Your blood has been infused with magical energies forbidden long ago by the greatest of elven sages, transforming you into a being that is the near antithesis of magic itself. You are able to counter spells with a thought, render magic effects inert, and even resist magical effects altogether.
Class Skill: Disable Device.
Bonus Spells: shield (3rd), resist energy (5th), dispel magic (7th), curse of magic negation (9th), break enchantment (11th), globe of invulnerability (13th), spell turning (15th), protection from spells (17th), wall of suppression (19th).
Bonus Feats: Destructive Dispel, Disruptive, Greater Spell Penetration, Improved Counterspell, Improved Iron Will, Iron Will, Parry Spell*, Spell Focus (abjuration), Spell Penetration, Spellbreaker.
Bloodline Arcana: Whenever you make a counterspell attempt against an opponent, you gain a bonus to your Spellcraft check made to identify your target’s spell equal to 1/2 your sorcerer level.
Bloodline Powers: You possess ancient and forbidden arcane knowledge that allows you draw upon it to counter magic effects, regardless of its source.
Disruption (Su): At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Arcane Trapfinding: At 3rd level, you can add 1/2 your level to Perception skill checks made to locate magic traps and to Disable Device skill checks (minimum +1) made to disarm magic traps.
Counter Dispelling (Sp): At 9th level, you can cast dispel magic to counter magical spells and effects, once per day. When using this ability, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell. At 9th level, you gain a +2 bonus on your dispel check to counter the other spellcaster's spell. At 15th level, this bonus increases to +4. You can use this ability once per day at 9th level, plus an additional time per day every three levels beyond 9th.
Aura of Resistance (Ex): At 15th level, you can, as a swift action, erect an aura that grants you spell resistance equal to 12 + your sorcerer level. This aura can be used for a number of minutes per day equal to your sorcerer level. These minutes do not need to be consecutive, but must be used in 1-minute increments. While this aura is in effect, it cannot be voluntarily lowered, except at 1-minute intervals. In addition, anytime you cast a spell while the aura is in effect, you must make a caster level check (1d20 + caster level) against this spell resistance. On a successful check, your spell is completed and penetrates your spell resistance, taking effect as normal. Failure indicates that you failed to muster up enough magical energy to cast the spell, but the spell is not lost and may be attempted again. Any feats or abilities that aid in bypassing spell resistance help with this check.
Draining Touch (Su): At 20th level, you can, once per day as a standard action, drain all magical properties from an item with a mere touch. The item touched must make a successful Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) to prevent it from being drained. If a creature is holding the item at the time, then the item can use the holder's Will save bonus in place of the above DC if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, you gain a number of bonus spell levels equal to the 1/2 the item’s caster level. You can then use these bonus spell levels to cast any spell of the appropriate level or levels that you know without expending spell slots. For example, if you drain a staff of healing, you gain 4 bonus spell levels (caster level 8th). You can then use those spell levels to any 4th level spell you know, or any combination of 4 spells levels (four 1st–level spells, two 2nd–level spells, or one 1st–level and one 3rd–level spell). Drained items are only restorable by a wish or miracle spell.
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