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Destined Bloodline
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline’s origin, you have a great future ahead.
Bloodline Skill: Knowledge (History)
Bloodline Arcana
Requirements: BaB or CL 1, Knowledge (History) 3, 5 EXP
Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.
Touch of Destiny
Requirements: BaB or CL 3, Knowledge (History) 5, 9 EXP
You can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to your caster level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Primary Casting Attribute modifier.
Fated (Su)
Requirements: BaB or CL 5, Knowledge (History) 7, 15 EXP
You gain the Uncanny Dodge Talent (as from the Path of Mobility), which scales based upon your caster level.
It Was Meant To Be (Su)
Requirements: BaB or CL 9, Knowledge (History) 10, 27 EXP
You gain one extra Hero Point that may be expended however you wish. This “spare” Hero Point refreshes once per week, or once per game session, whichever is longer.
Within Reach (Su)
Requirements: BaB or CL 15, Knowledge (History) 15, 45 EXP
Your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized.
Destiny Realized (Su)
Requirements: BaB or CL 20, Knowledge (History) 20, 60 EXP
Your moment of destiny is at hand. You become immune to critical hits and precision damage. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. Additionally, once per day you may cause a spell to critically strike, even if it would not normally be capable of doing so (such as a Fireball) - such a spell is treated as having a 2x critical multiplier for this purpose. You must declare use of either of these abilities before making the roll.
