TEXT: 1
  Monstrous Bloodlines 
  for Sorcerers IV
  By Perry Fehr
  
  2
  Monstrous Bloodlines 
  for Sorcerers IV
  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
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Monstrous Bloodlines
  Elohim Bloodline  
   
  3 
  Fungal Bloodline  
   
  3
  Kyton Bloodline  
   
  4
  Mythic Bloodline  
   
  5
  Nosferatu Bloodline 
   
  5
  Psychopomp Bloodline 
  6
  Starspawn 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.
  * Spells taken from The Book of Arcane Magic, 4WFG
  ELOHIM BLOODLINE
  Enigmatic and ultra-powerful, the mysterious race of 
  Elohim create demiplanes and isolated worldlets for 
  their own inscrutable reasons, playing with the deific 
  powers of creation and apocalypse, though gods they 
  be none.  When a being escapes a petulant Armaged-
  don engineered by the Elohim, he escapes with the 
  creation-spark within him, which can emerge within 
  the following generations as the escalating power of a 
  mortal emulating the Creator.
  Class Skill: Perception
  Bonus Spells: deathwatch (3rd), wood shape (5th), 
  limited telepathy* (7th), charm monster (9th), baleful 
  polymorph (11th), disintegrate (13th), control weather 
  (15th), mind blank (17th), etherealness (19th)
  Bonus Feats: Augment Summoning, Craft Construct, 
  Enlarge Spell, Great Fortitude, Improved Initiative, 
  Iron Will, Spell Focus (conjuration), Superior Sum-
  moning
  Bloodline Arcana: Any creature summoned or creat-
  ed by your magic adds +1 to one of its ability scores.
  Bloodline Powers: Those who bear the essence of the 
  Elohim have an almost obsessive need to create life, 
  and manipulate it in many forms.  Though a farmer 
  or hostler could probably make a good living with 
  this power, a sorcerer bound feels the need to cre-
  ate—and furthermore, test—his creations out in the 
  greater world (or sometimes in a clandestine lab…)
  Life Creation (Su): Starting at 1st level, you can take 
  a full-round action to create a living creature or plant 
  of less than 1 CR; this creature is not under your con-
  trol, and cannot be larger than Large size.  It appears 
  in an adjacent square, or in your possession.  You 
  can do this a number of times a day equal to your 
  Charisma modifier—but it is very draining, inflict-
  ing 1 point of Charisma damage per CR or fraction 
  thereof.
  Greater Life Creation (Su): At 3rd level, you can 
  create creatures of up to CR 1; all other rules apply as 
  above.  
  Power of the Elohim (Ex): At 9th level, you gain DR 
  5/epic, and blindsight 30 ft.; you may also add three 
  to the times per day you can use your Creation abil-
  ity.
  Superior Creation (Su/Sp): At 15th level, you can 
  create creatures of up to CR 2, and gain the ability to 
  speak with animals at will.
  Scion of the Elohim (Su): At 20th level, you have 
  almost the same power as the enigmatic beings that 
  caused yours to come into being.  You can create 
  creatures or plants of up to 4 hit dice—though of any 
  CR—and gain the ability to use deathwatch, at will, as 
  a swift action.
  Note: Elohim bloodline sorcerers do not have access 
  to the hit point totals of the creatures they create, 
  thus the ‘need’ for deathwatch.
  FUNGAL BLOODLINE
  Though few but deep-woods druids and a few trau-
  matized adventurers have truly become familiar with 
  the enigmatic reanimative life-cycle of fungal spores, 
  there are some who come in contact with them 
  that know them all too well.  In procreating, fungal 
  creatures kill and/or animate beings and bring them 
  to odd life with a cocktail of spores- but if a living hu-
  manoid is infected and survives the ordeal, the spores 
  dormant in his blood may surface at a later date, in 
  his ancestors. Though not obsessed with spreading 
  the fungal form, they often go on to embrace the 
  implacable cycle of fecund death.
  
