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Frost Bloodline

Your family has ties to supernatural forces of the frozen north. Perhaps you come from a tribe of barbarians who are descended from frost giants, or maybe you were been born with the mark of an ice linnorm on your skin.

Class Skill: Survival.

Bonus Spells: chill touch (3rd), fog cloud (5th), sleet storm (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), greater ice mirror (15th), polar ray (17th), glacier (19th).

Bonus Feats: Arcane Armor Training, Cold Focus*, Defensive Combat Training, Endurance, Great Fortitude, Light Armor Proficiency, Nimble Moves, Skill Focus (Survival).

*See New Feat section below.

Bloodline Arcana: Any time you cast a spell that deals damage, you may choose to have it deal cold damage instead of its normal damage type. When you use this ability, damaging spells you cast gain the [cold] descriptor. If the spell has an effect other than dealing damage there is no change to its non-damaging effect. If you use this ability with spells that have the [force] descriptor (such as magic missile), the spell loses that descriptor.

You treat all spells with the [fire] descriptor as one level higher for purposes of spells known and spell slots. Thus while you can choose to know fireball, for you it is a 4th level spell.

Bloodline Powers: The powers of cold and ice are your to command, and your mastery of them leads to an increasing personal stamina.

Arctic Ray (Sp): Starting at 1st level, you can unleash a ray of pure cold as a standard action, targeting any foe within 30 feet as a Ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Cold Resistance (Ex): At 3rd level, you gain cold resistance 5 can add a +2 bonus to all saving throws against natural cold hazard and spells and abilities with the [cold] descriptor. At 9th level, your resistance to cold increases to 10, and your save bonus against cold increases to +4.

Northern Resilience (Ex): At 9th level you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 15th level, and to +6 at 17th level.

Ice Armor (Sp): At 15th level as a move action you can surround yourself with a flexible suit of arcane ice, protecting you from attacks. The ice qualifies as light armor, with a –1 armor check penalty, +6 maximum Dexterity bonus to AC, and a 5% arcane spell chance. The ice gives you an armor bonus to AC equal to your class level, and lasts for one round per class level. You can use this ability a number of times per day equal to your Charisma bonus.

Lord of the North (Ex): At 20th level you become a paragon of northern resistance. You gain a +2 bonus to all Fortitude saves and immunity to cold damage. You never treat any terrain in cold regions as difficult terrain. Any time you deal cold damage, you add +1 to each die of damage dealt. You can communicate telepathically with any creature of the [cold] subtype, and gain a +5 circumstance bonus to any Diplomacy checks made with such creatures.

Section 15: Copyright Notice

The Genius Guide To: Ice Magic

The Genius Guide To: Ice Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens