pathfinder sorcerer bloodline guide

Relativity: This is a really cool power and is almost as good as constant flight.

Dragon Resistances: This one is a little bit better than Celestial and Abyssal resistances because it includes some Natural Armor bonus along with resistance to your element.
Overall Grade: A. This is an EXCELLENT ability. Bonus Feats: This is a good set of feats, especially for someone going into the Dragon Disciple PrC later on. This is a great list of spells for a controller/infiltrator style of character, which is what you’re obviously trying to play if you’ve chosen this bloodline. I don't think everyone notice that. Bloodlines will be explored in more detail and graded below. This bloodline dishes out some serious demonic awesomeness, and is a great pick for someone wanting a Sorcerer who can beat up on people in melee. Diplomacy: A. You’re the face. That’s almost useless!

Class Skill: Knowledge (planes) - As before, this is a decent skill to have, as it will come up relatively often and give you important information about planar beings’ elemental immunities and weaknesses. Whirlwind: Turning into a whirlwind is pretty cool, but it would be a lot better if you could use it more often as you go up in levels.

This... is awesome! You have some of the power of air genies in your heritage, and it gives you power of the air and lightning. I play a Fey Bloodline sorcerer and by far the best thing I've been able to do with laughing touch is get out of grapples with it, which is a lifesaver as far as I'm concerned.

Not being noticed by unintelligent undead is nice, but at 20th level, there are very few unintelligent undead that could be even a tiny challenge for you. Humans: A. They’re very sneaky and Rogue-ish, as you’d expect from a kobold sorcerer, so check it out. © 2020 GAMESPOT, A RED VENTURES COMPANY. This bloodline is all about debuffing, and this selection of spells definitely reflects that.

Spell Penetration can be useful, and you may want Skill Focus (Knowledge (planes)), but otherwise, not much to be excited about. But what I like best of all here is that you can use your Invoke the Harrow ability FREELY, which means you can pull cards until you get the enhancement bonus you want! Well you sold me on the Aquatic bloodline.

Still, everything provided by the bloodline is fairly solid. That sucks, so this becomes orange for me.

is rated sky blue here. You get a familiar or a bonded item, you get to cast metamagic spells without boosting your casting time to a full round, and you get three spells from the sorcerer/wizard list. Final Thought: Overall, I really like this bloodline. [Envenomed Arcana]: Skill boosts are not what you’re hoping to see from a bloodline arcana, even if they are relatively useful ones. The blindense is pretty nice when you create fog effects but can still find your enemies. This is a nice boost to blasting, and it’s cool that half the damage is sonic so it has less of a chance of being resisted. Just for that ability alone, it might be worth an Eldritch Heritage for a rogue or ninja, and Windborne would then just be an added bonus. Greater Bloodline Spell: C. Grasping Grave. This sorcerer will also be able to do significant damage with Scorching Ray (2), Fireball (3), Flame Strike (5), Chain Lightning (6), Sirocco (6), Finger of Death (7). This is really weird. Who thought that was a good idea? That being said, some of the Wildblooded bloodlines are incredibly good, and so I’ll be mentioning the Wildblooded version of a bloodline as a sidenote wherever one exists. This is how you do it. You can choose a race that has a favored class bonus allowing you to gain more spells known, such as human. Out of all four choices, the Air one is definitely the best, as a fly speed can get you out of a TON of sticky situations. | Dungeon World SRD However, if you have a GM that is willing to roleplay with you a lot, these spells can give you powerful tools to use against your enemies. Ensnaring Eyes: I like this one because you get several great charm spells on your bloodline spell list, and they can save your bacon in situations where combat hasn't quite started yet. This means that a heightened, empowered (+2), maximized (+3) Stinking Cloud (3) spell will have the DC of a 4th level spell. This skill normally doesn't come up a lot, but if you're playing in an Iron Gods campaign it will come up a LOT, and this bloodline is pretty much MADE for that campaign, so in that case it's green. THe others are mostly just fine to middling, but overall a decent list of feats. Bloodline: Sorcerers are completely defined by their choice of bloodline, at it represents a large amount of their power. Right now I'm trying to get through all the bloodlines first. Pretty much all of the feats are designed for martial classes. Just a quick look through the list of sor/wiz spells that could theoretically cause “precipitation” yields the following: (that one’s a cantrip that lasts 1 round, so if you cast it the first round on yourself you could theoretically cast another spell the following round before it expires), .

