You were born with the power of water genies, and the magic of the marids is strong in you.
Class Skill: Knowledge (planes).
Bonus Spells: obscuring mist (3rd), see invisibility (5th), gaseous form (7th), wall of ice (9th), persistent image (11th), elemental body III (13th), plane shift (15th), polar ray (17th), wish (19th).
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 cold. This also changes the spell’s descriptors to match this energy type.
Bloodline Powers: Like a marid, you have both natural power over water and several other genie-based abilities.
- Frost 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 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.
- Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
- Water’s Fury (Su) : At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Ref lex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect.
- Elemental Movement (Su): At 15th level, you gain a swim speed of 60 feet.
- Power of the Marid (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component.You become immune to cold damage, and can use plane shift once per day to travel to or from the Plane of Water.