The Burning Line
The Heart Su
Your mother's argument is an organ, and it keeps its own time. The heart grants, without filling a seat: a +2 racial bonus to Constitution (+4 while you hold five or more Emberings), fire resistance 5, immunity to magical sleep, and a +2 bonus on saves against paralysis.
You may embrace Emberings from the list below, one per open seat, each over a night's rest. An Embering is permanent until evicted (see The Marrow). While you hold three or more Emberings, you count as a dragon for effects and prerequisites, though your type does not change.
Emberings
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Scales
+2 natural armor bonus, +1 per 4 character levels, and a +2 resistance bonus on saves against spells.
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Claws
Two claw attacks, one size category larger than you, counting as magic and adamantine, always primary, crit 19–20/×2.
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Minor Magic
Two cantrips at will, and a pool of spell levels equal to your character level, refreshed each day. Choose a number of sorcerer/wizard spells equal to 1 + one per four character levels; you may spend from the pool to cast any of them, of a level no higher than one third your character level (minimum 1st), cast off your legacy ability. You may change one chosen spell over a night's rest. Any spell cast from this pool may deal fire damage in place of its normal energy type; if you also hold Spellfire, its resistance-piercing applies to these spells.
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Senses
Darkvision 120 feet and blindsense 30 feet, becoming blindsight 30 feet at character level 13. Within your blindsense range you automatically pinpoint any creature that is undead, that is currently burning, or that has dealt fire damage since the start of your last turn, regardless of concealment, cover, or invisibility.
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Breath
A 30-foot cone of fire dealing 1d6 damage per character level, Reflex half against your legacy DC, twice per scene; three times per scene at character level 11. Your Breath ignores an amount of the target's fire resistance equal to twice your character level, and a creature immune to fire takes half damage from your Breath rather than none.
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Wings
Requires character level 9. A 60-foot fly speed (average maneuverability).
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Firesblood
Your fire resistance becomes 30, and immunity at character level 13. Once per scene, when fire damage is dealt to you, gain a +2 morale bonus on attack rolls for 1 minute.
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Presence
Requires character level 11. Frightful presence in a 30-foot radius when you charge or use your Breath, Will negates against your legacy DC, shaken for 1 minute; a creature that saves is immune for 24 hours.
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Furnace Heart
Requires character level 15. Once per day, as a swift action, regain hit points equal to half your maximum and end any fatigued or exhausted condition on yourself.
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Spellfire
Requires the ability to cast spells. Your damaging spells may deal fire damage in place of their normal type, and your fire spells ignore an amount of the target's fire resistance equal to twice your character level.
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Wardscale
Requires the ability to cast spells. Spell resistance equal to 11 + your character level; you may lower it as a swift action until the start of your next turn.
Dragon Blooded Ex
The mother's line does not wait to be asked. Each Tier, you gain one Dragon racial Hit Die, and you may take further Dragon racial Hit Dice as the leveling rules allow. Each Dragon Hit Die you hold grants 1 Essence.
The Vessels Su
Essence pools in only two rooms, and the rooms do not share. Invest your Essence between the Heart and the Blood; moving a point between vessels takes a week.
The Heart, invested
The Blood, invested
- Your effective caster level increases by 1 at the first point and every two points after.
- Every three points: the dice of fire damage you deal increase by one step, and the caster level of your fire spells increases by a further 1.
The Binding Su
The blood takes the rooms your trinkets lived in. You may bind the Blood into your body's magic item slots; a bound slot can never hold a magic item. Each bind grants one choice from its tier's list, scaling with the Essence invested in the Blood. Each listed effect may be chosen only once across all binds.
Low binds — head, feet, hands
- Fast healing 1 per 2 Essence (maximum 5). While you are at or below half your hit points, this fast healing doubles.
- DR equal to your Essence (maximum 10), bypassed only by cold iron and by the weapons of the grave line's parent and his servants.
- +1 damage per die of fire damage you deal per 3 Essence.
Middle binds — wrists, headband, shoulders
- An aura of fire: 10 feet, 1d6 fire damage +1d6 per 2 Essence, raised or lowered as a free action.
- +1 to the save DCs of your spells per 3 Essence.
- Spell resistance and power resistance equal to 8 + your Essence, or existing spell resistance increases by your Essence.
Greater binds — neck, belt
- Regeneration 1 per 2 Essence (bypassed by epic weapons and by cold damage); it fails while your negative hit points equal or exceed your maximum hit points.
- Your Heart vessel counts its invested Essence as 2 higher.
Drakkenization
Cost: 10,000 Experience. Requires: 5 Dragon Hit Dice.
The blood can finish the argument its own way. You gain the half-dragon template, and your Dragon Hit Dice grant sorcerer spellcasting as levels of sorcerer. Dragon Magic: you may spend Stamina to lower the metamagic cost of spells cast from the spellcasting your Dragon Hit Dice grant.
The Grave Line
Son of the Hand Ex
The father's house has ranks, and you were born holding one. When you take this power, you gain the first level of the Agent of the Grave prestige class as a bonus level; it does not affect the experience requirements of any other prestige class. Each level you take in Agent of the Grave grants a bonus necrosis feat.
https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/agent-of-the-grave/
The Marrow Su
Your father's argument is patience.
