During would be grand. When everything is relying on darkvision, the one who can see the furthest has a major advantage. Shadowstrike is awful, so you're not missing much. Sorcerer Bloodlines - Thirteen new bloodlines and two archetypes for the sorcerer class! The duration isn't great, but it's almost a free stoneskin once a day. Visions: You can cast Divination by the time you get this ability. ... Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. Snakeskin (Ex): The natural armor is really nice, but the bonus against poison and on escape artist won't see a lot of use. Sorcerer Details | Sorcerer Feats | Sorcerer Focus Spells | Sorcerer Kits | Sorcerer Sample Builds | Bloodlines. You remove the target from combat, which is pretty nice, and deal some decent cold damage every round. 6 5 56. Angelic Source Core Rulebook pg. Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff. Furthermore, some bloodlines seem to manifest in sorcerers only or bloodragers only. Note to self: build a Sorcerer who moves around in a flying hot tub. Class Skill: Identify animals and fey. Added Summonings (Su): Effectively doubles the usefulness of your high level summon spells. As it is the sorcerer isn't really a viable class. Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. And dragons already have claws. Pathfinder: Kingmaker Sorcerer Bloodline - Arcane Arcane is a bloodline based on magical knowledge and knowhow, and offers some great utility and attacking spells. You can give yourself immunity to fire witha spell, so the vulnerability is negligible. This essentially means you can walk through the area with impunity murdering people for 10 minutes per caster level. Walk through walls, walk through enemies. Elemental Resistance (Ex): Decent resistance to Fire, which is the most common energy type in the game. planar binding (devils and creatures with the fiendish template only), call lightning storm (dealing fire damage, damage increased outdoors at night), I support a limited subset of Pathfinder's rules content. The bonus against poison is highly situational. Earth elementals will want power attack, while fire elementals will want. Good to have at low levels when your spell options are limited. Bonus Spells: You get a good selection of offensive and utility spells. RPGBOT - Pathfinder - Sorcerer Bloodlines Breakdown The Sorcerer is a concept that has been around for a very long time. < > Showing 1-3 of 3 comments . Bonus Feats: Depending on what element you pick, your bonus feats can be picked to complement your favorite elemental type. Polymorphing is a good option for this bloodline to make use of the Serpent's Fang ability, and the bonus feats and class skill make you a viable face. Class Skill: Perform doesn't really do anything unless you're a bard. ... Browse other questions tagged pathfinder-1e sorcerer or ask your own question. Also note that many colored items are also links to the Paizo SRD. Raise the Deep (Sp): This gives you a way to bring your blindsense into play. Pathfinder 2E Sorcerer Class – Feel the Power! For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. Still, everything provided by the bloodline is fairly solid. The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. The Celestial bloodline adds a little bit of support magic and healing to the Sorcerer. Bloodlines are chosen at 1st level. Bonus Spells: Half of the spells attempt to make you scary in melee combat, and the other half are damage spells. In the even that they do identify your spells, they are typically helpless to do anything about it. ... Sorcerer Bloodlines. You pick up a new feat from within your Bloodline's feats list at 7th, 13th and 19th level. Summon a horde of things with lots of low-damage attacks, and throw fists full of dice at your enemies. Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. You can identify undead, and it comes up frequently in adventures. Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space. 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). Or is it (as I suspect) a purely personal choice matter. Class Skill: Survival isn't a particularly import skill, and you don't get tracking, which is the most important use for it. My first real D&D character was an elf sorcerer, and it’s the class I keep coming back to when I’m roped into a pick-up game. Power of Wyrms (Su): The immunities are nice, but the 60 foot blindsense is absolutely fantastic. The blindsense is situational, but fairly nice if it comes up. Strength of Stone (Su): Dr 10/adamantine and resistance to several very pesky combat maneuvers. Very impressive. What you give up isn't much better. Races of Pathfinder: An Optimization Guide. We played every Sunday night and when Covid was at it's worst we played online. ... and 19th. 138 One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you. Naga blood flows within your veins. There is a taint in your blood, one that is alien and bizarre. Improved Grapple may be a good option if you plan to polymorph into something that grapples. At first level with 20 charisma, you get to heal 8d4 points of damage in a day, likely more than your cleric can do. Fly straight up on your next turn and drop a fireball where you were standing. Bloodline Arcana: The bonus to caster level is nice, but water spells aren't particularly impressive. Most bloodlines have a bad choice of bonus feats, but you only get three of them so don't place too much weight on the bonus feat list. This does not stack with any DR the creature might have. You don't need to concentrate, which is nice, but it's still a cantrip. