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Ocean Bloodline

Your blood runs with the primordial, chaotic power of the sea. One of your ancestors may have been an oceanic demigod or otherwise able to channel the power of the waves themselves.

Class Skill: Escape Artist.

Bonus Spells: endure elements (3rd), watery sphere (5th), water breathing (7th), freedom of movement (9th), rusting grasp (11th), animate water (13th), elemental body IV (15th), polymorph any object (17th), shape change (19th).

Bonus Feats: Brew Potion, Craft Rod, Craft Wondrous Item, Empower Spell, Great Fortitude, Iron Will, Skill Focus (Knowledge [nature]), Widen Spell.

Bloodline Arcana: When you cast a spell with the water or cold descriptor, its duration increases by 50% (minimum 1 round).

Bloodline Powers: Your powers can do more than just control water.

The energy inside you also runs with the protean elements that gave birth to the land, the sky, and the gods. You can channel the formless and vast nature of water.

Dissolving Touch (Sp)

At 1st level, you can deliver a melee touch attack that infuses a creature’s flesh with the chaos of the primordial ocean. You inflict 1d6 hp damage +1 for every 2 sorcerer levels you possess. At 7th level, the touched creature is also slowed for 1 round. At 11th level, the damage increases by one step to 1d8. This damage bypasses damage reduction as untyped energy damage. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Formless (Ex)

At 3rd level, you gain a bonus to your CMD equal to 3 + your Charisma modifier. You also gain a +4 bonus to resist polymorph and petrification effects. At 9th level, if you fail a save against a petrification or polymorph effect, you revert to your normal form after 1 round.

Hydromancer (Ex)

Starting at 9th level, you may cast a spell with the Silent Spell metamagic feat without increasing the spell’s level or casting time 1/day. You may use this ability 2/day at 13th level, and 3/day at 17th level.

Protean Shape (Sp)

At 15th level, you can change into a watery version of yourself, as if you had cast liquid form. You can do this a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.

Ocean Lord (Ex)

At 20th level, you are immune to critical hits, sneak attacks, and sonic damage. You cannot drown, and you automatically succeed on all Swim skill checks.

Section 15: Copyright Notice

Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.