Mostly pinched from here; http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/infernal-bloodline
modified for Pathfinder and the Thieves World background.
Somewhere in your family's history, a relative made a deal with
an infernal power, and that pact has influenced your family line ever since. In
you, it manifests in direct and obvious ways, granting you powers and
abilities. While your fate is still your own, you can't help but wonder if your
ultimate reward is bound to the Pit.
Class Skill:
Diplomacy.
Bonus Spells:
protection ward (3rd), scorching ray (5th), suggestion (7th), charm monster
(9th), dominate person (11th), planar binding (devils and creatures with the
fiendish template only) (13th), greater teleport (15th), power word stun
(17th), meteor swarm (19th).
Bonus Feats:
Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron
Will, Skill Focus (Knowledge [planes]), Spell Penetration.
Bloodline Arcana:
Whenever you cast a spell of the charm subschool, increase the spell's DC by
+2.
Bloodline Powers:
You can draw upon the power of Hell, although you must be wary of its
corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 1st level, you can cause a creature to
become shaken as a melee touch attack. This effect persists for a number of
rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this
ability radiate an aura of evil, as if they were an evil outsider (see detect
evil). Multiple touches do not stack, but they do add to the duration. You can
use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and
a +2 bonus on saving throws made against poison. At 9th level, your resistance
to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of
hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer
level. Those caught in the area of your blast receive a Reflex save for half
damage. Creatures that fail their saves are shaken for a number of rounds equal
to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer
level + your Charisma modifier. At 9th level, you can use this
ability once per day. At 17th level, you can use this ability twice per day. At
20th level, you can use this ability three times per day. This power has a
range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat wings
as a standard action, giving you a fly speed of 60 feet with average
maneuverability. The wings can be dismissed as a free action.
Power of the Pit (Su): At 20th level, your form becomes infused
with vile power. You gain immunity to fire and poison. You also gain resistance
to acid 10 and cold 10, and the ability to see perfectly in darkness of any
kind to a range of 60 feet.
Thieves World
Hell is not one place, but rather seven planes, and each
hell is an infinite place designed for one purpose alone: to contain evil. The
home of Dyareela, daemons, demons and devils, and untold twisted souls, the seven
hells are the very worst of nightmares brought to life. Nightmares that are
summoned into the world by powerful magic and witchcraft.
The witches of Nisibisi north of Wizardwall, have no gods
instead making pacts with the devils and demons of the seven hells in return
for the power to raise the dead, to summon infernal powers and to prolong their
unnatural lives. As the war between Ranke and Mygdonian rages the corrupting tendrils of the Nisibisi extends south seducing
many into such deals with infernal powers.
Evil aura the corrupting touch leaves it’s victims with
an evil aura, causing a -2 curse penalty to all reaction rolls and influence
skills checks e.g. bluff, diplomacy etc.
Protection ward (gain
at 3rd level – 1st level spell.) - similar
in function to protection from evil, the caster must declare three truths when
casting the spell, and the ward protects against creatures who meet those
truths.
Taint: the
unfortunate consequence of the infernal bloodline is that your magic is tainted
by association with the Nisibisi. Any spell that causes a permanent effect
inflicts the target with a number of taint points equal to the level of the
spell. Spells that cause a temporary effect allow the target a will save
DC10+level of spell, to avoid this affliction.
This stink of Nisibisi / infernal magic is recognizable to other spell casters with a spellcraft check of DC15 (modified by +1 per 10 points of taint), The taint naturally fades at the rate of one point per day. Speculation has it that a Nisibisi witch can invoke this taint as a penalty to saving throws against various effects. Luckily the Nisibisi are far from Sanctuary.
This stink of Nisibisi / infernal magic is recognizable to other spell casters with a spellcraft check of DC15 (modified by +1 per 10 points of taint), The taint naturally fades at the rate of one point per day. Speculation has it that a Nisibisi witch can invoke this taint as a penalty to saving throws against various effects. Luckily the Nisibisi are far from Sanctuary.