There is a Legacy version
here.
Bloodlines
Source Player Core 2 pg. 149
Your bloodline determines your spell list, the tradition of spells you cast, and grants you access to two trained skills. Bloodline Spells
Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots; you can't cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. The full rules here. You learn the initial bloodline spell, which is unique to your bloodline. Reading A Bloodline Entry
A bloodline entry contains the following information.
Tradition You use this magical tradition and spell list.
Bloodline Skills You become trained in the listed skills.
Sorcerous Gifts You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire feature. At 1st level, you gain a cantrip and a 1st-rank spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that rank.
Bloodline Spells You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.
Blood Magic Whenever you cast a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, you choose one blood magic effect you know to benefit from. You begin play with the benefit listed in your bloodline and can gain others through sorcerer feats.
If the blood magic effect offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell rank refer to the rank of the spell you cast.
AberrantSource Player Core 2 pg. 149Something ancient and unknowable speaks to you from beyond the stars or below the earth.
An ominous pall spills from your mind. Either one target takes a –1 status penalty to Will saving throws for 1 round or you gain a +2 status bonus to Will saving throws for 1 round.
Source Player Core 2 pg. 150One of your forebears hailed from a celestial realm, or your ancestors' devotion led to their lineage being blessed.
You project a warming aura that protects you or one target, granting a +1 status bonus to saving throws for 1 round.
Source Player Core 2 pg. 150Demons debase all they touch. One of your ancestors fell victim to their corruption, and you're burdened by that sin.
You mentally broadcast brief glimpses into the darkest desires of the mind. Either a target takes a –1 status penalty to AC for 1 round, or you gain a +2 status bonus to Intimidation checks for 1 round.
Source Player Core 2 pg. 150Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.
Your tongue becomes laced with the fires of Hell, and you can either lash out at a foe with it or swallow it to make your lies more palatable. Either a target takes 1 fire damage per spell rank (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances), or you gain a +2 status bonus to Deception checks for 1 round.
Source Player Core 2 pg. 150The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.
variable (see Draconic Exemplars below)
Intimidation and one other skill (see Draconic Exemplars below)
Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
Draconic Exemplars
At 1st level, choose the tradition related to the dragon exemplar who influenced your bloodline. You can't change your dragon exemplar later. As noted, this affects both your bloodline's features and your sorcerous gift spells.
If you want choose a specific type of dragon as your draconic exemplar instead of a category, you can work with your GM to replace the sorcerous gifts listed in Draconic Exemplars with appropriate-rank spells found in the various Dragon Spellcasters sidebars for that type of dragon found in Monster Core. The options presented below correlate with these sidebars.
PFS Note Sorcerers with the draconic bloodline may choose one of these draconic exemplars.
Related Bloodlines
Source Mwangi Expanse pg. 76Because the
wyrmblessed and draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.
Source Player Core 2 pg. 151An elemental influence has imbued your blood with primal fury. You are granted different sorcerous gift spells and damage type from blood magic depending on which element affected your bloodline (see Elemental Influences below).
Elemental energy wreathes your form and infuses your magic. Either you gain a +2 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell rank; this damage type is listed under your elemental influence. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Elemental Influences
At 1st level, choose the type of elemental that influenced your bloodline: air, earth, fire, metal, water, or wood. You can't change this later. You are granted different spells at certain ranks according to this influence.
Source Player Core 2 pg. 151Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family's bloodline.
Colorful fey ribbons dance around you. Either you gain a +2 status bonus to Performance checks for 1 round, or you can become concealed for 1 round. Such obvious concealment can't be used to Hide.
Legacy Content
Source Advanced Player's Guide pg. 138 2.0Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.
Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a –1 status penalty to Perception for 1 round.
Genie Type
At 1st level, choose the type of genie that influenced your bloodline:
janni,
djinni,
efreeti,
marid, or
shaitan. You can't change your genie type later. This determines what granted spells you receive at 2nd, 5th, and 8th level.