The Catch. When you would die, the Marrow offers. If you accept, you do not die: you fall where you are, stable, and you rise at the next nightfall at 1 hit point. The next unfilled rung below then fills, taking a seat — and if no seat is open, it evicts your most recently embraced Embering, which is lost. If no seat is open and you hold no Embering, the Marrow cannot offer, and you die as anyone does. If you decline, you die as anyone does. When you accept, before you fall, a 30-foot burst centered on you deals 1d6 fire damage per character level, Reflex half against your legacy DC. Creatures you choose take no damage from it and instead gain temporary hit points equal to your character level, lasting until the end of the scene.
You may also fill the next rung deliberately, through a month of study of the grave line's art. A rung filled this way takes a seat and evicts exactly as a Catch's does.
The rungs fill in order, each is permanent, and each carries a tell that cannot be hidden or disguised by nonmagical means.
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1
Gravesight
Deathwatch at will, and you always know the direction of undead within 60 feet. As a swift action you may read a creature within 60 feet, learning its current hit points, its damage reduction and regeneration, and whether any effect is presently keeping it alive. Once per round, when you damage a creature you have read this way, add your legacy ability modifier to the damage.
Tell: your hands are always cold.
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2
Cold Breath
Your melee attacks and touch effects deal an additional 1d6 negative energy damage per two filled Marrow rungs. Undead damaged this way are not healed by it. Once per round, a living creature you damage this way cannot regain hit points until the end of your next turn. You may also cast speak with dead once per day (Bone-Read), working on bare bones of any age, caster level equal to your character level.
Tell: your breath carries no warmth.
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3
Grave-Warded
+4 on saves against death effects, energy drain, and fear; negative levels you take never become permanent; and once per day, as an immediate action, negate one negative level as it is bestowed.
Tell: your heartbeat slows to one beat in four.
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4
Ghoul's Grip
Three times per day, a melee touch: Fortitude against your legacy DC or paralyzed for 1d4+1 rounds, as ghoul paralysis. The first use in any scene does not count against this pool.
Tell: your skin grays.
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5
Half-Alive
Negative energy heals you half the damage it would deal; positive energy heals you half what it would heal. You are immune to bleed and to nonlethal damage. Mindless undead do not attack you unless you act against them.
Tell: still water holds no reflection of you.
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6
Dread
Once per scene as a free action, and automatically the first time each scene you are reduced below half your hit points: 30 feet, Will against your legacy DC or shaken for 1 minute. A creature already shaken when Dread reaches it is frightened for 1 minute instead, and a creature that fails by 5 or more is panicked for 1 round and frightened for the remainder of the minute. A creature that saves is immune to Dread for 24 hours; immunity to Dread and immunity to Presence are tracked separately.
Tell: candlelight bends away from you.
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7
Deathless Vigor
You are immune to disease and poison, you do not fatigue or exhaust, and you no longer need to eat or sleep.
Tell: you cast a corpse's shadow, whatever the light says.
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8
The Last Rung
The last rung is not playable. When it fills, the character becomes a servant of the grave line's parent and passes to the GM.
Paying It Down. A filled rung can be emptied once, ever, per rung: an undertaking the GM sets, on the scale of what the grave line paid for you. The rung empties, its tell fades over a season, and its seat opens. The Catch that filled it is not refunded.
The Unwritten Name Su
Blood hunts by name before it hunts by scent. While your name is held in the keeping of an eater of seams — swallowed whole, worn or pocketed — the father's eye counts you two steps less familiar, he does not feel your rungs fill, and the name's keeper feels it instead. When the name is returned, the ledger catches up all at once.
If no eater of seams sits at your table, you may instead give your name into the keeping of a place — a grave you dug, a hearth you were fed at, or a hoard you have never spent from. While the name rests there the father's eye counts you one step less familiar and he does not feel your rungs fill, but you take a −2 penalty on Charisma-based checks against anyone who does not already know you, and if the place is destroyed the name returns to you at once and the ledger catches up all at once.
The Archeoplague
The plague you carry can wait, and what it wants is your bones.
The reckoning. Each day after you rest, attempt a Fortitude save against DC 20 + your Hit Dice, to a maximum of DC 40. On a failure, take ability damage equal to 1 point per 5 Hit Dice you hold (minimum 1), distributed among Strength, Constitution, and Wisdom as you see fit. Removing this damage magically deals you 2d6 wound damage.
Eternal Rest. Each time you pass the daily save, you gain one stack of Eternal Rest. You take a −1 penalty on saves against diseases and curses per stack, and this penalty applies to the reckoning itself. You gain no stacks while you hold fewer than 5 Hit Dice. Each time you fill a Marrow rung deliberately, through a month of study of the grave line's art, remove one stack. A rung filled by a Catch removes no stack, and a rung emptied through Paying It Down does not restore one. If your stacks ever equal your Hit Dice, your skeleton erupts from your body — a mindless undead creature with undead Hit Dice equal to twice your level and Tiers equal to yours — killing you instantly.
A stack of Eternal Rest can be removed by a restoration spell cast by a worshipper of a deity of healing, or by a remove curse spell cast with 5,000 sp of materials drawn from two natural treasures of life.
The plague defends itself. Any effect that would cure the Archeoplague forces its caster to attempt a Fortitude save against DC 20 + the afflicted creature's Hit Dice (maximum DC 40) or become afflicted; the caster must then succeed at a caster level check against DC 46 to remove the disease. Immunity to disease, yours included, does not apply against the Archeoplague, and conditional bonuses on saving throws against diseases do not apply to the saves it forces.
Transmission. The Archeoplague spreads only through ingestion of bodily fluids. Treat an afflicted creature's blood, spit, and other fluids as an ingested poison.