TEXT: 1
  Monstrous Bloodlines 
  for Sorcerers
  By Perry Fehr
  
  2
  Monstrous Bloodlines 
  for Sorcerers
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Role-
  playing Game from Paizo Publishing, LLC. See http://paizo.com/pathfi nderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  Open Game Content: All text on pages 3-7 are open Game content.
  Credits
  Author: Perry Fehr
  Editing: Perry Fehr, Mark Gedak
  Cover Art: Gary Dupuis
  Otyugh Art: Tamas Baranya
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Monstrous Bloodlines
  Cyclopean Bloodline  
  3 
  Inevitable Bloodline 
   
  3
  Medusan Bloodline 
   
  4
  Otyugh Bloodline  
   
  4
  Sphinx Bloodline  
   
  6
  Stirge Bloodline  
   
  6
  Unicorn Bloodline 
   
  7 
  
  3
  Each sorcerer has a source of magic somewhere in her 
  heritage that grants her spells, bonus feats, an addi-
  tional class skill, and other special abilities. This source 
  can represent a blood relation or an extreme event 
  involving a creature somewhere in the family’s past. For 
  example, a sorcerer might have a dragon as a distant 
  relative or her grandfather might have signed a terrible 
  contract with a devil. Regardless of the source, this 
  influence manifests in a number of ways as the sorcerer 
  gains levels. A sorcerer must pick one bloodline upon 
  taking her first level of sorcerer. Once made, this choice 
  cannot be changed. Below you will find seven addi-
  tional monstrous bloodlines with which to customize 
  your sorcerer.
  Cyclopean Bloodline
  The fearsome and enigmatic race of the cyclopes have 
  not always been clans of scattered anthropophages; 
  they once raised cities of stone, worshiped titanic dei-
  ties, and kept entire races of slaves for toil and nour-
  ishment.  Though their strength fell milennia ago, 
  their heritage still lingers in the blood of many of their 
  once-servant races, especially half-orcs, half-ogres, and 
  humans.  Savage seers as well as warriors, the touch of 
  prophecy is also on their far-flung progeny, and those 
  with the blood of the cyclops tend to plot far into the 
  future to secure their goals.
  Class Skill: Perception
  Bonus Spells: ill omen (3rd), augury (5th), bestow curse 
  (7th), divination (9th), commune (11th), geas/quest 
  (13th), true seeing (15th), moment of prescience (17th), 
  foresight (19th)
  Bonus Feats: Alertness, Craft Magic Arms and Armor, 
  Diehard, Divination Guide, Extend Spell, Improved 
  Bull Rush, Power Attack, Skill Focus (Perception), 
  Spell Focus (Divination)
  Bloodline Arcana: Your caster level is considered +1 
  higher for the purposes of casting divination spells.
  Bloodline Powers: Your ancient ancestors, the cy-
  clopes, depended as much on their prophetic powers 
  as their strength of arms.  They paid a price for these 
  powers, as will you; whether you will profit by them is 
  your concern.
     Gaze of Doom (Su):  Starting at 1st level, you may 
  close one eye and appoint a thread of doom upon a tar-
  get within 30 feet, causing it misfortune for 1 round.  
  Anytime the creature makes an ability check, attack 
  roll, saving throw or skill check, it must roll twice and 
  take the worse result.  You may use this ability 3 times 
  per day plus your Charisma modifier, and the target 
  gets a Will saving throw equal to 10, plus your Cha-
  risma modifier, plus half your sorcerer level, to avoid 
  the effect.
     Cyclopean Insight (Su): At 3rd level, one of your 
  eyes become non-functional, imposing a -2 penalty on 
  ranged attacks.  You gain the ability, once per day as an 
  immediate action, to peer into possible futures, gaining 
  insight allowing you to select the exact result of one die 
  before the roll is made.  This affects only your actions, 
  not those of others.
     Cyclopean Brutality (Su): At 9th level, once per day 
  as a swift action, you can gain a burst of savage inspira-
  tion.  When you do, you double the threat range of all 
  weapons, natural and ranged attacks (including rays) 
  for three rounds plus your Charisma modifier.  
     Savage Seer (Su): At 15th level, you can assume the 
  size of the ancient giant cyclopes, an effect identical to 
  the enlarge person spell, for a number of minutes per 
  day equal to your level.  These minutes need not be 
  consecutive, but must be spent in one minute incre-
  ments.  Once per day, if you assume this form after you 
  have used Cyclopean Brutality, that ability recharges.
     Scion of the Shattered Race (Ex):  At 20th level, 
  you are ready to lead the remnant race of the cyclopes 
  to domination once more: you gain a +4 racial bonus 
  to armor class, and a +2 bonus to your Strength score.
  INEVITABLE BLOODLINE
  The inexorable power of the outsider race of inevitables 
  guides order in the universe, and somewhere in your 
  past, an ancestor of yours aided in that struggle against 
  chaos.  The power in your body is a gift from them, or 
  perhaps you are just a cog in the machine driven by the 
  edicts of the perfect city of Axis.
  Class Skill: Diplomacy
  Bonus Spells: detect law/chaos* (3rd), arrow of law 
  (5th), magic circle against chaos (7th), discern lies (9th), 
  dispel chaos (11th), forbiddance (13th), dictum (15th), 
  shield of law (17th), time stop (19th)
  Bonus Feats: Alertness, Combat Casting, Craft Con-
  
