You can increase the damage of your domain, bloodline or specialization attacks
by sacrificing spell slots or prepared spells.
Prerequisites: Cleric or Druid who has chosen the Air, Earth, Fire, Water
or Weather Domain, Sorcerer with the Aberrant, Celestial or Elemental Bloodline
or Wizard of the Conjuration, Evocation or Transmutation Specialization.
Benefit: As a move-equivalent action you can sacrifice a single prepared
spell (or single spell slot) from the appropriate classes spellcasting ability
to increase the potency of one of the following attacks; Lightning Arc,
Acid Dart (Earth Domain), Fire Bolt, Icicle, Storm Burst,
Acidic Ray, Heavenly Fire, Elemental Ray, Acid Dart
(Conjuration Specialist), Force Missile or Telekinetic Fist by
one die per level of the spell (or slot) sacrificed. The die is the same size
as the base damage (1d6 for a Fire Bolt, 1d4 for a Force Missile),
and only one die per spell level sacrificed is gained, even if the base damage
is higher (such as the 2d6 nonlethal damage of Storm Burst). If the base
damage is nonlethal, all extra dice are also nonlethal. If the attack has a
secondary effect, such as the -2 to penalty to attack rolls imposed by Storm
Burst, the duration is increased to rounds equal to the level of the spell
sacrificed (which means that a sacrificed 1st level spell will not increase
the duration from its base of 1 round, although it will add one extra die of
damage normally).
Special: If you have multiple abilities of this sort (access to the Air
and Water Domains, or levels in both Fire-Domain Cleric and Celestial Sorcerer,
for instance), you can use this training with any applicable class abilities,
but cannot 'burn' spells from the spell lists of other classes to fuel these
enhanced attacks unless you are a Mystic Theurge, in which case you can use
divine spells to augment
Bloodline or Specialization attacks or arcane spells to enhance Domain attacks,
up to the level of your Combined Spells class feature (or any level at all,
once you reach 10th level in that prestige class).
You constantly train to use your Domain, Bloodline or Specialization school
offensive abilities more frequently and striking with greater force.
Prerequisites: Cleric or Druid who has chosen the Air, Earth, Fire, Water
or Weather Domain, Sorcerer with the Aberrant, Celestial or Elemental Bloodline
or Wizard of the Conjuration, Evocation or Transmutation Specialization.
Benefits: You can use any of the following attacks;
Lightning Arc, Acid Dart (Earth Domain), Fire Bolt, Icicle,
Storm Burst, Acidic Ray, Heavenly Fire, Elemental Ray,
Acid Dart (Conjuration Specialist), Force Missile or Telekinetic
Fist, one additional time per day for each
level you have in the class that granted that ability. Additionally, you always
inflict bonus damage equal to your Intelligence (if a Wizard), Wisdom (if a
Cleric or Druid) or Charisma (if a Sorcerer) modifier with these attacks.
Special: If you have multiple abilities of this sort (access to the Air
and Water Domains, or levels in both Fire-Domain Cleric and Celestial Sorcerer,
for instance), you can use this training with any applicable class abilities,
but must use the relevant ability modifier for each classes granted abilities.
You have learned to extend the range of your Domain, Bloodline or Specialization
school offensive abilities.
Prerequisites: Cleric or Druid who has chosen the Air, Earth, Fire, Water
or Weather Domain, Sorcerer with the Aberrant, Celestial or Elemental Bloodline
or Wizard of the Conjuration, Evocation or Transmutation Specialization.
Benefit: You extend the range of the following attacks;
Lightning Arc, Acid Dart (Earth Domain), Fire Bolt, Icicle,
Storm Burst, Acidic Ray, Heavenly Fire, Elemental Ray,
Acid Dart (Conjuration Specialist), Force Missile or Telekinetic
Fist, from 30 ft. to 100 ft. If you have multiple
abilities of this sort (access to the Air and Water Domains, or levels in both
Fire-Domain Cleric and Celestial Sorcerer, for instance), you can use this training
with any applicable class abilities.
Special: A Druid who has chosen one of the above Domains for his Natural
Bond can also choose to take this feature at any time up to 4th level, but loses
the ability to Wild Shape.
Example: A 4th level Celestial Sorcerer with Magic in the Blood can unleash
Heavenly Fire four extra times per day, and can 'burn' a 1st level spell
slot or 2nd level spell slot as a move-equivalent action to add +1d4 or +2d4
damage to her Heavenly Fire, respectively. One of her 1st level spell
slots and one of her 2nd level spell slots can only be used in this manner,
and are not available for spellcasting.