  4
  Class Skill: Survival
  Bonus Spells: entangle (3rd), warp wood (5th), poison 
  (7th), absorb toxicity (9th), blight (11th), plague storm 
  (13th), regenerate (15th), horrid wilting (17th), cursed 
  earth (19th) 
  Bonus Feats: Craft Staff, Endurance, Great Fortitude, 
  Self-Sufficient, Sickening Spell, Skill Focus (Survival), 
  Spell Focus (enchantment)
  Bloodline Arcana: Whenever you cast a spell with the 
  range of personal, your flesh becomes rubbery and 
  resilient, giving you DR/slashing equal to the spell’s 
  level for 1 round.
  Bloodline Powers: You embody the corruptive 
  powers of nature, a hostile system that absorbs and 
  adapts, destroying or taking over that which is out-
  side the cloying fold of mold and fungus.  
  Fungal Blast (Ex): Starting at 1st level, you can expel 
  a 10 ft. diameter cloud within 15 ft. with spores pro-
  duced in your body.  Those that fail a Fortitude save 
  with a DC of 10 plus ½ your sorcerer level plus your 
  Charisma modifier lose 1 point of Constitution and 
  are fatigued for one minute. You can use this ability 
  a number of times per day equal to your Charisma 
  modifier.
  One with Spores (Ex): At 3rd level, you gain im-
  munity to disease, and heal/regain twice as many hit 
  points and ability points from rest, as long as you are 
  in contact with moist, natural earth.
  Green Creature (Ex): At 9th level, you gain all plant 
  traits.
  Poisonous Blood (Ex): At 15th level, your blood is 
  poisonous enough to affect those that cause damage 
  to you with natural weapons.  They must make a For-
  titude save with a DC of 10 plus your sorcerer level 
  plus your Charisma modifier, or be affected thusly: 
  frequency 1/minute for 6 minutes; effect 1 Str dam-
  age, 1 Dex damage, and sickened for 1 minute; cure 2 
  saves. With a DC 15 Craft (alchemy) check, you can 
  process your blood into an ingested poison with the 
  same characteristics.
  Mycological Menace (Ex): At 20th level, you are far 
  more fungus than humanoid, alien to the thoughts of 
  animal life.  You no longer need to eat, and gain +4 to 
  Strength and Constitution, though your strange body 
  moves slower, losing 2 Dexterity.
  KYTON BLOODLINE
  The chilling Infernal race of kytons are independent 
  of the race of devils, but motivated by dark desires 
  that could make most men mad- and some men 
  desirous of more… Those mortals with an ancestor 
  that somehow survived a sanguisexual encounter 
  with kytons, or whose family aided a major project 
  of the eremites can sometimes exhibit powers similar 
  to several of the kyton-types, who will likely let the 
  mortal dabbler pursue his livelihood, knowing that 
  he will become a pawn in the macabre game of plea-
  sure and blood.
  Class Skill: Heal
  Bonus Spells: inflict light wounds (3rd), enthrall (5th), 
  cure moderate wounds (7th), shout (9th), symbol of pain 
  (11th), shadow walk (13th), plane shift (15th), trap the 
  soul (17th), shades (19th)
  Bonus Feats: Alertness, Blind-Fight, Craft Magic 
  Arms and Armor, Improved Initiative, Iron Will, Skill 
  Focus (Intimidate), Spell Focus (Illusion), Weapon 
  Focus
  Bloodline Arcana: You gain bleed as a bonus cantrip.
  Bloodline Powers: The inherited powers of the ky-
  ton rarely sit well with the placid public, and those 
  with this bloodline either suffer to conceal them, or 
  embrace them in their gory glory.  Strange tastes in 
  clothing, habits and appearance often accompany the 
  powers of the kyton bloodline.
  Blood Chain (Su): Starting at 1st level, you may 
  materialize blood-glazed chains from your hands that 
  can strike at a ranged touch attack of 30 feet.  Those 
  struck by the chains take 1d6 points of damage, plus 
  1 point of Wisdom damage if they fail a Will saving 
  throw of 10 plus ½ your sorcerer level plus your Cha-
  risma modifier.  You can use this ability three times 
  per day plus your Charisma modifier.
  