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike. Mobility in combat is too important for you to sit there soaking up dirt. Your skill ranks are very limited, but you also don't have a lot of healing options as a Sorcerer. Cold Steel (Sp): Unusable at first level, which is where you most need your bloodline powers. Elemental Resistance (Ex): Extra elemental resistances never hurt. You don't get all of the skill ranks from the Arcane/Sage bloodline, but you get insanely high will saves and you can build around a single spellcasting ability. The Mongrel Mage sacrifices the raw power of a single-bloodline Sorcerer for the fantastic ability to switch bloodlines on a daily basis. Alter Self into something small with a cool vision type or movement type. Ride the Lightning (Sp): This is a really cool movement ability, and the damage is respectable. Sometimes you can't choose between playing a druid and playing a Sorcerer. Good to have at low levels when your spell options are limited. Unique Bloodline (Su) At 20th level, the sorcerer’s blood grows wild and strange, become less about her ancestors and more about her specifically. Fey and demons can still hurt your normall with their natural attacks because they also have DR/cold iron, but that doesn't make this any less useful. Elemental Source Core Rulebook pg. Bonus Feats: Unless your DM allows you to take Leadership, your options are almost all bad. Silver Tongue (Su): A bonus to bluff several times per day. Bloodline Powers : You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. Your ancestors may have also held a connection to one of the astral isles or conduits, or like you, may have plied this cosmic ocean—and some may even survive there to this day. Aquatic Telepathy (Su): If you can find a way to give your allies a swim speed, you get easy telepathy. Elemental Movement (Su): You wither gain a cool new movement type, or you get really fast. Destiny Realized (Su): You're probably not going to be making a lot of attack rolls, but not needing to roll for spell penetration is kind of nice. Shadowstrike (Sp): A melee touch attack that does a tiny amount of subdual damage, and inflicts Dazzled. Bloodline Arcana: This turns Sorcerers on their head. Sorcerer. Sorcerers are defined by their Bloodline. Nymph Source Advanced Player's Guide pg. Stormchild (Ex): Resistance to sonic is rare, and two energy resistances is nice. This adds some much-needed versatility to the Sorcerer, but adds annoying restrictions on usage of Bloodline Powers and Bloodline Spells. Elemental Movement (Su): At this level you should be flying at 90 feet per round. We played every Sunday night and when Covid was at it's worst we played online. It has a major influence on your abilities, determining your spell list, the tradition of spells you cast, and two trained skills. You get the bard's Fascinate ability, but that is hardly enough to justify wasting 50% of your skill ranks. 2015-09-10, 03:42 AM. Grave Touch (Sp): Shaken is a great status condition, but you should not be marching around in melee touching people and you most certainly shouldn't be spending two turns making people frightened. Bloodline Arcana: Many of the best Enchantment spells are Compulsion spells. Bloodline Arcana: Great for any offensive spell, and makes metamagic much more useful. Since they're typically a few CRs behind what you're fighting, this can go a long way to keep them in the fight. You would in theory walk the earth turning all plant life into very thick growth. ... Its been a wonderful 1,5 years since I started playing Pathfinder with my local playgroup. AzureTheGamerKobold Because they can make a new save every round, they will eventually return. This is an interesting bloodline which combines some miss chance effects with area control effects. Elemental Resistance (Ex): Decent resistance to Electricity. Snow Shroud is a decent defensive buff, and giving it up for a lousy offensive option hurts. Power of the Marid (Su): Because it's a spell-like ability, you don't need to provide the 1500 gp diamond to cast Limited Wish. Good sorcerer bloodlines/archetypes. The blindense is pretty nice when you create fog effects but can still find your