Wind's Wrath (Sp): As a standard action, you can generate a sudden rush
of wind to strike a single target within 30 ft. as a ranged touch attack inflicting
1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and affecting
the target as a Bull Rush from a target with a CMB equal to 10 + your Wisdom
modifier + ½ your Cleric class level. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Rending (Sp): As a standard action, you can make a clawing gesture at
a single target within 30 ft. that hits as a ranged attack inflicting 1d8 slashing
damage +1 hit point per 2 class levels. Anyone damaged by this effect also suffers
1 hit point of Bleed damage per round until the wound is treated. You gain a
bonus to your attack roll equal to your Wisdom modifier, and you can use this
ability a number of times per day equal to 3 + your Wisdom modifier.
Call from Beyond (Sp): As a standard action, you can direct a serpentine
tendril of spectral mist at a single target within 30 ft. that hits as a ranged
attack inflicting 1d6 negative energy damage +1 hit point per 2 class levels.
You can use this ability a number of times per day equal to 3 + your Wisdom
modifier. An undead target is instead healed of an equal amount of damage, but
cannot benefit from this effect more than once per day.
Flick Pebble (Sp): As a standard action, you can produce a boulder that
launches from your hand to strike a single target within 30 ft. as a ranged
attack inflicting 1d8 bludgeoning damage +1 hit point per 2 class levels. You
get a bonus to your attack roll equal to your Wisdom modifier and you can use
this ability a number of times per day equal to 3 + your Wisdom modifier. The
boulder created disappears at the end of the round.
Mana Bolt (Sp): As a standard action, you can launch a scintillating
bolt of force at a single target that hits automatically inflicting 1d4 force
damage +1 hit point per 2 class levels. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Thorn Throw (Sp): As a standard action, you can produce and hurl a thick
thorn-like spear of wood at a single target within 30 ft. as a ranged attack
inflicting 1d8 piercing damage +1 hit point per 2 class levels. The thorn is
also poisonous, and anyone damaged by it is treated as Sickened for 1 round,
unless they are immune to poison effects. You gain a bonus to your attack roll
equal to your Wisdom modifier and can use this ability a number of times per
day equal to 3 + your Wisdom modifier. The wooden projectile disappears at the
end of the round.
Sunstroke (Sp): As a standard action, you cause a scorching beam of sunlight
to descend upon a single target within 30 ft. as a ranged touch attack inflicting
1d6 fire damage +1 hit point per 2 class levels. A light-sensitive or daylight-vulnerable
target struck by this attack is also Dazzled for the next round. You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.
Sudden Surge (Sp): As a standard action, you can generate a stinging
spray of cold saltwater to batter a single target within 30 ft. as a ranged
touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2
class levels and Blinding the target for one round. You can use this ability
a number of times per day equal to 3 + your Wisdom modifier. Water created in
this manner disappears at the end of the round.
Sky's Rebuke (Sp): As a standard action, you can produce a cacophonous
clap of thunder upon a single target within 30 ft. as a ranged touch attack
inflicting 1d4 sonic damage +1 hit point per 2 class levels. The target of this
effect is also Deafened for one round. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Alternate Bloodline Abilities
Slashing Tendrils (Ex): At 1st level, you can cause your fingers to become
slashing tendrils as a free action. These tendrils are treated as natural weapons
allowing you to make two attacks as a full attack action. These attacks inflict
1d4 points of slashing damage each (1d3 for a Small user). You do not add (or
subtract) your Strength modifier from these attacks. At 5th level, these tendrils
are considered magic weapons for the purposes of overcoming DR. At 7th level,
the damage increases by one step to 1d6 points of damage (1d4 if you are Small)
and their critical threat range increases to 19-20/x2. At 11th level, these
tendrils fold upon themselves spatially to either function as if they possessed
the ghost touch property, or to bypass physical armor, requiring only a touch
attack to inflict damage (choose one at the moment of attack). This is a supernatural
ability. You can use these tendrils for a number of rounds per day equal to
3 + your Charisma modifier.
Cry from Beyond (Sp): As a standard action you can unleash a resonating
pulse of sound from deep within your belly that inflicts 1d6 nonlethal sonic
damage to a single target within 30 ft. Any foe damaged by this effect will
also be sickened for 1 round. Outsiders, Constructs, Undead and Elementals are
not affected by the sickened condition, but still take the damage. Oozes, Aberrants,
Plants, etc. are affected normally. You can use this ability a number of times
per day equal to 3 + your Charisma modifier.
