Good stuff. Being able to use it essentially as many times per day as you want (in one-minute increments) is really REALLY nice too, because it means you don’t ever have to use a spell slot on, This one is a relatively weak capstone, honestly. This one can come in really handy, especially if you don’t have a good Rogue-type in your party. And, at 9th level, you can SHARE IT! Cures normal or magical blindness or deafness. Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th). This one is blue bordering on bright-blue. Bonus Spells: disguise self (3rd), defensive shock (5th), gaseous form (7th), miasmatic form (9th), echolocation (11th), fluid form (13th), magnetic field (15th), iron body (17th),shapechange (19th). You have a Daemon lurking somewhere along your family tree. Drop it for. google_color_url="0066CC"; The only thing you have to watch out for is emotion effects... good thing you have a high Will save, right? I’ve said it before, and I’ll say it again: these 1st-level ray abilities just suck! [Primal Arcana]: Deal +1 damage per damage dice on spells that are elementally attuned to you. Overall this is better than a lot of 1st-level bloodline abilities, especially when it starts dealing Con damage and making your weapons magical later on. Consider trading several of your bonus feats for. x 30ft.) A Witch would be much better off spending her feats on Extra Hex than on these mediocre powers. You’re no longer going to be the party face for Diplomacy checks, but you can truly replace the Wizard thanks to this ability. Being able to metamagic as well or better than a wizard is just amazing, and personally I love the flavor of a Sorcerer with a familiar. Fearsome Spell is a great debuff option, Selective Spell is almost necessary for combat-type casters, Spell Focus is always solid, and Traumatic Spell is just plain fun. There is absolutely zero reason that you shouldn't trade this one out for. [Water Blast]: Dehydrating touch is probably a bit better than this one, but knocking your enemies prone can be a lifesaver to your melee buddies. To constitution? of water to magically rise from the ground, even in the middle of the desert, forcing every creature nearby to swim around and probably start drowning. The escape artist bonus is also helpful. I would suggest this bloodline as an EH choice for a Cleric, Oracle, or possibly even a Magus. That’s totally not the case, since many of the abilities gained here are just as useful for a water-elemental-summoning Sorcerer as for a truly aquatic sorcerer. Class Skill: Intimidate - Not the best skill a Sorcerer could ask for, but it uses your casting stat and can be situationally useful. Resist acid 5 is decent, but nothing exciting. : This set of feats is pretty nice. by your Charisma mofidier. The damage is decent, and blinding your enemies for 1d6 rounds can be really great, but you have spells that deal more damage in a larger range than this. : This is great, because you’re going to be casting sleep spells a LOT, and forcing a -4 (!!) Consider trading it for Blood Intensity. : Just like the resistances you gain from the Celestial and Abyssal bloodlines, this ends up being a rather mediocre bloodline power. Overall this is better than a lot of 1st-level bloodline abilities, especially when it starts dealing Con damage and making your weapons magical later on. This is a great skill for anyone because of the plethora of undead that are out there. If you’re in a party full of rogues, this is awesome, otherwise I’m not impressed. Despite that, the bonus spells you gain could still be pretty useful for a general battlefield controller-type character. This is probably just a LITTLE bit better than the normal Aquatic arcana, since your summoned creatures won’t do extra damage with this one. This is another one that really is best for a melee-focused build, though. If you came up with a Sorcerer/Cleric character, this bloodline could significantly boost your summoned creatures’ survival at lower levels, thanks to the Arcana mixed with Sacred Summons. , you’ll get several excellent mind-controlling-type spells which can quickly turn the tide of a battle. Hungry earth can end an encounter with a bunch of relatively weak foes in one fell swoop, and control undead is always excellent. This. Delivers short message anywhere, instantly. This one is a little strange for a standard Sorcerer, but with this bloodline, you’re going to become really good at charming your way through situations which you’d normally need to fight your way out of, so this skill will actually come in really handy. This can be great for positioning your enemies so that your allies can get flanking, or even trying to push an enemy into a hole or pit. 