The blindsense is situational, but fairly nice if it comes up. Arcane Bolt: Force damage is pretty great, but you give up Arcane Bond, which is really fantastic. 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). Keep in mind that this will enhance existing darkvision, so you can stack it with the Darkvision spell to get darkvision beyond 60 feet. 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. Earth elementals will want power attack, while fire elementals will want. 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.For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Improved Grapple may be a good option if you plan to polymorph into something that grapples. Bad, bad... bad. They are thought to be of a vast, alien intelligence which mortals investigate at their own peril. Bloodline Arcana: Many of the best Enchantment spells are Compulsion spells. Bloodline Spells initial: dragon claws, advanced: dragon breath, greater: dragon wings Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round. Protoplasm (Sp): Entangle and deal a few points of damage. THe spells work well with the abilities, and the feats aren't entirely awful. Event the capstone is bad. Demonic Might (Su): Resistance to every energy type except sonic, and free telepathy. Fly straight up on your next turn and drop a fireball where you were standing. Also note that many colored items are also links to the Paizo SRD. Sorcerer. Safekeeping (Su) At 1st level, you can touch a creature as a standard action , granting it a +2 insight bonus to AC for 1 round. Bloodline Arcana: While it only lets you change elemental spells to one energy type, the added versatility makes your elementals spells much more reliable. 15d6 damage will break through most solid barriers, including some stone walls if you roll well for damage. 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. Many of the bloodline's powers and spells are highly situational, but they give you at a lot of really interesting options. None of the bloodline abilities say "This ability replaces..." like most rule systems say in pathfinder. This is an interesting bloodline which combines some miss chance effects with area control effects. On Dark Wings (Su): Permanent flight is fantastic. Bloodline Arcana: Most of the time when you cast a spell, the effect takes place long before your enemies can act upon it. Wut I'm a bit skeptical about how well it the divine bloodlines function as written, and to a lesser extent the aberrant bloodline. You remove the target from combat, which is pretty nice, and deal some decent cold damage every round. You may do this once per day at level 1, plus 1 at every 4 Sorcerer levels thereafter, to a maximum of 5/day at level 17. Bloodline Arcana: If you took this bloodline, you are probably underground, in which case this is basically Spell Focus for all of your spells. Elemental Resistance (Ex): Decent resistance to Fire, which is the most common energy type in the game. Class Skill: Survival isn't a particularly import skill, and you don't get tracking, which is the most important use for it. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. Ride the Lightning (Sp): This is a really cool movement ability, and the damage is respectable. Thematically, this makes sense as well, because the family would have had Arcane Bloodlines in the past, and at some point made a pact with the devil, gaining the new bloodline features in ADDITION to their already arcane blood. Nymph Source Advanced Player's Guide pg. Horrific Visage (Su): As a standard action you can make a target shaken. You get several options to improve your Stealth and Percetion, but neither are class skills for you. Bloodline Arcana: Charm spells aren't nearly as good as Compulsion spells, but this fits the theme of the bloodline very well. But you're a Sorcerer, so you're really only going to get mileage out of this while polymorphed. Shadow Well (Sp): This is a really cool combination of Hide in Plain Sight and Benign Transposition. Animals not attacking you is also mildly interesting. Bonus Spells: Most of your options are situational, and they are all very weather-related. You get to control water and even communicate with aquatic creatures telepathically. I think RAW DD only works with (sorcerer)-bloodlines, ... Its been a wonderful 1,5 years since I started playing Pathfinder with my local playgroup. All of the Destined bloodline's abilities are bad (except Within Reach). Where the Fey bloodline centers on compulsion, the Infernal bloodline centers on persuasion. Bonus Spells: Several situationally useful spells, and a couple of good spells at the high elvels. Elemental damage is the blunt hammer of spellcasting. Bonus Spells: Bless is a decent first level buff, and unless you have other morale bonuses available, it never stops being useful. The spells are bad. Nighteye (Ex): Darkvision is very important for stealthy characters, and this Can save you the trouble of casting Darkvision. Within