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Sorcerer Bloodline: Elemental*

Since the Elemental bloodline has over half of its bonus spells as varying levels of Elemental Body, I thought I'd put together an alternative separate bonus spell list, with different spells specific to each element. I tried to avoid mixing them when I could.

Class Skill: Knowledge (planes).

Bonus Spells: Your bonus spell list is determined by what element you select under "Bloodline Powers" below.

Air: Shocking Grasp (3rd), Gust of Wind (5th), Wind Wall (7th), Solid Fog (9th), Control Winds (11th), Chain Lightning (13th), Wind Walk (15th), Whirlwind (17th), Elemental Swarm (19th)

Earth: Magic Stone (3rd), Soften Earth and Stone (5th), Meld Into Stone (7th), Stoneskin (9th), Wall of Stone (11th), Flesh to Stone (13th), Statue (15th), Earthquake (17th), Elemental Swarm (19th)

Fire: Burning Hands (3rd), Scorching Ray (5th), Fireball (7th), Fire Shield (9th), Flame Strike (11th), Chain Lightning* (13th), Delayed Blast Fireball (15th), Incendiary Cloud (17th), Elemental Swarm (19th)

Water: Chill Touch (3rd), Chill Metal (5th), Water Breathing (7th), Ice Storm (9th), Cone of Cold (11th), Freezing Sphere (13th), Delayed Blast Fireball* (15th), Polar Ray (17th), Elemental Swarm (19th)

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.

Element Energy Type Elemental Movement
Air Electricity
Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 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.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.

Additional Ratings
Balance:
( 6 Votes )
Utility:
( 6 Votes )
Clarity:
( 6 Votes )


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