  5
  Unnerving Gaze (Ex): At 3rd level, you may use an 
  unnerving gaze as a move action on those around 
  you up to three times a day plus your Charisma 
  modifier.  Those that fail a Will saving throw of 10 
  plus ½ your sorcerer level plus your Charisma modi-
  fier are shaken for a number of rounds equal to half 
  your character level.  This is a mind-affecting effect.
  Void-Flesh (Ex): At 9th level, you gain immunity to 
  cold and regeneration 1 (silver).  
  Painful Seduction (Su): At 15th level, living beings 
  struck by your blood chain ability instead take 1d6 
  Wisdom damage, and take 1 bleed damage if they fail 
  a Fortitude saving throw of 10 plus your Charisma 
  modifier.  
  Pinnacle of the Pierced (Ex/Su): At 20th level, your 
  regeneration increases to 5/good, and the DC of 
  spells you cast with the evil and illusion subtypes 
  have the DC increased by +2.
  MYTHIC BLOODLINE
  Those born to the mythic bloodline may be descen-
  dants of some hero of antiquity, or have some divine 
  or titanic spark within them, but are just as likely to 
  be simply born to greatness—and not merely the po-
  tential for greatness, but greatness incarnate, imme-
  diately.  Mythic power is outside the scope of normal 
  mortal experience, and can be seen as overwhelm-
  ing, even in a world of gods and dragons walking 
  the earth.  Those of the mythic bloodline never have 
  an outward manifestation of their power other than, 
  perhaps, a suffusing glow about the face or limbs  
  when performing a mythically-powered deed.
  Class Skill: Knowledge (history)
  Bonus Spells: true strike (3rd), eagle’s splendor (5th), 
  heroism (7th), lesser globe of invulnerability (9th), 
  righteous might (11th), greater heroism (13th), reflection 
  (15th), moment of prescience (17th), tide of battle*
  Bonus Feats: Craft Magic Weapons and Armor, 
  Dodge, Leadership, Maximize Spell, Weapon Focus 
  (any), Power Attack, Spell Focus (abjuration), Spell 
  Focus (transmutation)
  Bloodline Arcana: After you use a bloodline power, 
  you gain a +1 bonus to your AC for the next round.  
  Bloodline Powers: Though simple in scope, the 
  power of the mythic bloodline is undeniable, making 
  the impossible, possible, and the wondrous, com-
  monplace.  Each increase in ability supersedes the 
  one before it.
  Minor Mythic (Su): Starting at 1st level, as many 
  times a day as your Charisma bonus, you can add 1d4 
  to any d20 roll you make, before you roll the die.
  Mythic Pulse (Su): At 3rd level, as many times a day 
  as your Charisma bonus, you can add 1d6 to any roll 
  you make, before you roll the die instead of a d4.
  Mythic Surge (Su): At 9th level, as many times a day 
  as your Charisma bonus, you can add 1d8 to any d20 
  roll you make, before you roll the die instead of a 1d6.
  Mythic Reality (Su): At 15th level, as many times a 
  day as your Charisma bonus, you can add 1d10 to 
  any d20 roll you make, before you roll the die, instead 
  of 1d8.
  Super-Mythic (Su): At 20th level, as many times a 
  day as your Charisma bonus, you can add 1d12 to 
  any d20 roll you make, before you roll the die instead 
  of 1d10.
  Purple Duck Note: The Mythic bloodline is inspired
  by the mythic surge rules from Mythic Adventures, but is 
  not meant to align with, duplicate, or replace those rules.
   
  NOSFERATU BLOODLINE
  Eternally decrepit and rejected, the verminous nos-
  feratu vampire breed can create spawn no longer, 
  and resent the beautiful ‘moroi’ that have taken their 
  niche in the world. The closest these savage horrors 
  have come to making more of their kind is for one 
  to make the ultimate sacrifice- giving its undead 
  life- to infuse some spark of their undead existence 
  into mortal humanoids.  How many of the doomed 
  monsters have done this, or to what degree it has 
  borne fruit, is not known, but occasionally a wretch 
  with eerie magical and physical powers will emerge, 
  though to what end or goal, none can say.
  
