gain the ability to deal 1d6 
  points of precision damage when your 
  foe is unaware of your attack or 
  
  8
  flanked as the rogue’s Sneak attack ability, 
  but only while you are using your claws 
  or attacking with a light or one handed 
  slashing melee weapon.  At 13th level, this 
  power allows you to cause 2d6 points of 
  precision damage, and 3d6 points at 17th 
  level.
  This power replaces the Strength of the Abyss  
  Abyssal bloodline power.
  nalfeshnee Bloodline
  Attempting to bargain with a Nalfeshnee 
  always 
  has 
  consequences, 
  even 
  generations later.  A pact make long 
  before your creation resulted in the taint of 
  this demon’s mark upon your soul, affecting 
  your magics for good or ill.
  Bonus Spells
  Slow (7th), Monstrous Physique II (9th), Feast 
  On Fear (11th), Monstrous Physique IV (13th), 
  World Wave (19th).
  Bonus Feats
  Cleave, Dazing Spell,  Improved Bull Rush, 
  Improved Initiative, Iron Will, Power Attack, 
  Skill Focus (Knowledge [planes]).
  Bloodline Arcana
  Any ray based spells that cause damage 
  to an opponent also causes the target(s) to 
  become dazed for 1d4 rounds unless they 
  make Will save (DC 10 + ½ your class level 
  + your Charisma modifier).  Opponents are 
  only subject to this effect from your spells 
  once every 24 hours regardless of the 
  saving throw result.
  Blood Powers
  Dazing Claws (Su)
  At 1st level, you may grow a set of claws as 
  a free action.  Treated as natural weapons, 
  these claws allow you to make two claw 
  attacks as a full attack action using your 
  highest base attack bonus for 1d4 points 
  of damage each (1d3 if you are small), 
  plus your Strength modifier.  At 5th level, 
  you treat your claws as magical 
  for purposes of overcoming damage 
  reduction.  At 7th level, the claws cause 1d6 
  points of damage (1d4 if you are small).  At 
  11th level, your claws will daze an opponent 
  on a successful strike for 1d4 rounds unless it 
  makes a successful Fortitude save (DC 10 + 
  ½ your class level + your Charisma modifier).  
  Opponents may only be subjected to this 
  effect from your claws once every 24 hours 
  regardless of the saving throw.
  You may grow these claws a total number of 
  rounds per day equal to 3 + your Charisma 
  modifier.  This power replaces the Abyssal 
  bloodline’s Claws power.
  Tusks (Su)
  At 9th level, you may cause a large set of 
  tusks to sprout from your lower jaw as a free 
  action.  The tusks may be used to make a 
  single natural attack at your highest base 
  attack bonus for 1d8 points of damage 
  (1d6 if you are small) plus 1½ your Strength 
  bonus.  You may use these in conjunction 
  with your claws or separately as desired.  
  The tusks are treated as magic in regards 
  to overcoming damage reduction.  At 
  13th level, when you successfully bite an 
  opponent it must make a Fortitude save 
  (DC 10 + ½ your class level + your Charisma 
  modifier) or become dazed for 1d4 rounds.  
  Opponents may only be subjected to this 
  effect from your bite once every 24 hours 
  regardless of the saving throw.
  You may use this power 3 + your Charisma 
  modifier times per day.  This power replaces 
  the Strength of the Abyss Abyssal bloodline 
  power.
  Vrock Bloodline
  Perhaps the most virulent and physically 
  viscous of demon-kind, the wrath of the 
  Vrock flows through your veins.  You have 
  learned how to tap that potential to fuel 
  your own desires, driven by an unspoken 
  hunger to cause pain and misery with for 
  others.
  
  9
  Bonus Spells
  Ear-Piercing Scream (3rd), Mirror Image (5th), 
  Heroism (7th), Shout (9th), Telekinesis (11th), 
  Banshee Blast (13th).
  Bonus Feats
  Cleave, Empower Spell, Improved Initiative, 
  Improved Bull Rush, Lightning Reflexes, 
  Power Attack, Skill Focus (Perception).
  Bloodline Arcana
  If you spend a full round action chanting 
  and focusing your energies before casting 
  a spell that causes damage, once you 
  cast the spell will cause an additional 1d6 
  points of electrical damage to anyone 
  successfully impacted by it.  This process 
  does not provoke attacks of opportunity 
  itself, but spell casting provokes as normal.
  Blood Powers
  Shocking Claws (Su)
  At 1st level, you may grow a set of claws as 
  a free action.  Treated as natural weapons, 
  these claws allow you to make two claw 
  attacks as a full attack action using your 
  highest base attack bonus for 1d4 points of 
  damage each (1d3 if you are small), plus 
  your Strength modifier.  At 5th level, you 
  treat your claws as magical for purposes 
  of overcoming damage reduction.  At 
  7th level, the claws cause 1d6 points 
  of damage (1d4 if you are small).  At 11th 
  level, your claws gain the Shock special 
  ability, dealing 1d6 points of acid damage 
  upon a successful hit.
  You may grow these claws a total number of 
  rounds per day equal to 3 + your Charisma 
  modifier.  This power replaces the Abyssal 
  bloodline’s Claws power.
  Spore Blast (Su)
  At 9th level, you may cause a blast of 
  spores to explode from your body as a swift 
  action.  Anyone within 10 ft. of you must 
  make a Reflex save (DC 10 + ½ your class 
  level + your Charisma modifier) or suffer 1d8 
  points of damage and then an additional 
  1d4 points each round thereafter for a 
  total number of rounds equal to ½ your 
  class level as the spores dig into their flesh.  
  Creatures wearing armor or have natural 
  armor reduce the lingering damage equal 
  to their armor (and/or natural armor) bonus 
  each round.
  You may use this power 3 + your Charisma 
  modifier times per day, but once a creature 
  is exposed to the spores (regardless of the 
  saving throw results), they are immune to 
  your spores for 24 hours.
  This power replaces the Might of the Abyss 
  Abyssal bloodline power.
  
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  If you enjoyed this product, please check out these other 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 119 - Alternate Abyssal Bloodlines Vol. 1.pdf