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Abyssal Bloodline
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Bloodline Skill: Knowledge (Planes)
Bloodline Arcana
Requirements: BaB or CL 1, Knowledge (Planes) 3, 5 EXP
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to your CL (minimum 1). This does not stack with any DR the creature might already have - only the highest is applied.
Abyssal Tentacles (Su)
Requirements: BaB or CL 3, Knowledge (Planes) 5, 9 EXP
You may manifest two wicked Abyssal tentacles from your arms as a Move action. These are treated as primary natural weapons, allowing you to make two attacks as a full attack action, using your full Base Attack Bonus (however, you may only summon one “arm” of tentacles, if you wish). These tentacles deal 1d8 slashing damage each (or 1d6 if you are small), plus your Strength modifier. In addition, the tentacles possess the reach weapon quality. Upon summoning the tentacles, you drop any held items on your square. You may have them out for as long as you wish (though NPCs are unlikely to look upon you favorably).
Flames of the Depths (Sp)
Requirements: BaB or CL 5, Knowledge (Planes) 7, 15 EXP
You may spend Mana up to your CL to grant your Abyssal Tentacles the Flaming quality, causing them to deal fire damage equal to the amount of Mana expended, upon a successful hit. The flames disperse after a number of rounds equal to your CL.
Summon Minions (Su)
Requirements: BaB or CL 9, Knowledge (Planes) 10, 27 EXP
Whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.
Wings of the Abyss (Su)
Requirements: BaB or CL 15, Knowledge (Planes) 15, 45 EXP
You can sprout leathery wings and fly for a number of minutes per day equal to your caster level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments.
Demonic Might (Su)
Requirements: BaB or CL 20, Knowledge (Planes) 20, 60 EXP
You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