Source Player Core 2 pg. 152A hag cursed your family long ago, or you are a descendant of a hag or changeling, and their magic infests your blood and soul.
Malice and acrimony take physical form around you. You deal 4 mental damage per spell rank (basic Will save) to the first creature that deals damage to you before the end of your next turn; if no creature damages you in that time, you consume that spite to gain temporary Hit Points at the beginning of your next turn equal to the spell's rank. These temporary Hit Points last until the beginning of your following turn.
Legacy Content
Source Stolen Fate Player's Guide pg. 15You have a deep connection to the harrow, perhaps passed on through generations or unlocked after you had a harrow reading performed for you. This connection gives you an uncanny influence over your own fate.
You become enveloped in possibility, represented as multiple versions of yourself from your possible futures overlaid on each other. You gain concealment for 1 round, but can't use the concealment to Hide.
Source Player Core 2 pg. 152One of your ancestors was a mortal who mastered magic.
Raw magic emanates from every cell in your body, protecting you. Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.
Legacy Content
Source Advanced Player's Guide pg. 138 2.0One of your ancestors was inspired by a
nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.
Nymph grace accentuates your movements and distracts your foes, either granting you a +1 status bonus to Diplomacy checks for 1 round or imposing a –1 status penalty on one target's Will saves for 1 round.
Legacy Content
Uncommon Source Pathfinder #168: King of the Mountain pg. 74You have been blessed by a phoenix, perhaps via some magical interaction with a similarly blessed individual.
Grant this new sorcerer bloodline to players who finish the Fists of the Ruby Phoenix Adventure Path. Players can then choose this bloodline for any new sorcerer characters they create for future campaigns.
The primal fire of life and death flows through you or one target. Choose to have either you or a target of the spell gain temporary Hit Points equal to the spell's level for 1 round, or to have a target of the spell take fire damage equal to the spell's level (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances).
Legacy Content
Source Advanced Player's Guide pg. 138 2.0For good or ill, your ancestors' deeds drew the attention of
psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.
The border between life and death becomes blurred to you. Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes 1 damage per spell level. The damage is negative if the target is living or positive if the target is undead. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
Legacy Content
Source Advanced Player's Guide pg. 138 2.0Whether due to a
velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.
Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a –1 status penalty to Perception for 1 round.
Source Player Core 2 pg. 152The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire.
You can channel the necromantic energy in your blood. Either you gain temporary Hit Points equal to the spell's rank that last until the start of your next turn, or a target takes 1 void damage per spell rank (if the spell already deals initial void damage, combine this with the spell's initial damage before determining weaknesses and resistances).
Legacy Content
Source The Mwangi Expanse pg. 75 2.0You lay claim to the might of dragons, but your powers are sacred instead of arcane—born from a worship of draconic might so powerful it infused your blood or, perhaps, from a celestial or draconic power blessing one of your ancestors received.
Draconic might carries in your voice. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes a –1 status penalty to Will saves for 1 round.
Dragon Type
At 1st level, choose the type of dragon that influenced your bloodline. You can't change your dragon type later. This choice affects how some of your bloodline spells function. The good metallic dragons and their damage types are
brass (fire),
bronze (electricity),
copper (acid),
gold (fire), and
silver (cold). The evil chromatic dragons and their damage types are
black (acid),
blue (electricity),
green (poison),
red (fire), and
white (cold). The primal dragons of planar origin and their damage types are
brine (acid),
cloud (electricity),
crystal (piercing),
magma (fire), and
umbral (negative). The imperial dragons and their damage types are
forest (piercing),
sea (bludgeoning),
sky (electricity),
sovereign (mental), and
underworld (fire). For the
dragon breath focus spell, the area is a 60-foot line for a brine dragon; a 30-foot cone for a cloud, crystal, forest, magma, sovereign, or umbral dragon; and a 10-foot burst within 30 feet for a sea, sky, or underworld dragon.
Related Bloodline
Because the wyrmblessed and
draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.