enemies. Bloodline Arcana: Against solo foes, this is fantastic. Your senses extend through the Astral Plane to the far reaches of the multiverse, allowing you to perceive and manipulate the timeless potential that binds the multiverse together. Bloodline Powers: Your connection to the unicorns’ blessing shapes you as you grow, empowering you with the forces of good and restoration. Class Skill: Pick any knowledge. Are they good choices? One level later, you can cast Overland Flight. Blizzard (Sp): Good way to escape or to prevent enemies from flying. Wild-Blooded abilities are listed under the base bloodline. Long Limbs (Ex): You probably shouldn't be making a whole lot of melee touch attacks. This is a solid bloodline. This is the answer. Demonic Might (Su): Resistance to every energy type except sonic, and free telepathy. Things are either fascinated, or they have to walk through a wall of cold damage to reach you. Avatar of Chaos (Ex): The resistences are nice, but the effects are fairly uncommon. Bonus Feats: Some interesting feats for conversation skills, and and some weird feats which really don't make sense of a Sorcerer. It's inellegent, it's not versatile, and it's easily resisted and avoided. Bonus Feats: Not a lot of great options. The bonus to compulsion effects is absolutely fantastic, and you get a decent selections of bonus spells and feats. Abyssal Celestial Draconic Fey Undead. At least 20 independent bloodlines are widely known to exist across Golarion, most involving a progenitor of highly advanced magical ability or belonging to an arcane or extraplanar race. You may only get to use it once per day, but this is basically a guranteed win unless your enemies brought Freedom of Movement. Unusual Anatomy (Ex): This is a pretty cool ability, and you don't loose it when you polymorph. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually … Choose your bloodline, the source of your power. The reason to pick Arcane is the access to some wizard-style abilities, including some additional spells, an arcade bond to gain either a familiar or object, and most importantly, you gain bonuses to cast metamagic feats. Bloodline Arcana: When you cast a spell, ... the area or that starts its turn within the cube takes 1d4 points of force damage + 1 point of force damage per 2 sorcerer levels you have (Fortitude negates). If you want to control undead, this is an excellent option. Tremor (Sp): Your CMB keeps pace with a fighter of your level, which can make this a fantastic support option. You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins. Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer's lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Snow Shroud (Su): A decent defensive buff. Bonus Spells: Several situationally useful spells, and a couple of good spells at the high elvels. Demonic Resistances: At level 3, you gain resist electricity, fire, and poison 5, and Spell Resistance equal to 10 plus half your Sorcerer level. The spells are, surprisingly, the least useful pat of the bloodline. Outsider (Su): DR 10/piercing is fairly nice, and you become immune to effects like Dominate Person. Bonus Spells: You get some good compulsions effects, and a couple of other useful spells. Not bad, but not super exciting. So I have realized that there are some REALLY cool Bloodlines that you can get as a Eldritch Scion, and one presumes the Sorcerer themselves, that can completely change how you play or how you decide to RP your character. Blood Magic Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. Elemental Body (Su): Some nice resistences, but you already get them from Elemental Body IV. Perfect Voice (Su): Or you could cast tongues. The bloodline powers are interesting, but not super powerful. If your targets are flying, you will have some serious problems. View Full Version : Pathfinder Sorcerer Bloodlines (Paizo) ThinkMinty. Frost Ray (Sp): Respectable, generic, and reliable. The Draconic bloodline's feats and spells are both excellent, but the bloodline powers are lackluster. None of them are particularly good, and the two ideas are mutually exclusive. At this point you have Plane Shift as a spell, and can cast it 6+ times per day because you're a Sorcerer. This is a very dangerous place for a Sorcerer to be, and your bloodline powers don't really give you anything useful to protect yourself. Bloodline Arcana: Charm spells aren't nearly as good as Compulsion spells, but this fits the theme of the bloodline very well. Woodland Stride (Ex): I have literally never seen this come up in a campaign. Bonus Feats: Your options are limited, and largely terrible. Bonus Feats: For some reason the feats list implies that you should be wearing light armor. Child of Ancient Winters (Su): Nice resistences. Bonus Spells: You get several excellent save-or-suck spells, as well as delay poison and the ability to summon dinosaurs.