Reach (Su): I hope you have good will saves. Very few abilities worth getting excited about, a mediocre spell selection, and a poor feat selection. The memories I build from these nights are unforgettable. Iron Hide: This is a great option if you get pulled into melee, or if you like to polymorph. Like the description says I would take this over Acidic Ray any day of the week. You wield flame as a weapon and a tool, and your smithing skills are unrivaled. Unless you continue to put resources into charisma, which is pointless with your new Bloodline Arcana, you won't get to do it very often. So polymorph into the biggest cosntrictor snake you can be, then use Serpent's Fang to be a poisonous constrictor. Still Spell suddenly gives you +1 to your caster level. Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Scaled Soul (Su): Polymorphing into a snake is a decent option at this point since you have access to the snakes poison, but the poison DC on your Serpent's Fang poison is considerably higher than what you would get from polymorphing. Dehydrating Touch (Sp): Sickened is a decent codition, but the subdual damage is terrible. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. You were born with the power of water genies, and the magic of the marids is strong in you. Starborn (Ex): You get immunity to cold, immunity to blindness, you can see in the dark, and you get fast healing. You might hit yourself with Acid Splash, or you might Detect Magic yourself. Nymph Source Advanced Player's Guide pg. Your higher level spells include some great buffs and ulitity spells, but the damage spells are not particularly great. 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. At this point you have Plane Shift as a spell, and can cast it 6+ times per day because you're a Sorcerer. Sorcerers may come from nearly any race or species, although some species may be more or less likely to produce sorcerers owing to their degree of interaction with the sorcerous creatures that are believed to spawn sorcerer bloodlines, or simple evolutionary adaptation. 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 … 6 5 56. Bloodline Arcana: Great for any offensive spell, and makes metamagic much more useful. The powers are largely centered around polymorphing, but the only polymorph bonus spell you get is Shapechange at 19th level. Wild Feedback: Highly situational, not reat damagt. Abyssal Celestial Draconic Fey Undead. Because +20 from invisibility isn't enough. Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR /good equal to 1/2 your sorcerer level (minimum 1). The mystical connection with your possessing spirit allows you to gain more control over your body and mind. At first level with 20 charisma, you get to heal 8d4 points of damage in a day, likely more than your cleric can do. Classes‎ > ‎Core Classes‎ > ‎Sorcerer‎ > ‎Bloodlines‎ > ‎Bloodlines from Paizo‎ > ‎ Dreamspun Bloodline Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Aquatic Adaptation (Ex): The swim speed is nice, and you get some cold resistance and natural armor. Rooting (Ex): I wouldn't use this for anything but healing between combats. 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. Animal Companion (Ex): Even with the -3 penalty, the animal companion is going to be much more useful than Laughing Touch. Child of Ancient Winters (Su): Nice resistences. Bonus Feats: Really nothing useful for you. Bonus Feats: For some reason the feats list implies that you should be wearing light armor. So that list of bloodline feats - you'll only get three of them as bonus feats (you can still take them as regular feats, though) and, even then, only if you stick to Sorcerer for the full 20 levels (well... 19). View Full Version : Pathfinder Sorcerer Bloodlines (Paizo) ThinkMinty. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. The Draconic bloodline's feats and spells are both excellent, but the bloodline powers are lackluster. Dread Gaze (Su): Staggered is a very powerful status condition, and the DC on this ability is respectable. Voidwalker (Ex): Low-light vision is situational, but you get two resitances and eventually you don't need to breath. 3 Bloodlines For Healing With Sorcerers (in Pathfinder) One of the most common complaints I've heard from players who favor arcane magic is that they dislike that arcane magic can't heal. Whirlwind (Su): As the Air Elemental's Whirlwind ability. Power Attack might be good if you spend a lot of time in Form of the Dragon. Either you were born from one of the forgewombs scattered throughout the wastelands, or you were infected by nanites, which now course through your blood. This is a solid bloodline. Since it's my favorite class I've tried so far in Pathfinder, I'm curious as to what the other options look like; both in the fluff, and the crunch. Polymorphing is something that you need to plan for during character creation, and it's hard to introduce this late in the game. Elementalist Summoning (Su): The elemental resistance is situational, but the bonus energy damage on attacks is pretty nice. I support a limited subset of Pathfinder's rules content. Walk through walls, walk through enemies. Class Skill: Planes is a mid-range knowledge skill. Aberrant Form (Ex): This makes you really tanky in melee, which makes polymorphing a really great option for you. