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Kappa Bloodline

Many kappa sorcerers have an elemental bloodline (typically water) but as often kappa sorcerers possess the following unique racial bloodline which emphasizes a combination of defensive strength, water and yokai tricks.

Class Skills

Sorcerers of the Kappa bloodline add Knowledge (nature) to their list of class skills.

Class Features

Sorcerers of the Kappa bloodline have the following class features:

Bonus Spells

Sorcerers of the Kappa bloodline gain the following bonus spells: speak with animals (3rd), fog cloud (5th), slow (7th) poison (9th), elemental body II (water)(11th), freezing sphere (13th), elemental body IV (15th), iron body (17th), shapechange (19th).

Bonus Feats

Sorcerers of the Kappa bloodline gain the following bonus feats: Diehard, Dodge, Endurance, Iron Will, Great Fortitude, Power Attack, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Arcana

Whenever you cast a spell that deals fire damage, you can change it to deal cold damage. When you cast a spell that deals cold damage it does +1 point of damage per die rolled.

Bloodline Powers

Child of the Shell (Ex): At 1st level your natural armor bonus increases by +1. It increases by another +1 at 9th, 15th and 20th levels. At 20th level you also gain DR 5/-. At 5th level your natural claw attack is considered a magic weapon for the purpose of overcoming damage resistance.

Child of the Water (Ex): At 3rd level you gain resist cold 5, and your swim speed increases by 5 feet. At 5th level you can breathe under water. At 9th level your resistance to cold increases to 10. At 11th level your claws become icy weapons, dealing an additional 1d6 points of cold damage. At 15th level your swim speed increases by another 5 feet.

Child of the Earth (Ex): At 9th level you gain resist acid 5. This resistance increases to 10 at 20th level. At 12th level you can speak with animals at will.

Antimagic Shell (Su): At 15th level you gain spell resistance equal to your sorcerer level +10.

Child of the River-Dragon (Su): At 20th level you become immune to cold and sleep. Aquatic animals will not attack you unless compelled to do so through magic. Finally you may water walk at will above any body of water (this power will not work on oil, lava or other non-water liquids).

Section 15: Copyright Notice

In the Company of Kappa copyright 2011, Steve D. Russell and Michael Tumey. All rights reserved; Author: Jonathan McAnulty