  4
  struct, Combat Reflexes, Focused Spell,  Improved 
  Initiative, Lightning Reflexes, Persuasive, Skill Focus 
  (Sense Motive), Spell Focus (abjuration)
  Bloodline Arcana: Abjuration spells you cast last 1 
  time unit longer than your caster level.
  Bloodline Powers: The inevitables have a reputation 
  for being unstoppable forces of law, unmovable when 
  the circumstances demanded.  Those of their bloodline 
  are likewise had to affect and stop, regardless of how 
  they choose to use their gifted powers.
     Regenerative Burst (Ex): Starting at 1st level, you 
  gain the ability regeneration 1 (chaotic), which you can 
  trigger for a number of rounds per day equal to 3 plus 
  your Charisma modifier.  This increases to regenera-
  tion 2 at 7th level, regeneration 3 at 13th level, and 
  regeneration 4 at 19th level.  Reattaching severed limbs 
  requires at least 2 rounds of regeneration.
     Implacable (Ex): At 3rd level, you gain immunity to 
  illusions, and a +2 bonus to mind-affecting effects.
     Great Communicator (Sp): At 9th level, you 
  gain the ability of truespeech; if you already have 
  truespeech, you gain the power of comprehend languages 
  as a constant spell-like power.
     Axiomatic Forger (Ex): At 15th level, you gain a free 
  Item Creation feat of your choice, and a +2 bonus to 
  any appropriate skill check during the creation process.  
     Citizen of Axis (Ex): At 20th level, you resemble a 
  fusion of humanoid and machine. You gain all con-
  structed traits (see listing for inevitable), including 
  bonus hit points (10 at Small, 20 at Medium, 30 at 
  Large)
  * Inevitables may select detect law or detect chaos as 
  their bonus spell at 3rd level.
  MEDUSAN BLOODLINE
  Though the race of medusas use humanoids for breed-
  ing, their monstrous appearance and powers can 
  infiltrate the heritage of normal beings in other ways.  
  Humanoids that have been petrified and then returned 
  to fleshy form seems to often bear the seeds of the 
  dreaded medusa’s abilities in their bloodline, just wait-
  ing to come to the surface.
  Class Skill: Disguise
  Bonus Spells: lock gaze (3rd), pernicious poison (5th), 
  countless eyes (7th), calcific touch (9th), polymorph 
  (11th), flesh to stone (13th), statue (15th), earthquake 
  (17th), imprisonment (19th)
  Bonus Feats:  Brew Potion, Deceitful, Improved Initia-
  tive, Martial Weapon Proficiency, Spell Focus (trans-
  mutation), Skill Focus (Craft [sculpture]), Still Spell, 
  Weapon Focus (longbow)
  Bloodline Arcana: Spells you cast from the transmuta-
  tion school have a save DC of +1.
  Bloodline Powers: The curse and power of the medu-
  sas burns in you, the desire to isolate yourself and be 
  the stuff of legend, your enemies and loved ones sur-
  rounding you in stone, forever.  
     Gorgonic Gaze (Su): Starting at 1st level, you may 
  fix a target within 30 feet with your strange eyes, caus-
  ing them to make a Will save equal to 10 + ½ your 
  sorcerer level + your Charisma modifier or be slowed 
  for one round, as the spell.  You may use this ability 3 
  times per day + your Charisma modifier.  Like a true 
  medusa’s gaze, it can be reflected back at you, and  
  cannot  affect creatures that do not use vision.
     Serpentine Affinity (Su): At 3rd level, you gain the 
  wild empathy class ability, like a druid of the same 
  level, but only with snakes.
     Poisonous Blood (Ex): At 9th level, your blood 
  becomes caustic and poisonous, and creatures that bite 
  or claw you must make a DC 10 + ½ sorcerer level + 
  Charisma modifier save or take 1d4 Str damage.
     Subtle Scales (Ex): At 15th level, your skin becomes 
  slightly scaly, giving you a +3 natural armor bonus, 
  and your hair twitches with life, as a witch’s prehensile 
  hair hex, using your Charisma score in the same way as 
  intelligence.
     Mythic Monster (Ex): At 20th level, you have 
  achieved true medusan status.  Your gaze turns targets 
  within 60 feet to stone if they fail a Fortitude save of 
  20 plus your Charisma modifier. This replaces and 
  updates Gorgonic Gaze.  Your poisonous blood does 
  1d8 Str damage.
  Otyugh Bloodline
  To merely have survived a plague is one thing, but 
  certain lucky (or unlucky) individuals have survived the 
  dreaded filth fever of the aberrant and horrid otyugh, 
  the infamous scavengers of the underworld.  Their un-
  derstandable ability to carry disease and stay immune 
  to it in all forms, letting it fester and grow within its 
  
