Hellcore Sorcerer (Xodai Sorcerer Bloodline)
Some xodai draw deeply on their hellcore’s power to gain magical abilities.
Class Skill(s): Knowledge (the Planes).
Bonus Spells: 3rd—burning hands [energy changed to match their hellcore], 5th—vent hellcore, 7th—dispel magic, 9th—channel hellcore, 11th—dispel evil, 13th—greater dispel magic, 15th—holy word, 17th—symbol of death, 19th—gate.
Bonus Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Hellcore Charge, Hellcore Wave, Skill Focus (Perception), Silent Spell, Still Spell, Toughness.
Bloodline Arcana: Whenever you cast a spell with an energy type matching one of your hellcore resistance types, increase the DC +2.
Bloodline Powers: You have mastered the energies of your hellcore learning to unleash them in devastating ways and consuming dark magic to feed the strength of your inner prison.
Hellcore Talons (Su): At 1st level the hellcore sorcerer can manifest talons of energy that inflict 1d6 + Charisma modifier on a successful melee touch attack. This damage is evenly split between the energy types of the xodai’s hellcore resistance. They may manifest these talents 3 + their Charisma modifier times per day.
Increased Resistance (Su): At 3rd level you may increase your energy resistance to 10 to each type of energy in your hellcore resistance species feature. At 10th level you may increase these to 15.
Devouring Dispel (Su): At 9th level, you gain the Hellcore Blast feat as a bonus feat. The hellcore sorcerer can absorb energy from countered spells with energy descriptors that match one of their hellcore energy resistances into their hellcore replenishing their reserves for their Hellcore Blast feat.
Hellcore Bore (Su): At 15th level you may teleport as though using a dimension door spell, when you do you move through the Infernal or Abyssal Trine instead of a transitive plane. This momentary rent allows a fiend of CR 6 or lower to pass through though not without being purified by your hellcore’s hunger for evil. Treat the creature as though it was summoned by a summon monster V spell under your control. You may use this ability 2 times a day. Eternal Prison (Su): At 20th level, your form becomes perfected in its containment and use of the hellcore’s power. You gain immunity to both of your hellcore resistance types and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
Channel Hellcore
School evocation (various); Level alchemist 5, druid 6, psychic 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, hellcore
Range close range (30 ft.+5 ft./2 levels)
Area of Effect 2 rays
Duration 1 round/level
Saving Throw No; Spell Resistance yes
Your streams of controlled energy from with your hellcore fragment generate streams of energy. You may fire two rays that each deal 5d6 of one type energy comprising your hellcore resistance plus an additional effect based on energy type. For each round you maintain a target the damage repeats increasing by +1d6 per round until reaching a maximum of 10d6 per ray on round 6. If concentration, line-of-effect or range is broken, the ray is lost. If both rays are lost the spell immediately ends. As long as a creature is damaged by a ray it is effected by the following conditions fatigued (cold or fire), dazzled (electrictiy or sonic), or sickened (acid). The conditions last for one round per round of damage taken from the ray after the last round damage was taken.
Vent Hellcore
School evocation (various); Level alchemist 3, druid 3, psychic 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, hellcore
Range close range (30 ft.+5 ft./2 levels)
Area of Effect cone
Duration Instantaneous
Saving Throw Reflex (half); Spell Resistance yes
You use your magic to open a controlled vent in the upper layers of the hellcore fragment you contain unleashing a blast of furious power. You deal 1d6 of each type energy comprising your hellcore resistance plus an additional 1d6 of each per/2 caster levels (Maximum 6d6 of each at 10th caster level) to creatures within a close range cone. Creatures making a successful Reflex save take half damage.
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