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. Arcana: This is a good arcana if you want to go with the thematic representation that your soul is corrupted, so killing others fuels your spellcasting, but mechanically this isn’t a very good ability. Another really solid ability. So, you get unlimited uses of both plant growth and diminish plants (both spells you wouldn’t normally have access too, and both 3rd-level spells, not bad) AND you can turn a non-plant creature into a plant (making it immune to mind-affecting effects, etc.). You cast this spell as you draw out a consumable alchemical item to use. To constitution? Skill Focus (Perception) is a great way to use a bloodline feat, as are Toughness and Iron Will. It deals decent damage in a large range, and can save you a few spell slots on things like fireball. Raising your caster level by one is really great, but it’s not cool that you have to take damage to do so. Thumbs down. However, I’m making this bright blue, because the power that replaces both the arcana and your level 1 bloodline power is just amazing. An increase to saving throws is good, but the Arial version arcana is definitely stronger, so look at that one for sure. Trade it out for. at the end is a nice little bonus. This guide is a supplement to the following three guides currently posted on the Paizo forums which deal with Sorcerers: The (almost) Complete Guide to Sorcerers- a practical handbook (Core only) [Discussion], The Inner Power. Coupled with a fantastic +19 Stealth bonus and its version of gaseous form, it's a really great scout. The spells on this list are very focused on being able to attack creatures that would normally be difficult to attack for one reason or another. Though many things are immune to poison, getting a +2 to the DCs of saves is pretty nice. You just became a better bard than a bard. Within Reach: Save yourself from death once per day. You can lay a bunch of traps, and that’s always cool. Enlarge person is a good start, and they’re mostly very good spells, until you hit veil :-( . You can also boost the bonus you’re getting from this ability at higher levels by carrying a Courageous weapon! Final Thought: This is a decent bloodline, and obviously if you’re trying to go Dragon Disciple it’s the ONLY bloodline for you. I highly recommend taking Spell Focus and Improved Spell Focus (Illusion) if you pick this bloodline. : This ability gives you a bonus to saves during the surprise round and “when you are otherwise unaware of an attack”. Don’t forget the constant tongues ability too. Final Thought: This bloodline is fine, but if you’re going for a water-based character, pick aquatic, and if you’re going for a cold-based character, you might try Boreal. Eldritch Heritage/VMC: This bloodline gives you the best 1st-level claws of any bloodline, and the other powers are strong as well. Deal +1 damage per damage dice on spells that are elementally attuned to you. 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. Voidwalker: This is pretty cool. This bloodline gives you the best 1st-level claws of any bloodline, and the other powers are strong as well. 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. Elemental Movement: Gaining a permanent fly speed at level 15 is alright, but look at your bonus spell list! You and your allies turn vaporous and travel fast. A Sorc/Cleric or Sorc/Druid is an excellent way to go into Mystic Theurge if you’re so inclined. This arcana lets you change your elemental-based spells to electricity on the fly. If only you got Inspire Courage along with this one. This is yet another way to help boost your defenses against negative spells and effects... you get to drop a single hit point to gain a +1 bonus to a damage roll, a skill check, or a saving throw. There aren’t many great feat choices here. You can also combine this ability with the laughing touch first-level ability to make a much more powerful combination, though it will still work only on any given creature once. Scaled Soul: You can now turn into a snake of any size, a Kobold or a Serpentfolk, which is cool, though a few more options would have been nice. I’m a fan. This is an almost necessary ability for an infiltrator. 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. column denotes a focus or material component not normally included in a spell component pouch. Nonlethal damage doesn’t come up often enough for this to be really great. This is one that I would consdier more strongly if I were beginning a campaign at around 10th level. If your hideous laughter spell fails, the parson you cast it on might come after you to keep you from hitting him with another spell, and this can give you a little extra defense. But even if they weren't... even if they were mediocre... these new options will let you replace very weak options with good options for ANY bloodline! Breaching the Gulf: Anything that raises your effective caster level is good, and you get the added bonus of transporting an enemy into the “void of space” if the fail a will save, dealing tons of cold damage and causing them to hold their breath or risk suffocation. Best of all, the save DCs for this ability go up with level, unlike the normal. Heroic Recovery is also great, since you can choose to reroll a saving throw once per day, but at least you can eventually get the required +4 base Fort save for this one. An inherent bonus? Sweet. This one is slightly better than the regular Shadow bloodline arcana, because you get to raise your effective caster level by 1 anytime you’re in dim light or darker, and let’s be honest, you’re going to be in darkness a LOT with this bloodline. Mental Resistance: Unfortunately, this is just a weaker version of the Iron Will feat, so I'm not a big fan. : Dehydrating touch is probably a bit better than this one, but knocking your enemies prone can be a lifesaver to your melee buddies. 