  5
  cells, has been known to produce long-term effects in 
  those humanoids who recover from its contagion natu-
  rally.   Some individuals spontaneously begin to emu-
  late the vile creatures, and become sickeningly powerful 
  as a result.
  Class Skill: Survival
  Bonus Spells: ray of sickening (3rd), pox pustules (5th), 
  contagion (7th), black tentacles (9th), greater contagion 
  (11th), epidemic (13th), plague storm (15th), antipathy 
  (17th), regenerate (19th)
  Bonus Feats: Alertness, Great Fortitude, Spell Focus 
  (necromancy), Toughness, Weapon Focus, Sickening 
  Spell, Skill Focus (Stealth), Stealthy
  Bloodline Arcana: Whenever you cast a spell of the 
  necromancy [disease] school, you can increase the save 
  DC by +1.
  Bloodline Powers: As you grow in power, so does your 
  attraction for the filthy, disgusting, and stenchful.  To 
  your altered senses, they offer experiences that you find 
  irresistible.
     Offal Touch (Ex): Starting at 1st level, you can make 
  a melee touch attack as a standard action that causes 
  a living creature to become sickened for a number of 
  rounds equal to ½ your sorcerer level (minimum 1).  
  If you touch a sickened creature with this ability, it 
  may contract filth fever. You can use this ability a 
  number of times a day equal to 3+ your Charisma 
  modifier.
     Disease (Ex): Filth fever: Touch a sickened crea-
  ture; save Fortitude DC 10 + Cha + ½ sorcerer level; 
  onset 1 day; frequency 1/day; effect 1 Dex damage and 
  1 Con damage; cure 1 save.
     At Home in Filth (Ex): At 3rd level, you become 
  completely immune to all diseases, except magical 
  ones, for which you gain a bonus to your saving throw 
  equal to your level.
     Otyugh Senses (Ex): At 9th level you begin to physi-
  cally change to resemble an otyugh.  Large, inhuman 
  eyes appear at odd locations on your head and body, 
  as well as pores for detecting scents. You gain the scent 
  and all-around vision ability.
     Aberrant Mutation (Ex): At 15th level, the changes 
  in your physiology become even more apparent; you 
  gain an extra limb, your choice of arm or leg.  An extra 
  leg increases speed by 10 feet and CMD by +2.  An 
  extra arm permits a further magic ring slot, reach +5 ft. 
  and possible use of the Multiattack monster feat.
     Carrion-Prince (Ex): At 20th level, you are a com-
  plete amalgam of humanoid and horror.  All of your 
  attacks, magic or otherwise, are infused with disease 
  as above, with an onset period of 1d3 rounds.  You are 
  immune to  magical disease or acid, and you attract a 
  court of otyughs to your lair equal to your Charisma 
  modifier.
  Is That Not an 
  Awesome Oytugh 
  by Tamas Baranya
  
