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Your lineage was stained by a medusa. Your life has been has been a vicious quest for blood and stone.
Class Skill: Intimidate
Bonus Spells: lock gaze (3rd), unnatural lust (5th), pocketful of vipers (7th), absorb toxicity (9th), snake staff (11th), flesh to stone (13th), limited wish (15th), frightful aspect (17th), hold monster, mass (19th).
Bonus Feats: Dread Poisoner’s Lore, Improved Initiative, Iron Will, Piranha Strike, Skill Focus (intimidate), Spell Focus (enchantment), Gazing Spell*, Weapon Finesse
*See below
Bloodline Arcana
Whenever a creature fails a saving throw against a spell you cast which causes it to become stunned or paralyzed, that creature is turned to stone for the spell’s duration instead (as per flesh to stone).
Petrifying Gaze (Sp): Your very gaze staggers and envenoms your foes. You may gaze at a creature within 30 feet as a standard action, causing them to begin to petrify unless they succeed on a Fortitude saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier). As long as the affected creature continues to fail its saving throws and you remain within 30 feet, you may continue to concentrate on that creature as a standard action.
On the first failed saving throw, your target is shaken for 1 round. On their second failed saving throw, your target is shaken and staggered for 1 round. On their third failed saving throw, your target is shaken, staggered, and takes 2 points of Dexterity penalty for 1 round. On their 4th failed saving throw, the target is permanently petrified (as flesh to stone).
You may begin staring at a creature a number of times per day equal to your Charisma modifier. A creature may attempt to avoid this ability by averting its eyes or blinding itself each round as though this were a gaze attack. If you continue to stare, the target must continue to make saving throws if it stops averting its eyes or blinding itself. Creatures who are immune to gaze attacks are immune to this ability.
Medusa’s Venom (Ex): At 3rd level, you can harvest the venom of your reptilian hair and apply it to the weapons of your allies or yourself. Applying poison to the weapon of an adjacent ally requires a standard action, while applying poison to a weapon you are wielding requires a move action. You are not at risk of accidentally poisoning yourself when applying this poison.
Medusa Venom--injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier;
frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 1 save)
Writhing Coiffure: At 9th level, your serpentine hair grants you the all-around vision universal monster ability.
Stone Gaze (Su): At 15th level, you gain flesh to stone as an at-will spell-like ability (DC 10 + 1/2 your sorcerer level + your Cha modifier), though the range of this ability is 30 feet and the target may spend an immediate action to avoid this ability by averting its eyes or blinding itself for 1 round as though this were a gaze attack. Creatures who are immune to gaze attacks are immune to this ability.
Penetrating Gaze (Su): At 20th level, a creature who averts its eyes only has a 20% chance to avoid a gaze attack you make and a creature who blinds itself has a 50% chance of being affected.
Bonus Spells: lock gaze (3rd), unnatural lust (5th), pocketful of vipers (7th), absorb toxicity (9th), snake staff (11th), flesh to stone (13th), limited wish (15th), frightful aspect (17th), hold monster, mass (19th).
Bonus Feats: Dread Poisoner’s Lore, Improved Initiative, Iron Will, Piranha Strike, Skill Focus (intimidate), Spell Focus (enchantment), Gazing Spell*, Weapon Finesse
*See below
Bloodline Arcana
Whenever a creature fails a saving throw against a spell you cast which causes it to become stunned or paralyzed, that creature is turned to stone for the spell’s duration instead (as per flesh to stone).
Petrifying Gaze (Sp): Your very gaze staggers and envenoms your foes. You may gaze at a creature within 30 feet as a standard action, causing them to begin to petrify unless they succeed on a Fortitude saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier). As long as the affected creature continues to fail its saving throws and you remain within 30 feet, you may continue to concentrate on that creature as a standard action.
On the first failed saving throw, your target is shaken for 1 round. On their second failed saving throw, your target is shaken and staggered for 1 round. On their third failed saving throw, your target is shaken, staggered, and takes 2 points of Dexterity penalty for 1 round. On their 4th failed saving throw, the target is permanently petrified (as flesh to stone).
You may begin staring at a creature a number of times per day equal to your Charisma modifier. A creature may attempt to avoid this ability by averting its eyes or blinding itself each round as though this were a gaze attack. If you continue to stare, the target must continue to make saving throws if it stops averting its eyes or blinding itself. Creatures who are immune to gaze attacks are immune to this ability.
Medusa’s Venom (Ex): At 3rd level, you can harvest the venom of your reptilian hair and apply it to the weapons of your allies or yourself. Applying poison to the weapon of an adjacent ally requires a standard action, while applying poison to a weapon you are wielding requires a move action. You are not at risk of accidentally poisoning yourself when applying this poison.
Medusa Venom--injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier;
frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 1 save)
Writhing Coiffure: At 9th level, your serpentine hair grants you the all-around vision universal monster ability.
Stone Gaze (Su): At 15th level, you gain flesh to stone as an at-will spell-like ability (DC 10 + 1/2 your sorcerer level + your Cha modifier), though the range of this ability is 30 feet and the target may spend an immediate action to avoid this ability by averting its eyes or blinding itself for 1 round as though this were a gaze attack. Creatures who are immune to gaze attacks are immune to this ability.
Penetrating Gaze (Su): At 20th level, a creature who averts its eyes only has a 20% chance to avoid a gaze attack you make and a creature who blinds itself has a 50% chance of being affected.
Medusaborn Feats
Gazing Spell (Metamagic)
Prerequisites: Still Spell, Medusaborn bloodline
Benefit: When you cast a spell with a duration of instantaneous, you may deliver that spell through a gaze attack. You gain a gaze attack with a range of 30 feet for a number of rounds equal to the spell’s unmodified level. Creatures who meet your gaze are affected by the modified spell.
Level Increase: +4 (a gazing spell uses up a spell slot four levels higher than the spell’s actual level.)
Gazing Spell (Metamagic)
Prerequisites: Still Spell, Medusaborn bloodline
Benefit: When you cast a spell with a duration of instantaneous, you may deliver that spell through a gaze attack. You gain a gaze attack with a range of 30 feet for a number of rounds equal to the spell’s unmodified level. Creatures who meet your gaze are affected by the modified spell.
Level Increase: +4 (a gazing spell uses up a spell slot four levels higher than the spell’s actual level.)