Seriously, this is incredible! When you cast a specific type of energy spell that happens to require an attack roll, you get to cause the target to get no five-foot step for a round. Now you can! The kobold bloodline is just that, you’re a kobold, and your race has devolved from dragons so much that you get different bloodline powers now. Bloodline Wellspring: (Requires Bloodline Focus) B. This list of spells is obviously very necromancy-heavy, but it’s got some good spells on it.

As you level, this bite just gets better and better, overcoming DR and dealing more Con damage, and eventually requiring two saving throws to cure. A pair of claws aren’t as exciting as something like Feral Mutagen, so this only get an orange. Identifying outsiders can be really nice, but it's a very small subset of all of the monsters in the game. Big ‘ol thumbs down! Because you’re a Sorcerer, you have access to a lot of spells that druids don’t, and one really awesome thing about animal companions is the Share Spells feature. The escape artist bonus is also helpful. This set of spells is pretty sweet. This is a decent power, overall. So you want to play Aqua Man? The only complaint I have here is that you can already make non-electricity blasting spells into electricity damage, so having shocking grasp and chain lightning on your known spell list actually makes you lose a little bit of versatility. Who wants all of their powers 4 levels early? This is a good all-around choice of bloodlines, with solid powers, decent spells and decent feats. Leshy: C. The +CON/+WIS/-INT array is good, Fungus and Leaf Heritages both offer useful utility, though there’s limited choice for impactful feats. An all-around good skill to have. If you go for Empyreal, it’s obvious that you want to be able to stack Wisdom while dumping Charisma, and there’s nothing wrong with that. Bonus Spells: shocking grasp (3rd), invisibility (5th), fly (7th), minor creation (9th), overland flight (11th), chain lightning (13th), plane shift (15th), greater planar binding (17th), wish (19th). as a spell-like ability, and you’ve got a pretty nice capstone. The only issue here is, suddenly no one else in the party can cast polymorph effects on you... yeah I’m not a fan of this one at all. Extra skills and skill feats are never bad.

Being a divine caster does not inherently require a deity. Rogue: B. There’s a lot here that casters can appreciate. Enhanced Familiar: (Requires Familiar) B. Bonus Spells: If you're the only primary cast in the party, your bonus spells cover almost every utility spell your party needs to get by in the world.

Greater Bloodline: (Requires a bloodline spell) ?
It's not finished yet, but I have enough on there that I thought people would want to start looking at it. You get true speech and comprehend languages as constant abilities, AND you get to add +1 to the DCs of your bard-style spells. You’ll probably end up spending regular feats on some of these also. Serpentine and Undead allow you to use mind-affecting spells on categories of enemies that would otherwise be immune, which can be helpful. Final Thought: This bloodline has very nice powers overall, and it’s cool to turn into a god of storms, so I recommend it. No complaints here. You get several options to improve your Stealth and Percetion, but neither are class skills for you. Your DM might rule that you get to use it only once at 9th level (as it was probably intended) instead of three times (as it is currently written). A mage that, instead of studying magical lore and theory to gain understanding of its power, is just inherenly born with that power, and may work her entire life to contain and manage it. Source = APG. The Suggestion ability is situational unless you bring your own fish, but the Demand and Greater Planar Ally abilities are pretty nice. Class Skill: Why use disguise when you can learn Disguise Self?

Source = ARG. Animals not attacking you is also mildly interesting. The Draconic bloodline's feats and spells are both excellent, but the bloodline powers are lackluster.

If you’re a blaster, this is a great choice for the Elemental Blast, though you’ll wish you could trade away Elemental Ray for something more useful. : Any bonus to your Initiative score is worth having, so I love this ability. The former is WAY more useful for how this bloodline plays. The powers are fun, and the arcana is insanely good. Class Skill: Knowledge (planes) - This skill comes up pretty often, so it’s a decent one to have. This is a decent damage-dealing bloodline power, and it doesn't say that it's a mind-affecting effect, so you could theoretically use it against undead or golems (expect table variation). on will saves is always great.

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