Sorcerer - Boreal - Cold Steel - why so weak?


Pathfinder First Edition General Discussion


"Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier."

50 pieces of ammunition that you have to use in a small amount of rounds?

So my 5th level Sorcerer can 'waste' a standard action and get near the melees to give another (or self) 2 swings of a frost bonus (d6) instead of...casting a Lighting Bolt or Haste? Seems very underwhelming.

And then at lvl 9 its half duration for a benefit that only works on a crit.

Id like to be able to either
-Touch multiple adjacent weapons at once (or maybe just 2, one per hand)
-Burn more charges right away to make it last longer.

I guess it could just be something to do after you are out of spells...


I am playing a stormborn sorcerer currently. The stormborn bloodline has a copy of this ability with the only difference being that it grants shock.
I think this ability is awesome for the low levels. It might not last long, but its still better as the damage cantrip and its generally a cool ability.
Compared with a lot of other first level bloodline powers it at least has its uses. I prefer these types of powers to powers that grant me claws/bite or require me to touch enemies as my fragile 1d6 hitpoint body gets ripped apart.
Additionally its a great tool for teambuilding, as almost everybody either to roll more dice(out of character) or wield weapon with cool additional magic powers(in character).

I agree on the duration. I would like to have seen a 1+1/2 level scaling, as its rather odd, that it lasts only 1 round for 3 levels. Especially 3 levels where i get the most uses out of it.


Would this ability count towards the item crafting requirement for adding frost to a weapon? Probably a GM call.


Grangerer wrote:

I agree on the duration. I would like to have seen a 1+1/2 level scaling, as its rather odd, that it lasts only 1 round for 3 levels. Especially 3 levels where i get the most uses out of it.

Exactly, what Im really looking for is better duration. I dont see why it couldnt even just be 1xCL rounds.

Not sure about item creation.


A lot of the sorcerer abilities are really bad. This is kind of ok, because if they were good the sorcerer would be insane, instead of just regular too good.

It is pretty sad that your bloodline power is mostly unusable

Sovereign Court RPG Superstar 2011 Top 32

To me it seems like an ability that gets better as you gain levels, which is odd for a level 1 bloodline power. Once you get 2 rounds worth it becomes a thing you can do during pre-fight buffing if you have the opportunity - giving your weapon using friend a free +d6 damage on each attack during the first round or two is an okay use of this ability. Once you get up to 4-5 rounds there's really no reason not to use it if you know a fight is coming.

So at level 1 it's pretty cruddy but at level 10 it far outstrips those d6+1/2CL pings that other bloodlines get.

Compare at level 10:
Normal ping attack - uses an in combat standard for d6+5. Waste of an action usually.
Frost weapon buff - uses a pre-combat action to give your hasted barbarian friend a potential 3d6 extra damage a round for 4 rounds(presuming 1 round lost to buffing). Might as well throw it up if you have time, it only costs its own resource pool.


You don't have to use all 50 pieces of ammunition. They are perfect for sharing with friends.


A few times we have made use of those abilities with the ammo and a bunch of missiliers.
Made a pretty big difference in those cases. But I admit, we had to work to set it up and can't use it in too many situations.

Grand Lodge

Pathfinder Adventure Path Subscriber

Also icy burst doesn't just work on a crit', the extra d6 on all hits still applies, the extra d10s when critting are in addition. PRD


Wakrob wrote:
So my 5th level Sorcerer can 'waste' a standard action and get near the melees to give another (or self) 2 swings of a frost bonus (d6) instead of...casting a Lighting Bolt or Haste? Seems very underwhelming.

Like most low-level bloodline abilities, it gives you a magic power you can use while conserving your spell slots.

If level 5 Sorcerers had infinite level 3 spells, it would obviously be better to use them. Actual level 5 Sorcerers can't normally cast any level 3 spells at all. A level 6 Sorcerer could learn Haste, and then use Cold Steel to give a hasted level 6 melee character as many as three extra 1d6 damage hits per round for three rounds. That's 9d6 total.

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