Sorcerer Bloodline: Boreal*

The freezing power of winter resides in you, and you long to unleash its devastating fury upon the land. This influence comes from a distant relation to an outsider with the cold type in your family history or one of your ancestors may have even been one of Baba Yaga’s daughters, the terrible White Witches of Irrisen.

* This is an alternate version of the Boreal Bloodline found in the Pathfinder: Advanced Players Guide sold by Paizo Publishing.

Class Skills: Survival

Bonus Spells: Chill Touch (3rd), Bear’s Endurance (5th), Sleet Storm (7th), Ice Storm (9th), Cone of Cold (11th), Freezing Sphere (13th), Control Weather (15th), Polar Ray (17th), Summon Monster IX [cold subtype only] (19th)

Bonus Feats: Arcane Armor Training, Elemental Focus (cold only), Defensive Combat Training, Endurance, Great Fortitude, Light Armor Proficiency, Nimble Moves, Skill Focus (Survival)

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.

Bloodline Powers: The powers of cold and ice are yours to command, and your mastery of them makes you literally unmatched in the Frostfell.

Arctic Adaptation (Ex): At 1st level, you suffer no harm from being unprotected in cold or severe cold weather and you also suffer no harm from being in extreme cold weather. You suffer no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. You cannot be tracked in cold or icy terrain and can see normally in ice storm, sleet storm, or similar natural snowstorms as long as the light is sufficient to allow you to see normally.

Icy Skin (Ex): At 3rd level, you gain energy resistance 5 against cold, a +1 natural armor bonus, and can add a +1 bonus to all saving throws against natural cold hazards as well as spells and abilities with the [cold] descriptor. At 9th level, your resistance to cold increases to 10, your natural armor bonus increases to +2, and you’re save bonus against cold increases to +2.

Boreal Blood (Sp): At 9th level, you can cause your skin to radiate extreme cold. For a number of rounds per day equal to your sorcerer level, anyone striking you with a natural weapon or unarmed strike takes 1d6 points of cold damage and any creature that grapples you or is grappled by you takes 6d6 points of cold damage each round the grapple persists. These rounds need not be consecutive.

Piercing Cold (Su): At 15th level, any spell you cast with the [cold] descriptor completely ignores any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance). In addition, any spell you cast with the [cold] descriptor against a creature normally immune to cold deals half damage to that creature (or one–quarter on a successful saving throw [rounded down, minimum +1]). For example, Seoni (having recently gained the Piercing Cold supernatural ability) casts a cone of cold at a night hag, a creature normally immune to cold. She makes her level check to penetrate the night hag's spell resistance, but the night hag makes her Reflex save against the spell. Seoni rolls the dice, and her cone of cold deals 44 points of cold damage; since the night hag made her save, the damage is halved to 22 points. This damage is then halved again (since the night hag is normally immune to cold), and 11 points of cold damage are actually dealt to the night hag, who is both shocked and enraged at this unexpected turn of events.

Paragon of Winter (Su): At 20th level you become a paragon of icy power. You gain immunity to cold damage and any time you deal cold damage, you add 1/2 your sorcerer level to the damage (rounded down, minimum +10) 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.

Additional Ratings
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