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The quintessential riders of the storm, these beasts are touched by the elements. Primordial elemental essences course through the heart and soul of these creatures.

To acquire a Thunderhorse-bloodlined equine, the rider must give up a feat slot (writing Horse Bond in its place). During the peak of an electrical storm, the rider must summon an air, earth or water elemental and defeat it in solo combat. The storm gives its energy to the elemental, bolstering it for the fight. The elemental must have a challenge rating equal to at least the character’s class levels; enhance the elemental as though it were summoned by a creature with the Augment Summoning feat. If the rider is unable to summon a monster on his own, he may commission a single-use magic item to accomplish the task. As the elemental is defeated a thunderclap deafens the rider momentarily as the horse steps to its new master.

Bonus Feats: Advanced Spell Pull, Alertness, Improved Iron Will, Iron Will, Run, Spell Pull, Toughness

Bloodline Powers

Electrical Ray (Sp)

Starting at 1st level, the horse can unleash an electrical ray from its eyes as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage (electricity), + 1 for every two animal companion levels it possesses. The horse can use this ability a number of times per day equal to 3 + its Charisma modifier.

Electrical Resistance (Ex)

At 3rd level, the horse gains energy resistance 10 against electricity. At 9th level, its energy resistance increases to 20.

Electrical Blast (Sp)

At 9th level, the horse can unleash a blast of elemental power once per day. This 20-foot radius burst does 1d6 points of damage (electricity) per animal companion level (maximum of 20d6). Those caught in the area of the blast (except the rider) receive a Reflex save for half damage. Creatures that fail their save gain vulnerability to electricity until the end of the horse’s next turn. The DC of this save is equal to 10 + 1/2 the horse’s animal companion level + its Charisma modifier. At 9th level, the horse can use this ability once per day. At 14th level, it can use this ability twice per day. At 19th level, it can use this ability three times per day.

Thunderclap Strike (Sp)

At 20th level, once per day, the horse can strike the ground with its hooves and cause an earthquake (as the spell). Caster level equals its animal companion level.

Section 15: Copyright Notice

Lost Lore: Horses of the Wild – Copyright 2014 Frog God Games; Author Rob Manning