Warping
Touch (Sp): At 1st level, you can cause another creature to become nauseated
for a single round with a melee touch attack as their body warps and shudders
around them. This effect does not affect Constructs, Undead, Oozes or Elementals.
You can use warping touch a number of times per day equal to 3 + your Charisma
modifier.
Chaos
Lightning (Sp): As a standard action, you can cause chortling bruise-colored
bolts of writhing lightning to converge from all directions on a single target
within 30 ft. as a ranged touch attack inflicting 1d6 electrical damage +1 hit
point per 2 class levels. A target with the Law or Good type is also Sickened
for one round by these energies. You can use this ability a number of times
per day equal to 3 + your Charisma modifier.
Strike from the Soul (Sp): As a standard action, you can launch a gold
or azure bolt of force at a single target that hits automatically inflicting
1d4 force damage +1 hit point per 2 class levels. You can use this ability a
number of times per day equal to 3 + your Charisma modifier.
Draconic
(replaces Claws)
Deadly Spittle (Sp): As a standard action, you can spit forth a bolt
of destructive power similar to the breath weapon of your chosen dragon type
at a single target within 30 ft. as a ranged touch attack inflicting 1d6 acid,
cold, electrical or fire (as appropriate) damage +1 hit point per 2 class levels.
You can use this ability a number of times per day equal to 3 + your Charisma
modifier.
Wind's Wrath (Sp): As a standard action, you can generate a sudden rush
of wind to strike a single target within 30 ft. as a ranged touch attack inflicting
1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and affecting
the target as a Bull Rush from a target with a CMB equal to 10 + your Charisma
modifier + ½ your Cleric class level. You can use this ability a number
of times per day equal to 3 + your Charisma modifier.
Flick Pebble (Sp): As a standard action, you can produce a boulder that
launches from your hand to strike a single target within 30 ft. as a ranged
attack inflicting 1d8 bludgeoning damage +1 hit point per 2 class levels. You
get a bonus to your attack roll equal to your Wisdom modifier and you can use
this ability a number of times per day equal to 3 + your Charisma modifier.
The boulder created disappears at the end of the round.
Sudden Surge (Sp): As a standard action, you can generate a stinging
spray of cold saltwater to batter a single target within 30 ft. as a ranged
touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2
class levels and Blinding the target for one round. You can use this ability
a number of times per day equal to 3 + your Charisma modifier. Water created
in this manner disappears at the end of the round.
Fires Down Below (Sp): As a standard action, you can target a single
target within 30 ft. as a ranged touch attack with an oily reddish-black clot
of flame that erupts around it inflicting 1d6 fire damage +1 hit point per 2
class levels. A target with the Chaos or Good type is also Shaken for one round
by these energies. You can use this ability a number of times per day equal
to 3 + your Charisma modifier.
Shadow Strike (Sp): As a standard action, you can direct a moaning shadowy
form to strike at a single target within 30 ft. as a ranged touch attack inflicting
1d6 negative energy damage +1 hit point per 2 class levels. An Undead creature
targeted by this effect is instead healed of an equal amount of damage, but
cannot benefit from your healing more than once per day. You can use this ability
a number of times per day equal to 3 + your Charisma modifier.
Alkahest (Sp): As a standard action, you can conjure and throw a flask
of magically enhanced alchemical acid, that acts as alchemist's fire for purposes
of range, damage, splash and possible continuing damage, but inflicts acid damage
instead of fire damage. You can use this ability a number of times per day equal
to 3 + your Intelligence modifier, and the conjured acid ignores spell resistance.
Mind Scream (Sp): As a standard action, you can generate a stunning blast
of mental energies that hits a single target within 30 ft. automatically, inflicting
2d6 nonlethal damage +1 hit point per 2 class levels. This is treated as a mind-affecting
effect, and cannot harm most constructs, oozes, plants, undead or vermin. You
can use this ability a number of times per day equal to 3 + your Intelligence
modifier.
Force Missile (Sp): As a standard action, you can launch a gold or azure
bolt of force at a single target that hits automatically inflicting 1d4 force
damage +1 hit point per 2 class levels. You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
Shadow Spear (Sp): As a standard action, you can hurl a spear of shadow
force at a single target within 30 ft. as a ranged touch attack inflicting 2d6
nonlethal damage +1 hit point per 2 class levels. Anyone damaged by this effect
is also Dazzled for one round. You can use this ability a number of times per
day equal to 3 + your Intelligence modifier.