  6
  Class Skill: Stealth
  Bonus Spells: hypnotism (3rd), summon swarm (5th), 
  vampiric touch (7th), vermin shape I (9th), telekinesis 
  (11th), repulsion (13th), control undead (15th), undead 
  anatomy IV (17th), dominate monster (19th)
  Bonus Feats: Alertness, Brew Potion, Improved Ini-
  tiative, Lightning Reflexes, Skill Focus (Perception), 
  Skill Focus (Sense Motive), Spell Focus (necroman-
  cy), Stealthy
  Bloodline Arcana: Once per day, a mind-affecting 
  spell you cast can affect vermin as if they had minds.
  Bloodline Powers: Some postulate that nosferatu 
  bloodline humanoid sorcerers serve only the purpose 
  of serving the nosferatu as servants, themselves, but 
  only the ancient ones know that, and they aren’t talk-
  ing.
  Rat-claws (Su): Starting at 1st level, you can grow 
  claws as a free action.  These claws are treated as 
  natural weapons, allowing you to make two claw 
  attacks as a full-attack actions using your full attack 
  bonus.  These attacks deal 1d4 damage (1d3 if you’re 
  small) plus your Strength modifier.  At 5th level these 
  claws are considered magic weapons for the purpose 
  of overcoming DR.  At 7th level the damage increases 
  by one step to 1d6 points (1d4 if you’re small).  At 
  11th level these claws do 1 point of bleed damage per 
  attack, in addition to regular damage.  You can use 
  your claws a number of rounds per day equal to 3 
  plus your Charisma modifier.  These rounds do not 
  need to be consecutive.
  Thing from the Cellar (Ex/Sp): At 3rd level you gain 
  resistance cold 5 and resistance electricity 5.  You 
  can also use spider climb as a spell-like ability for a 
  number of rounds equal to your level, per day.  These 
  rounds do not need to be consecutive.  You also gain 
  light sensitivity.
  Expel the Swarm (Ex): At 9th level, you can turn 
  one of your arms into a blast of vermin and expel it 
  at a target within 30 ft.  The target takes 2d6 damage 
  automatically, and must make a Reflex save of 10 plus 
  ½ your sorcerer level plus your Charisma modifier or 
  be nauseated the next round.  At 9th level you can use 
  this ability once per day, at 17th level, twice per day, 
  and at 20th, three times per day.
  Become the Swarm (Ex): At 15th level, you can, as a 
  standard action, cause your entire body to become 
  like a swarm of tiny, flying insects- though the state is 
  equivalent to the gaseous form spell. When you return 
  to corporeal form, you heal 1 hit point per sorcerer 
  level.  You can use this ability a number of minutes 
  per day equal to your sorcerer level, and you must use 
  them in 1 minute increments- though they need not 
  be consecutive.
  Ancient Proto-Vampire (Ex): At 20th level, you have 
  come to resemble the vermin-faced progenitors of 
  the vampires.  You gain +4 to AC, DR 5/ wood and 
  piercing, your resistances increase to 10, and you gain 
  sonic resistance 5.
  PSYCHOPOMP BLOODLINE
  Guardians and guides to the souls of the dead, psy-
  chopomps inhabit purgatory and concern themselves 
  little with mortals- while they are living.  There are 
  those in the Great Beyond that would interfere with 
  the transitory dead, and psychopomps pragmatically 
  utilize all tools available to counter their schemes.  
  Occasionally, a soul will be returned from rightful 
  death and be given to mortal life, perhaps to a child-
  less couple, or to a woman with a terminal disease.  
  This being is a subtle servant of the psychopomps, 
  and gifted with many of their powers, to advance 
  their post-passing programmes of eternal travel.
  Class Skill: Knowledge (planes)
  Bonus Spells: deathwatch (3rd), invisibility (5th), speak 
  with dead (7th), rest eternal (9th), mass ghostbane dirge 
  (11th), undeath to death (13th), greater teleport (15th), 
  discern location (17th), wail of the banshee (19th)
  Bonus Feats: Combat Expertise, Ectoplasmic Spell, 
  Improved Initiative, Iron Will, Scribe Scroll, Spell 
  Focus (divination), Thanatopic Spell, Vital Strike
  Bloodline Arcana: Undead, daemons, and qlippoth 
  add 1 to the DC of spells that you cast upon them.   
  Bloodline Powers: It would be difficult for one of the 
  psychopomp bloodline to ignore the hidden tasks 
  
