Bonus Feats: Nothing really great here except for Improved Initiative. Black Motes (Sp): Cold damage is slightly more useful than fire damage. Where the Fey bloodline centers on compulsion, the Infernal bloodline centers on persuasion. Deep One (Ex): Fantastic resistences and cosntant blindsense. Thunderstaff (Sp): The duration is going to be very short at low levels where this matters most, and at high levels you have much better uses for your turn, so this will likely see very little use. | The Modern Path SRD You get several options to improve your Stealth and Percetion, but neither are class skills for you. Bloodline Spells initial: dragon claws, advanced: dragon breath, greater: dragon wings Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round. : Give up a blast effect for permanent hit points and fortitude saves. Shadowstrike (Sp): A melee touch attack that does a tiny amount of subdual damage, and inflicts Dazzled. Power Attack might be good if you spend a lot of time in Form of the Dragon. The bonus against poison is highly situational. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. Protoplasm (Sp): Entangle and deal a few points of damage. Class Skill: Perception is one of the most rolled skills in the game. Things are either fascinated, or they have to walk through a wall of cold damage to reach you. Bonus Spells: You get a good selection of offensive and utility spells. Stormchild (Ex): Resistance to sonic is rare, and two energy resistances is nice. The best part of the Djinni bloodline the spell list, which includes several spells which you would be insane not to take. The morale bonus to your summons isn't going to get you a lot of mileage either unless you like summoning sharks. However, at this level you also have a lot of spells which will outright kill the target. Identifying outsiders can be really nice, but it's a very small subset of all of the monsters in the game until high level. At this point you have Plane Shift as a spell, and can cast it 6+ times per day because you're a Sorcerer. Bonus Feats: This looks more like a list of Fighter bonus feats. Bonus Feats: More options than most bloodlines, but most of the options are bad. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Long Limbs (Ex): You probably shouldn't be making a whole lot of melee touch attacks. Bonus Spells: You get some good compulsions effects, and a couple of other useful spells. Imagine adding a total of +4 to the DC of your enchantment spells. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. | Starjammer SRD You generally have a ton of spells per day already, but one more certainly doesn't hurt. Wings of the Abyss (Su): By the time you get this ability, you can cast Fly. This largely removes the need for Extend Spell, which is pretty nice. Outsider (Su): DR 10/piercing is fairly nice, and you become immune to effects like Dominate Person. At 1st level, you must select one of the chromatic or metallic dragon types. Unless you continue to put resources into charisma, which is pointless with your new Bloodline Arcana, you won't get to do it very often. Bonus Spells: The bonus spells are certainly very water-themed, but they're not particularly great. Elderitch Scion. Celestial Resistances (Ex): Two resistances is pretty nice, but resisting 5 points of damage likely won't change much. Note the lack of saving throw. Elemental Spit: Trade in your lousy claws for the generic energy bolt power. Because they can make a new save every round, they will eventually return. Inherent bonuses are hard to come by, so this is fantastic. Animals not attacking you is also mildly interesting. Acidic Ray (Sp): A solid combat option at low levels. Rockseer (Su): Stonecunning is pretty dull, but temorsense is great, and the x-ray vision is fantastic. At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. Whirlwind (Su): As the Air Elemental's Whirlwind ability. The area, damage type, and save depend on the dragon type in your bloodline. Good to have at low levels when your spell options are limited. Blending the Cainite partnership back into the fold, understand the Royal Dragon/Grail/Rex Deus bloodline was rooted in royal lineages directly traceable to their spurious, antediluvian cofounders, the gods/Anunnaki/ Nephilim/Cainites that are active to this day, according to Marrs. Breaching the Gulf (Sp): This is mean. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). All of the Destined bloodline's abilities are bad (except Within Reach). Pathfinder: Kingmaker. Where you're SUPPOSED to get the ability to transform into a Dragon is the Dragon Disciple line. Minute Meteors (Sp): The damage is a bit low, the AOE won't help you much, and it's a reflex save to completely negate. It won't completely lock people down, but it's an exciting crowd control effect. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. Elemental Movement (Su): Burrows speeds are hard to find, and this gives you a great escape mechanism. Expanding the list of creatures which can be affected hugely improves the utility of those spells. Most rolled Skill in the game, and Extend spell can get you a way to bring own..., then use serpent 's Fang ( Ex ): this is fantastic for mobility and for defense area spells... Spatial Tear ( Sp ): Haunt someone 's dreams you receive.. Selection of offensive and utility spells a campaign rush in one spell 's not versatile, and elementals buff... 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