TEXT: The Righteous & 
  Corrupted
  Two Sorcerer 
  Bloodlines
  #72.5
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment 
  or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest 
  in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Anger of Angels. ©2003, Sean K Reynolds.
  Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  Angel, Monadic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Philip Masters.
  Marid from the Tome of Horrors III. ©2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Player Paraphernalia #72.5 The Righteous & Corrupted - Two Sorcerer Bloodlines ©2016, The 
  Knotty-Works; Author: John Buckley,
  d20pfsrd.com. Copyright 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/
  compatibility for more information on the compatibility license. Some rights reserved.
  
  1
  Player Paraphernalia #72.5
  By The Knotty-Works
  Welcome to issue seventy-two and a half  of  the 
  Player Paraphernalia series, short supplements 
  designed to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).  This 
  issue introduces two Sorcerer bloodlines based on the 
  Paladin and Anti-Paladin classes.
  Righteous Bloodline
  The blood of ancient heroes of purity and 
  good flow through your veins.  Although your 
  ancestors were revered for their righteousness, 
  your goals and inspirations are your own.
  Class Skill  Knowledge (nobility)
  Bonus Spells
  Detect Evil (3rd), Blessing of Courage and 
  Life (5th), Remove Blindness/Deafness (7th), 
  Remove Curse (9th), Break Enchantment (11th), 
  Serenity (13th), Banishment (15th), Holy Aura 
  (17th), Overwhelming Presence (19th)
  Bonus Feats
  Endurance, Extra Lay On Hands, Iron Will, 
  Merciful Spell, Selective Spell, Skill Focus 
  (Heal), Step Up, Weapon Focus
  Bloodline Arcana
  You add your Charisma modifier to all of your 
  saving throws.
  Bloodline Powers
  You draw upon the holy might of your 
  ancestors to provide a shining beacon for 
  others.  However, ill use of these powers 
  may attract the attentions of otherworldly 
  powers of good to deal with your own lack of 
  righteous faith.
  Touch of Life (Su):  Beginning at 1st level, 
  you may channel positive energy through 
  your hands to heal yourself or another as 
  a standard action.  Your touch heals living 
  creatures for 1d6 points + 1 for every two 
  sorcerer levels you possess.  If you use this 
  power against an undead target, it suffers 
  the same amount in damage, though it 
  requires you to make a melee touch attack 
  against the undead target and the target 
  is not allowed a saving throw to reduce the 
  damage.  You do not provoke an attack of 
  opportunity while using as an attack.
  This power is treated as the paladin’s lay on 
  hands class feature in regards to any feats or 
  prestige class requirements you may consider 
  taking.  You may use this power 3 + your 
  Charisma modifier times per day.
  Spell Smite (Su):  Beginning at 3rd level, you 
  gain the ability to empower your spells 
  against a chosen target if that target is evil.  
  Spells that cause damage gain a bonus 
  equal to your class level to evil targets.  You 
  gain a bonus to any attack rolls required 
  equal to your Charisma modifier for any touch 
  based spells, and you add your Charisma 
  modifier to the DC of the saving throws when 
  applicable.  You may use this ability one time 
  per day, gaining an additional use at 7th level 
  and every four levels thereafter (maximum of 
  5 at 19th level).
  Righteous Aura (Su):  At 9th level, you become 
  immune to charm spells and spell-like abilities.  
  Allies within 10 feet of you gain a +4 morale 
  bonus on saving throws against charm 
  effects.  At 12th level, your aura also grants 
  