  6
  SPHINX BLOODLINE
  Legendary for their agelessness, wealth, and obsession 
  with knowledge, sphinxes often come in conflict with 
  curious humanoids and their short-term wants and 
  needs.  Curious beings that have trespassed against or 
  offended the mightiest of them, the androsphinx, may 
  have received a curse bestowed upon them to see reality 
  from a slower, more watchful pace.  This curse emerges 
  in their bloodline many years later, and its recipient 
  learns what it is to live as an enigmatic scholar of the 
  sands.
  Class Skill: Knowledge (any one)
  Bonus Spells: comprehend languages (3rd), locate object 
  (5th), clairaudience/clairvoyance (7th), legend lore (9th), 
  symbol of sleep (11th), symbol of persuasion (13th), 
  symbol of stunning (15th), discern location (17th), wish 
  (19th)
  Bonus Feats: Alertness, Combat Casting, Improved 
  Initiative, Iron Will, Scribe Scroll, Spell Focus (en-
  chantment), Silent Spell, Skill Focus (Perception)
  Bloodline Arcana: Once a day, you can add +1 to the 
  DC of the saving throw of a spell that you cast.
  Bloodline Powers: Like the inscrutable desert dwellers, 
  you hunger for magic and information, and steadily de-
  velop the power to get it.  As you gain power, though, 
  you yearn for more than mortal goods, and likely leave 
  the materialistic world behind.
     Riddle of the Sands (Su): Starting at 1st level you 
  can pose a riddle that can confuse (as the spell confu-
  sion) any single target within 30 feet that can hear and 
  understand you.  The target gains a Will save equal to 
  10 + ½ you sorcerer level + your Charisma modifier, 
  and is confused until  the save is made, and the riddle 
  is solved.  You may use this ability once per day per 
  point of Charisma modifier.  This is a language depen-
  dent, mind-affecting effect.
     Magical Prowess (Ex): At 3rd level, you gain a 
  bonus “spell known” for each level of spells you have 
  access to.  
     Sphinx-shout (Ex): At 9th level, you can emit a 
  shout of power in a 30-foot-radius spread that deafens 
  all in range for 1d6 rounds unless they make a Fort 
  save of 10 + ½ your sorcerer level + your Charisma 
  modifier.  At 14th level it also makes targets frightened 
  for 1d4 rounds (same Will save).
     Wings of the Desert (Ex): At 15th level, you can 
  grow feathery wings as a standard action, giving you 
  a fly speed of 60 feet with poor maneuverability. The 
  wings can be dismissed as a free action.
     Ancient Guardian (Su): At 20th level, you are ready 
  to join the eternal sphinxes in their dusty tomb-homes. 
  You become immune to aging, death effects, negative 
  energy and energy drain, and no longer need to eat or 
  drink.
  Stirge Bloodline
  If there is anything that the humanoid races and the 
  bestial race of stirges have in common, it is blood, the 
  humanoids having it, and the stirges wanting it.  Over 
  milennia of stirges feeding on the sentient races, trans-
  mitting strange diseases all the while, it was inevitable 
  that a connection be made, that the substance of that 
  which is stirge should contaminate the substance of the 
  humanoid races.  Those possessing this bloodline tend 
  to have base desires, but eventually they can see the 
  benefit in using their abilities to seek power...
  Class Skill: Stealth
  Bonus Spells: ray of enfeeblement (3rd), lockjaw (5th), 
  fly (7th), bleeding wound* (9th), insect plague (11th), 
  epidemic (13th), waves of exhaustion (15th), blood mist 
  (17th), energy drain (19th)
  Bonus Feats: Agile Maneuvers, Defensive Combat 
  Training, Disruptive Spell, Fleet, Improved Grapple, 
  Lightning Reflexes, Weapon Finesse, Skill Focus (Fly), 
  Skill Focus (Stealth)
  Bloodline Arcana: Whenever you cast a spell with a 
  single target, increase that spell’s duration by 1 round.
  Bloodline Powers: You gradual change into a swamp-
  dwelling vermin reveals itself in your behaviour long 
  before your appearance... Binge eating and drinking, 
  sleeping in damp reeds, a buzzing noise in one’s sleep; 
  your people will probably exile you to the swamp long 
  before you desire to suck their blood.
     Proboscis (Ex): Starting at 1st level, you can cause 
  your tongue to form a feeding tube that can drain 
  blood (from a target that possesses it) upon a success-
  ful melee touch attack, inflicting 1 point of Constitu-
  tion damage.  You can form the tube for three rounds 
  
