Your blood has been infused with outlandish energies of the Ethereal Plane, granting you powers beyond the magic of the mortal planes. You can slip between the planes, curse your enemies with a mere thought, and draw upon your ancestral heritage.
Class Skill: Knowledge (planes).
Bonus Spells: hex vulnerability (3rd), cure light wounds (5th), hex glyph (7th), cure moderate wounds (9th), imbue hex (11th), cure serious wounds (13th), spell turning (15th), protection from spells (17th), wall of suppression* (19th). (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat)
Bonus Feats: Accursed Hex, Combat Casting, Craft Magic Arms and Armor, Diehard, Disruptive Spell, Endurance, Inscribe Magic Tattoo, Toughness.
Bloodline Arcana: Whenever you cast a spell that successfully deals damage, you can make an immediate concentration check (DC 15 + double the spell level) to teleport to a nearby space (5 feet) as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars).
Bloodline Powers: You possess ancient and forbidden arcane knowledge that allows you draw upon it to counter magic effects, regardless of its source.
Wyching Bond (Su): At 1st level, you form a powerful bond with an object. Objects that are the subject of a wyching bond must fall into one of the following categories: amulet, bracers, circlet, headband, helm, ring or weapon. This ability otherwise functions as the bonded item ability of the wizard’s arcane bond class feature.
Hex Gift (Sp): At 3rd level, you gain one of the following witch hexes as a spell-like ability: charm, cursed wounds, evil eye, misfortune, prehensile hair, tongues, or slumber. You use your Charisma and treat your sorcerer level as your witch level for the purpose of determining the effects of this hex.
Blood Heritage (Su): At 9th level, your ancestral blood becomes apparent. You gain a +2 inherent bonus to Constitution. At 13th level, you gain a +2 inherent bonus to Strength. At 17th level, your inherent bonus to Constitution increases to +4.
Planar Step (Ex): At 15th level, you can use ethereal jaunt as a spell like ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Ethereal Master (Su): At 20th level, you become subject to the otherworldly energies of your ethereal home. You are treated as incorporeal for the purpose of nonmagical attacks and become immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source (except for channel energy). Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, as well as weapons with the ghost touch special weapon quality affect you normally. You also gain a deflection bonus to your AC equal to your Charisma bonus.
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