Eldritch Scion

''' is an archetype of the Magus class in '.

Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine martial arts and magical skills. Rather, eldritch scions find that their spells and abilities come to them instinctively.

Spell Casting
An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against an eldritch scion’s spell is 10 + the spell’s level + the eldritch scion’s Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.

This ability replaces the magus’s spells class feature.

Eldritch Pool
An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodline. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.

Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points.

This ability replaces Arcane Pool, and abilities that modify arcane pool also modify eldritch pool.

Bloodlines
Eldritch scions may select a bloodline, like sorcerers may. This ability replaces spell recall.

At 3rd level, and every two levels thereafter, an eldritch scion learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on new levels. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, an eldritch scion receives one bonus feat, chosen from a list specific to each bloodline. The eldritch scion must meet the prerequisites for these bonus feats.

Features: Abyssal Bloodline Arcana (1), Class Skill (Athletics) (1), Grow Claws (1), Demon Resistances (3), Strength of the Abyss (9), Added Summonings (15), Demonic Might (20).
 * Abyssal bloodline

Bonus spells: Cause Fear (3), Bull's Strength (5), Rage (7), Stoneskin (9), Dismissal (11), Transformation (13), Summon Monster VII (15), Unholy Aura (17), Summon Monster IX (19).

Bonus feats: Augment Summoning, Bull Rush, Cleave, Empower Spell, Great Fortitude, Power Attack, Skill Focus (Lore: Religion), Sunder Armor.

Features: Arcane Bloodline Arcana (1), Class Skill (any) (1), Arcane Bond (1), Combat Casting Adept (3), New Arcana (9), School Power (15), Arcane Apotheosis (20).
 * Arcane bloodline

Bonus spells: Magic Missile (3), Invisibility (5), Dispel Magic (7), Dimension Door (9), Break Enchantment (11), True Seeing (13), Banishment (15), Power Word Stun (17), Clashing Rocks (19).

Bonus feats: Combat Casting, Improved Initiative, Iron Will, Reach Spell, Skill Focus (Knowledge: Arcana), Spell Focus, Greater Spell Focus, Spell Penetration.

Features: Celestial Bloodline Arcana (1), Class Skill (Lore: Religion) (1), Heavenly Fire (1), Celestial Resistances (3), Remove Curse (9), Conviction (15), Ascension (20).
 * Celestial bloodline

Bonus spells: Bless (3), Resist Energy (5), Protection From Energy (7), Aura of Heaven (9), Flame Strike (11), Dispel Magic, Greater (13), Banishment (15), Sunburst (17), Summon Monster IX (19).

Bonus feats: Dodge, Extend Spell, Iron Will, Agile Maneuvers, Augment Summoning, Superior Summoning, Skill Focus (Lore: Religion), Weapon Finesse.

Features: Draconic Bloodline Arcana (1), Class Skill (Perception) (1), Grow Claws (1), Dragon Resistances (3), Power of Wyrms (20).
 * Draconic bloodline

Bonus spells: Mage Armor (3), Resist Energy (5), Dispel Magic (7), Fear (9), Spell Resistance (11), Dragonkind I (13), Dragonkind II (15), Dragonkind III (17), Overwhelming Presence (19).

Bonus feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness.

Colors: Black (Acid), Blue (Electricity), Brass (Fire), Bronze (Electricity), Copper (Acid), Gold (Fire), Green (Acid), Red (Fire), Silver (Cold), White (Cold).

Features: Elemental Bloodline Arcana (1), Class Skill (Mobility) (1), Elemental Ray (1), Elemental Resistance (3), Elemental Blast (9), Elemental Body (20).
 * Elemental bloodline

Bonus spells: Burning Hands (3), Scorching Ray (5), Protection From Energy (7), Elemental Body I (9), Elemental Body II (11), Elemental Body III (13), Elemental Body IV (15), Summon Monster VIII (17), Elemental Swarm (19).

Bonus feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.

Elements: Air (Electricity), Earth (Acid), Fire (Fire), Water (Cold).

Features: Fey Bloodline Arcana (1), Class Skill (Lore: Nature) (1), Laughing Touch (1), Woodland Stride (3), Fleeting Glance (9), Fey Magic (15), Soul of the Fey (20).
 * Fey bloodline

Bonus spells: Entangle (3), Hideous Laughter (5), Deep Slumber (7), Poison (9), Vinetrap (11), Dispel Magic, Greater (13), Changestaff (15), Summon Nereid (17), Summon Hamadryad (19).

Bonus feats: Dodge, Improved Initiative, Lightning Reflexes, Agile Maneuvers, Point-Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Lore: Nature).

Features: Infernal Bloodline Arcana (1), Class Skill (Knowledge: World) (1), Corrupting Touch (1), Infernal Resistances (3), Hellfire (9), Power of the Pit (20).
 * Infernal bloodline

Bonus spells: Protection from Good (3), Scorching Ray (5), Hold Person (7), Crushing Despair (9), Mind Fog (11), Hellfire Ray (13), Firebrand (15), Power Word Stun (17), Polar Midnight (19).

Bonus feats: Blind-Fight, Combat Expertise, Deceitful, Disarm, Extend Spell, Iron Will, Skill Focus (Knowledge: Arcana), Spell Penetration.

Features: Serpentine Bloodline Arcana (1), Class Skill (Stealth) (1), Serpent's Fang (1), (3), Snakeskin (9), Den of Vermin (15), Scaled Soul (20).
 * Serpentine bloodline

Bonus spells: Hypnotism (3), Delay Poison (5), Summon Monster III (7), Poison (9), Hold Monster (11), Transformation (13), Summon Monster VII (15), Frightful Aspect (17), (19).

Bonus feats: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Reach Spell, Skill Focus (Persuasion), Stealthy.

Features: Undead Bloodline Arcana (1), Class Skill (Lore: Religion) (1), Grave Touch (1), Death's Gift (3), Grasp of the Dead (9), Incorporeal Form (15), One of Us (20).
 * Undead bloodline

Bonus spells: Cause Fear (3), False Life (5), Vampiric Touch (7), Animate Dead (9), Waves of Fatigue (11), Undeath to Death (13), Finger of Death (15), Horrid Wilting (17), Energy Drain (19).

Bonus feats: Combat Casting, Great Fortitude, Iron Will, Skill Focus (Lore: Religion), Spell Focus, Greater Spell Focus, Toughness, Diehard.