  7
  per day plus your Charisma modifier, and can remain 
  attached to the target once successful, draining 1 point 
  per round, but losing your Dexterity bonus.     
     Disease Transmitter (Ex): At 3rd level, there is a 
  10% plus your level chance of inflicting a random 
  disease on a target hit with your proboscis attack.  You 
  also gain a bonus to save vs. disease equal to your level.
     Insectoid Bat Wings (Ex): At 9th level, you can 
  sprout thin-skinned wings as a standard action, giving 
  you a fly speed of 40 with average maneuverability.  
  You can fly for a number of minutes per day equal to 
  your level plus your Charisma modifier, and can be 
  taken separately, in 1-minute increments.  The wings 
  can be dismissed as a free action.  Your Con drain 
  increases to 2 points per attack.
     Center of the Swarm (Sp): At 15th level, you can, 
  as a swift action, create a swarm of images of yourself, 
  equivalent to a mirror image spell, three times per day.  
  The number of images in the swarm is 1d4+5, with a 
  maximum of eight images total.  
     Biggest Bug that Ever There Was (Ex): At 20th 
  level, you become a frightening amalgamation of hu-
  manoid and insect, delighting in hearing your lessers 
  cry “Help me...”  Your Con drain increases to 3 points 
  per attack, your bat wings have unlimited use, and you 
  transmit disease 50% of the time, with an onset time of 
  1d6 rounds.
  *From 4WFG’s Book of Divine Magic
  UNICORN BLOODLINE
  The enigmatic protectors of both serene woodlands, 
  and the few pure beings that have the virtue to ap-
  proach them, unicorns are the theme of much roman-
  tic song, and the envied opponent of the dark and evil.  
  Female humanoids that have had close relationships 
  with these beautiful creatures often leave to begin 
  families, but the bond lingers on in their blood, com-
  ing forth in an offspring with versions of the unicorn’s 
  power, hopefully to be used for good and defense.  
  There are, however, rumors of the black unicorns...
  Class Skill: Heal
  Bonus Spells: cure light wounds (3rd), cure moderate 
  wounds (5th), magic circle against evil (7th), neutralize 
  poison (9th), commune with nature (11th), heal (13th), 
  greater teleport (15th), holy aura (17th), sympathy (19th)
  Bonus Feats: Arcane Strike, Craft Wand, Merciful 
  Spell, Skill Focus (Perception), Run, Self-sufficient, 
  Spell Focus (conjuration), Weapon Focus (ray)
  Bloodline Arcana: If you make a save against a spell 
  with the evil descriptor, you gain a +2 bonus to AC for 
  the next minute.
  Bloodline Powers: The unicorn’s blessing on your 
  line shines through your physical presence, and your 
  burgeoning powers show it, urging you to fight evil 
  wherever it’s corrupting influence shows.
     Horn of the Unicorn (Su): Starting at 1st level, you 
  can manifest a horn on your forehead composed of 
  light energy, for a number of minutes per day equal to 
  3 plus your Charisma modifier.  This horn acts both 
  as a light spell, and a constant detect evil spell.  These 
  minutes need not be consecutive, but must be taken 
  in 1-minute increments.  Once per day, and an addi-
  tional time for every 6 additional levels (7, 13, 19), you 
  may expend the horn as a ranged touch attack against 
  a target within 30 feet, doing 1d8 points of damage 
  plus 1 point for every 2 sorcerer levels you possess. Evil 
  targets take half again as much damage from a success-
  ful attack.
     King of the Woodlands (Su): At 3rd level, you gain 
  the wild empathy class ability, as a druid of the same 
  level.  You may also add summon nature’s ally I to your 
  spells known list, and its higher level equivalents at 
  subsequent levels.
     Purity of Spirit (Ex): At 9th level, you become im-
  mune to poison, and spells and effects from the charm 
  and compulsion schools.
     Aspiration of the Kirin (Ex/Sp): At 15th level, you 
  surpass the unicorn and emulate the powerful, magical 
  kirin.  You gain the ability to fly at a speed of 120 ft., 
  with good maneuverability.  You can also walk on water 
  and assume gaseous form for 1 minute per level per day, 
  each.  You may use each power in 1 minute increments, 
  as spell-like abilities.
     Pinnacle of Purity (Ex): At 20th level, you can resist 
  the extremes of nature’s power, and evil’s elemental 
  attacks.  You gain resistance to cold 10, electricity 30, 
  and fire 10.
  
  8
  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 trade-
  mark 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 in-
  cludes 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, the-
  matic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, pho-
  tographic and other visual or audio representations; names and descrip-
  tions 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 Con-
  tent. (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 icense 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 Contri-
  butions 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: Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. You may use any au-
  thorized 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 termi-
  nation of this License.
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to 
  make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 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. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; 
  Authors Connie J. Thomson and Robert W. Thomson
  The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; 
  Authors Connie J. Thomson and Robert W. Thomson, with Katheryn 
  Bauer and Sean O’Connor.
  The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: 
  Gwendolyn F.M. Kestrel and Duncan Scott
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 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.
  Monstrous Bloodlines for Sorcerers. Copyright 2013, Purple Duck 
  Games. Author Perry Fehr
  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 Com-
  patibility License. See http://paizo.com/pathfinderRPG/compat-
  ibility for more information on the compatibility license.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Monstrous Bloodlines for Sorcerers I.pdf