  7
  implanted by those enigmatic outsiders, as their pow-
  ers gravitate to the protection of souls.  Mortals who 
  know of them may clamor to gain knowledge of the 
  progress of their passed love ones.
  Death’s Caress (Su): Starting at 1st level, you can, 
  with a melee touch attack, give a fleeting glimpse of a 
  living target’s afterlife; the target is shaken by this for 
  1 round for every 2 sorcerer levels you possess.  This 
  ability also works on undead, doing 1d6 points of 
  positive energy damage per 3 sorcerer levels on a suc-
  cessful melee touch attack. You may use this ability 3 
  times per day plus your Charisma modifier.
  Touch the Spirits (Ex): At 3rd level, you can imbue 
  your natural, melee, or touch attacks with the ghost 
  touch special weapon quality for a number of min-
  utes per day equal to 3 plus your Charisma modifier.
  Servant of Death (Ex): At 9th level, you become im-
  mune to death effects,  disease, and poison.
  Guardian of Balance (Su): At 15th level, you gain 
  special abilities against those that would interfere 
  with the souls of mortals. You gain a +3 bonus to: 
  overcome spell resistance of outsiders and undead, 
  armor class against their attacks, and any saves re-
  quired from their actions. This bonus increases to +4 
  at 18th level.
  Shepherd of Souls (Ex): At 20th level, you are fit to 
  stand beside the yamaraj, grave magistrates of the 
  psychopomps.  You gain DR 5/adamantine, fast heal-
  ing 5, and can detect thoughts at will.
  STARSPAWN BLOODLINE
  The existence and agenda of the massive intergalactic 
  beings known only as the Star-Spawn is thought to be 
  ravings of mad, attention-seeking cultists, but those 
  who pay attention to such things know that their 
  presence has been made known on many worlds.  
  Unfortunately, some of those have been touched by 
  the minds of the awful race, and may produce those 
  children that bear some fraction of the powers of the 
  world-enders, seeds of world destruction.  To resist a 
  star-spawn may be futile, but certain individuals may 
  use their gifts to turn the tide of interdimensional 
  invasion.
  Class Skill: Knowledge (religion)
  Bonus Spells: bane (3rd), detect thoughts (5th), fly 
  (7th), black tentacles (9th), nightmare (11th), globe of 
  invulnerability (13th), insanity (15th), demand (17th), 
  gate (19th)
  Bonus Feats: Blind-fight, Craft Wondrous Item, Im-
  proved Counterspell, Improved Iron Will, Iron Will, 
  Reach Spell, Spell Focus (enchantment)
  Bloodline Arcana: You gain +1 to all saves vs. mind-
  affecting effects.
  Bloodline Powers: To put it bluntly, those of the star-
  spawn bloodline are meant to be tools of the star-
  spawn in their apocalyptic schemes.  Whether indi-
  viduals so ‘gifted’ have the personal power to resist 
  rests in their will, as their power grows.
  Overwhelm the Mind (Ex): Starting at 1st level, you 
  may attempt to make contact with another mind and 
  either speak to it or damage it with the strength of 
  your will.  A number of times per day equal to 3 plus 
  your Charisma modifier, you can use telepathy with 
  a willing sentient within 30 ft. (for one round per 2 
  sorcerer levels)  or do 1 point of Wisdom damage per 
  three sorcerer levels, if a saving throw of 10 plus ½ 
  your character level plus your Charisma modifier is 
  failed.  This is a mind-affecting effect.
  Receive the Dream (Su): At 3rd level, you can hear 
  the transmitted thoughts of the Star-Spawn. You gain 
  +1 to all Intelligence, Wisdom and Charisma based 
  skill checks, per 3 character levels.
  Star-Child (Ex): At 9th level, you gain the no breath 
  quality, and become immune to cold.
  Cult Leader (Ex): At 15th level, you gain Leadership 
  as a bonus feat, with double the number of followers 
  listed or you gain two metamagic feats for which you 
  qualify.
  The Secret Name of the Spawn (Ex): At 20th level, 
  you are ready to join the ranks of the Spawn to bring 
  about the End of Days.  You gain regeneration 5 (fire) 
  and constantly have mind blank in effect.
  
  8
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  15. COPYRIGHT NOTICE
  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: 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
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  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schnei-
  der, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, 
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  Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
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  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
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  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McAr-
  tor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors: 
  Connie J. Thomson and Robert W. Thomson.
  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.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  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
  Monstrous Bloodlines for Sorcerers II. Copyright 2013, Purple Duck Games. 
  Author Perry Fehr
  Monstrous Bloodlines for Sorcerers III. Copyright 2013, Purple Duck Games. 
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  9
  Author Perry Fehr
  Monstrous Bloodlines for Sorcerers IV. 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 Roleplay-
  ing Game Compatibility License. See http://paizo.com/pathfinderRPG/compat-
  ibility for more information on the compatibility license.
  Purple Duck Note: Clearly Perry lied to me when he 
  said Monstrous Bloodlines for Sorcerers III was the final 
  installment because now we have a fourth installment. If 
  you think Perry is should write more, email your sugges-
  tions to him at pf857426@gmail.com.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Monstrous Bloodlines for Sorcerers IV.pdf