  2
  you immunity to fear based effects and allies 
  gain the same +4 morale bonus for any saving 
  throws versus fear based effects.  This effect 
  immediately ends if you become helpless, 
  unconscious, or dead.
  Merciful (Su):  At 15th level, your touch of 
  life power can also be used to remove the 
  effects of fatigue, sickness, or being shaken 
  while healing yourself or an ally.  You may 
  spend two of your daily uses of the touch 
  of life power to remove the exhausted, 
  frightened, or nauseated conditions.  Your 
  daily number of uses of the Touch of Life 
  power increases to ½ your class level + your 
  Charisma modifier.
  Righteous Champion(Su):  At 20th level, when 
  you use the Spell Smite power against an evil 
  outsider, the target is subject to the effects of 
  the banishment spell as well.
  Corruption Bloodline
  True villainy runs through your veins, born of a 
  vengeance and fall from grace.  While you 
  may use these powers for your own ambitions, 
  evil tends to seek its own and your aura may 
  act as a powerful beacon in the night.
  Class Skill  Sense Motive
  Bonus Spells
  Detect Good (3rd), Corruption Resistance 
  (5th), Deadly Juggernaut (7th), Bestow Curse 
  (9th), Baleful Polymorph (11th), Epidemic (13th), 
  Destruction (15th), Frightful Aspect (17th), Storm 
  of Vengeance (19th)
  Bonus Feats
  Antagonize, Destructive Dispel, Diehard, Extra 
  Lay On Hands, Great Fortitude, Sickening 
  Spell, Skill Focus (Intimidate), Toughness
  Bloodline Arcana
  You add your Charisma modifier to all of your 
  saving throws.
  Bloodline Powers
  You draw upon the legendary villainy of your 
  ancestors to set forth on your own quest for 
  power.  However, you may inadvertently 
  come into conflict of those who truly take the 
  mantle of despot and despicable overlord.
  Touch of Corruption (Su):  Beginning at 1st 
  level, you may channel negative energy 
  through your hands as a standard action as 
  a melee touch attack.  Living creatures are 
  damaged for 1d6 points + 1 for every two 
  sorcerer levels you possess while undead 
  creature is healed the same amount.  Those 
  that suffer damage are not allowed a saving 
  throw to reduce the damage, and use of 
  this power does not provoke an attack of 
  opportunity.
  This power is treated as the paladin’s lay on 
  hands class feature in regards to any feats or 
  prestige class requirements you may consider 
  taking.  You may use this power 3 + your 
  Charisma modifier times per day.
  Spell Smite (Su):  Beginning at 3rd level, you 
  gain the ability to empower your spells 
  against a chosen target if that target is good.  
  Spells that cause damage gain a bonus 
  equal to your class level to good targets.  
  You gain a bonus to any attack rolls required 
  equal to your Charisma modifier for any touch 
  based spells, and you add your Charisma 
  modifier to the DC of the saving throws when 
  applicable.  You may use this ability one time 
  per day, gaining an additional use at 7th level 
  and every four levels thereafter (maximum of 
  5 at 19th level).
  Corrupting Aura (Su):  At 9th level, enemies 
  within 10 feet of you must make a Will save at 
  the beginning of their turn or become shaken 
  while they are within your threat range.  The 
  DC is 10 + ½ your class level + your Charisma 
  modifier.  In addition, they also suffer a -2 
  penalty to their saving throws and those 
  normally immune to fear are subject to your 
  aura.
  Cruel Touch (Su):  At 15th level, your touch of 
  corruption also carries an additional effect 
  chosen when you choose to use the touch 
  as an attack.  You may choose from the 
  fatigued, shaken, or sickened conditions 
  to inflict upon your opponent with your 
  corrupting touch. Your enemy is allowed a 
  Fortitude saving throw (DC 10 + ½ your class 
  level + your Charisma modifier) or suffer 
  the condition for 1d4 rounds.  Additional 
  
  3
  corrupting touch attacks do not add to 
  the cumulative time, but the duration is 
  determined from the last successful attack.
  You may spend two of your daily uses of the 
  touch of life power to inflict the exhausted, 
  frightened, or nauseated conditions for 1d4 
  rounds.  Your daily number of uses of the 
  Touch of Corruption power increases to ½ 
  your class level + your charisma modifier.
  Corrupting Champion (Su):  At 20th level, when 
  you use the Spell Smite power against a good 
  outsider, the target is subject to the effects of 
  the banishment spell as well.
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 72.5 - The Righteous & Corrupted (Two Sorcerer Bloodlines).pdf