Stormborn Bloodline
Your ancestors were adherents of The Primal Storm, that raging, unending maelstrom. Storm resides in the high, heavy airs, howls and rages over dark seas that have never known the hard-rock crash of a shoreline, blows with polar cold over endless frozen wastes, and spumes furiously in your veins. Storm fills you like ice, ready to break forth like thunder, if only you dare call upon your birthright.
Bloodline Skill
A sorcerer with this bloodline gains a bonus Natural Talent in the Acrobatics skill. Natural talent skills can have any ability modifier added to them, in place of the ability modifier they normally use. In addition, natural talent skills never suffer from an Armor Check Penalty, even if the assigned ability modifier is STR or DEX.
Bonus Spells
Upon gaining a 3rd level in the sorcerer class, and at every odd-numbered sorcerer class level thereafter, the sorcerer's bloodline provides them a bonus spell known, in addition to the spells known granted by the sorcerer class. These bonus bloodline spells do not increase the number of spells the sorcerer may cast per day.
- 3rd: Body Capacitance
- 5th: Frost Fall
- 7th: Shatter
- 9th: Lightning Bolt
- 11th: Storm Step
- 13th: Ice Storm
- 15th: Pillar of Ice
- 17th: Sonic Thrust
- 19th: Chain Lightning
- 22nd: Cold Ice Strike
- 24th: Scouring Winds
- 26th: Greater Oculus Electricum
- 28th: Polar Ray
- 30th: Stormbolts
- 32nd: Icy Prison, Mass
- 34th: Thunderblast
Bonus Feats
Upon gaining a 4th level in the sorcerer class, the character may choose one bonus feat from the list below. The sorcerer's bloodline grants them additional bonus feats for every 5 sorcerer class levels beyond 4th (i.e. 9th level, 14th level, 19th level, 24th level, 29th level, and 34th level). In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.
Bloodline Arcana
Sorcerers with the Stormborn bloodline gain the ability to change the energy damage inflicted by spells they cast to be any of lightning (energy, common), cold (energy, common) or sonic (energy, common) each time they cast such a spell, if they wish to do so. Spells that inflict physical damage, or some effect other than energy damage cannot be affected by this Bloodline Arcana.
Bloodline Powers
Sorcerer bloodlines grant powers to the sorcerer at 1st, 6th, 11th, 16th, 21st, 26th, and 31st sorcerer class levels. These powers are:
- 1st: Borne Aloft (Su): You gain a Lesser Flight speed equal to half your normal Walk speed, or 20 feet, whichever is greater. If you already have a Lesser Flight speed from a racial ability or class ability, this flight stacks with that flight speed. If you have this bloodline power and at least two experience tiers in the Sorcerer class (i.e. at least 6 levels of Sorcerer), this flight improves to equal your normal Walk speed. If you have this bloodline power and at least four experience tiers in the Sorcerer class (i.e. at least 16 levels of Sorcerer), it becomes faster than your normal Walk speed by ten feet. If you have this bloodline power and at least five experience tiers in the Sorcerer class (i.e. at least 21 levels of Sorcerer), it becomes Greater Flight. If you have this bloodline power and at least six experience tiers in the Sorcerer class (i.e. at least 26 levels of Sorcerer), it becomes equal to your Walk speed plus 30 feet.
- 6th: Stormcrow (Sp): As a standard action, you create a tiny storm cloud in your space that takes the form of a bird, girded with crackling lightning. It instantly darts forth, tracing out a line, moving 30 feet (6 squares) before it dissipates. Each square of its path must be adjacent to (either corner to corner or edge to edge) its previous square, and also either equidistant to, or further away from, the sorcerer. The path of the Stormcrow may not move into a space through which its path has already passed. You determine the line it traces as it moves. The Stormcrow may pass adjacent to any creature's space, but may not pass through any blocked or occupied squares. It provokes attacks of opportunity, and has an Armor Class equal to the Sorcerer's. Any successful hit dissipates it, but the striking creature takes the full damage (see below). As the Stormcrow flies, the sorcerer may make a Melee Touch Attack, using their own stats to do so, against any creature to which any space in the Stormcrow's path passes adjacent. No creature can ever be damaged more than once by a single Stormcrow. If a creature is successfully touched, they take (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) of lightning (energy, common) damage. Note that this effect may be mana burned.
- 11th: Battering Storm (Su): Once per day as a free action, you may inflict a Push equal to one third your Charisma modifier (dropping fractions, minimum 1) upon any one creature you have just damaged with lightning (energy, common), cold (energy, common), or sonic (energy, common) damage. If you have this bloodline power and at least five experience tiers in the Sorcerer class (i.e. at least 21 levels of Sorcerer), you may use bloodline power once per encounter. If you have this bloodline power and all seven experience tiers of the Sorcerer class (i.e. at least 31 levels of Sorcerer), when you use this ability with an effect that can target more than one foe with lightning, cold, or sonic damage, the Push applies to all foes you successfully damage.
- 16th: Thunderstrike (Sp): As a standard action, you may issue forth a shattering blast of thunder and lightning. This effect originates at your space and traces a line a number of squares in length equal to your Charisma modifier (minimum 1). All creatures in the line, or adjacent to it, suffer (Circle 7 damage): 1d6+2 points of damage per character level (max 20d6+40 at character level 20) of thundercrash (energy, rare) damage. They may make a Fortitude saving throw (DC of 10 + your Charisma Modifier + half your Sorcerer level) to only take half damage. Even more damaging, all unattended objects in the directly traced line take a number of points of Siege Damage equal to your Constitution modifier, minimum 1. If the unattended object is large enough to fill a full square, the line ends there, even if the siege damage Breaks the object. Once broken, however, you can fire your next Thunderstrike through that space with impunity. Note that this ability cannot be mana burned.
- 21st: Ruler of Storms (Su): You are immune to environmental damage and all other effects caused by wind, cold, rain, or altitude. This immunity applies to your entire space. If you have this bloodline power and at least six experience tiers in the Sorcerer class (i.e. at least 26 levels of Sorcerer), this immunity expands to cover your space and all squares within 15 feet of your space. If you have this bloodline power and all seven experience tiers of the Sorcerer class (i.e. at least 31 levels of Sorcerer), it expands to cover all squares within 30 feet of your space.
- 26th: Shockwave (Sp): You snap your fingers, and the Storm is unleashed. As an immediate action, you affect a 35-foot cone (a 7x7x7 square area that shares an edge or corner of your space). All creatures wholly or partly in the area suffer (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) of sonic (energy, common) damage. They are allowed a Reflex saving throw (DC of 10 + your Charisma Modifier + half your Sorcerer level) to take only half damage. This effect can be mana burned. Furthermore, one metamagic feat that the sorcerer knows may be applied to this power for free, each time it is cast. Because this power is an immediate action to cast, it does not provoke attacks of opportunity.
- 31st: Storm Scion (Ex): You are immune to critical hits and precision damage as long as you are flying.