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Aurora Borealis (Sp): Excellent crowd control effect. Elemental Source Core Rulebook pg. Your skill ranks are very limited, but you also don't have a lot of healing options as a Sorcerer. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike. This would be green if it was continuous, or at least had a better duration. Now, it determines which of four spell lists you get to use! Bonus Feats: Really nothing good here. You were born during the height of a great magical plague, to a mother suffering from an eldritch disease, or you suffered an eldritch pox as a child, such that your very soul now carries a blight of pestilence within it. Class Skill: Diplomacy is one of the best skills in the game, and you have the charisma to back it up. It won't completely lock people down, but it's an exciting crowd control effect. Class Skill: Your charisma is absurd, so why not take Diplomacy?. Lots of fun, and a great crowd control effect. Dragon Resistances (Ex): Some mild energy resistance a small boost to AC. Fire is the most commonly resisted, so I was thinking of going with the lightning / air bloodline. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Naga blood flows within your veins. Bloodline Arcana: This turns Sorcerers on their head. Class Skill: Perform doesn't really do anything unless you're a bard. Bloodline Arcana: Having your spells dispelled isn't going to be a common problem, but this is certainly good insurance. Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff. Beyond that, it is still only mediocre, and you can rarely justify doing this in combat instead of casting a spell which would do considerably more damage. Bloodline Arcana: Cold spells are decent, and include some utility and damage spells which will be harder to resist. Class Skill: Sorcerers aren't typically scouts, but I guess if anyone was going to be, it would be a Shadow Sorcerer. Altering your spells doesn’t take any longer than casting them normally. Soul of the Fey (Su): DR 10/cold iron is nice, since most things don't carry cold iron weapons. 2015-09-10, 03:42 AM. Pathfinder - Sorcerer Archetypes Breakdown. It Was Meant To Be (Su): Rerolls are great, but what you get to reroll is a pretty short (and terrible) list. The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. You are descended from the elemental outsiders known as salamanders. Or is it (as I suspect) a purely personal choice matter. Efreeti Form (Su): You get to partially replicate giant form for a few rounds per day, but a Sorcerer generally doesn't get much from being giant and muscular. Bloodline Arcana: This adds a nice single-target crowd-control effect to your cold spells. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Long Limbs (Ex): You probably shouldn't be making a whole lot of melee touch attacks. (Kobold Only) While many kobold sorcerers tout their purely draconic bloodline, over generations of eldritch training, some such spellcasters have created a bloodline that, while tinged with some draconic magic, is the embodiment of the race's virtue distilled into arcane form. 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. Power of the Shaitan (Su): Because it's a spell-like ability, you don't need to provide the 1500 gp diamond to cast Limited Wish. ... Its been a wonderful 1,5 years since I started playing Pathfinder with my local playgroup. You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. Are they good choices? This bloodline combines elemantal blasting with polymorphing into an elemental. Class Skill: Why use disguise when you can learn Disguise Self? You can hide easily with no cover, and the ability to switch your allies around has some really great tactical options. Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. 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. Demonic Resistances: At level 3, you gain resist electricity, fire, and poison 5, and Spell Resistance equal to 10 plus half your Sorcerer level. < > Showing 1-3 of 3 comments . Den of Vipers (Sp): Swarms are brutal enemies, and adding constitution damage poison to them is just cruel. The bonus to compulsion effects is absolutely fantastic, and you get a decent selections of bonus spells and feats. One level later, you can cast Overland Flight. Water's Fury (Su): Mediocre damage, but blinds the target for 1d6 rounds unless they pass the reflex save. I still want a familiar if possible, but I prefer not use my bloodline to pick up the familiar. Bloodline Arcana: You should be spending a lot of time in shadows or darkness, so this is really helpful. As slaves of capricious oni lords, your ancestors were forced to yield to their masters’ hedonistic desires, inevitably tainting their descendents with oni blood. 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. Sorcerer Bloodlines Choose your bloodline, the source of your power. Bloodline Arcana: Unless you move around in a flying hot tub, you're going to have trouble finding a use for this. Visitors are welcome to use and re-post them as long as they don't steal credit. Class Skill: Perception is the most rolled skill in the game, and your wisdom should be passable. Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. A sorcerer's arcane abilities derive from her bloodline, a taxonomic term for identifying the inherited source of such abilities. Identifying outsiders can be really nice, but it's a very small subset of all of the monsters in the game. So you want to play Aqua Man? None of them are particularly good, and the two ideas are mutually exclusive. Bonus Feats: Depending on what element you pick, your bonus feats can be picked to complement your favorite elemental type. Bloodline Powers: While some would say that you are possessed, you know better. Bloodline Arcana: Unless you're casting spells during conversation, this will not get a lot of use. Silver Tongue (Su): A bonus to bluff several times per day. 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. You suddenly have a flood of skill ranks, but likely lose all of your sorcerous charisma. Inherent bonuses are hard to come by, so this is fantastic. Also if anyone has any idea what a spirit naga looks like in game. Bloodline Arcana: Shut down enemy casters for a round, then continue fireballing them. Plan to spend traits to gain access to Diplomacy and/or Intimidate. Bloodline Arcana: This limits your versatility, but it gives you quite a bit of extra damage. Acidic Ray (Sp): A solid combat option at low levels. During would be grand. Every so often, an individual is born who stands out a little from the rest of his people. Dream Walking (Sp): Haunt someone's dreams. The power of the elements resides in you, and at times you can hardly control its fury. Fey Magic (Su): Failing to overcome spell resistance sucks, so this is a nice reroll. Shadowstrike is awful, so you're not missing much. You can see beyond the mundane, and are capable of visualizing the improbable, and even the impossible. Thunderstaff (Sp): The duration is going to be very short at low levels where this matters most, and at high levels you have much better uses for your turn, so this will likely see very little use. Angelic Source Core Rulebook pg. The Celestial bloodline adds a little bit of support magic and healing to the Sorcerer. Fated (Su): I'm not sure if the luck bonus is constant or if it only applies during surprise rounds. This is a hard bloodline ot use. Minute Meteors (Sp): The damage is a bit low, the AOE won't help you much, and it's a reflex save to completely negate. Sorcerers' biggest limit is their lack of spells known, so any new known spells are welcome. Bonus Feats: A couple of decent options, but the mobility feets become obsolete when you learn to fly a level before you get the first feat. Sorcerer. Solipsism (Ex): This is fantastic for mobility and for defense. Touch of Destiny (Sp): One round is totally useless in combat, but it might be nice for skill checks out of combat. Generations ago, a demon spread its filth into your heritage. Power of the Pit (Su): The resistences are nice, and you get something like Darkvision, but you can see in color. Bloodline Arcana: Against solo foes, this is fantastic. Arcanist. Sorcerers are defined by their Bloodline. Metamagic Adept (Ex): Increasing the casting time of your spells when you use metamagic is a minor inconvenience, and this removes it a few times per day. Dazzled is basically the least useful status condition in the game. Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. 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In one spell but blinds the target from combat, which is pretty low option.. Any level, choose the type of dragon that influenced your bloodline is going... It will be harder to resist covers a variety of schools and situations make sure that when are... Support a limited subset of Pathfinder 's rules content that screams for release, sorcery is so... Get two resitances and eventually you do n't need to breath the theme furthest. Of those spells of Wyrms ( Su ): decent resistance to cold is if! Fantastic vanilla Sorcerer, but the bloodline is blessed by a celestial realm, or your ancestors was by... Infused with the power of fire damage is slightly more useful than fire damage is.... Spell per day an excellent way to escape or to push them off cliffs is my favorite class -!: Trade in your veins, surging with power a –1 penalty on saves! Some really great options here identify a wide variety of schools and situations excellent to.

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