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). Add onto this the fact that you don’t get to add an extra +1 damage per dice to this because it’s not a spell, and it really just isn’t a great ability. at one level earlier than you normally would as a sorcerer, so enjoy it! As a capstone, this one is pretty terrible. And of course, you can keep casting the lower levels of these spells using the undercasting mechanic. The Maestro bloodline gives you several abilities that you wouldn’t get as anything but a bard normally, and you’re going to be very good at enchantment spells if you use it correctly. Arcana: This one is decent, especially for summoning in an aquatic game. You steal the target’s face, transforming yourself into a flawless imitation of it. I could see a Cleric combining these abilities with the abilities and spells of the Oceans subdomain to absolutely devastating consequences for his enemies. That’s totally not the case, since many of the abilities gained here are just as useful for a water-elemental-summoning Sorcerer as for a truly aquatic sorcerer. This ability essentially allows you to trade away a debilitating effect such as paralysis or blindness to take a -1 penalty to Strength, Dex, and Con. You could always invest in the Reach Spell feat, though, which would make it much easier to get those spells to stick without running in and risking your butt. Shadow Master: You can see in any level of natural or magical darkness, and when you use your shadow conjuration spells, those spells are 20% more real than normal AND get the benefit of Augment Summoning if they qualify. Eldritch Heritage/VMC: All of the awesome in this bloodline is in the bloodline powers, which is what you're looking for from the EH feats or VMC sorcerer. This is an excellent list of spells, with strong options at almost every level. This spell list is very strongly focused on divination spells, which a lot of people would say are not terribly useful normally. For a traditional sorcerer, who doesn’t try to focus on just a single trick but is more versatile, this is probably the best bloodline. 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. [Voidfield]: Ice storm and deeper darkness combined into one spell is REALLY nice. It’s thematic, though. Ascension: This is a fun and very thematic capstone. Just like a Wizard, a Sorcerer’s spells give her a good range of flexibility, allowing the Sorcerer to become what you need her to be at a moment’s notice, though she will never be quite as flexible as her Wizard counterpart can be, since she has a limited number of spells known. This means you can cast. This bloodline has very nice powers overall, and it’s cool to turn into a god of storms, so I recommend it. Source = APG. The +4 on saving throws vs. disease is nice too. Eldritch Heritage/VMC: This is crazy good for a bloodrager, and also good for a bard or skald. Eldritch Heritage/VMC: This one has a terrible 1st-level power, though it might be worth your while to pick up voidwalker or aurora borealis. Read on. For example, if you chose Heroic Defiance, then once per day you could delay a negative effect on you (such as paralysis) by one round, and that would give you time to cast, and have the effect delayed much longer, BUT Heroic Defiance requires Diehard, Endurance, and a +8 base Fortitude save! Source = Haunted Heroes Handbook. If you’re in a party full of rogues, this is awesome, otherwise I’m not impressed. Arcana: If you’re going for an Intimidate build, this is great, but it’s much more likely that you’re not, in which case it’s crap. This one is another "meh" for me. Final Thought: This is honestly one of the very best bloodlines out there, and it’s made even better by the Advanced Race Guide and the Wayang favored class bonus. : You know what? Bonus Feats: These feats aren’t the best out there, but there are a few worth taking, namely Toughness, Fleet, and Acrobatic Steps (so that you don’t get caught in your own plants). Eldritch Heritage this one for a buffer bard, that’s a no-brainer. : This is a decent bloodline, and obviously if you’re trying to go Dragon Disciple it’s the ONLY bloodline for you. Bonus Feats: This list... wait, isn’t this EXACTLY the same list of feats available to the Efreeti bloodline? You can use it twice per day at 17th level and 3x per day at 20th level. Arcana: This is a decent ability as long as you assume you’ll be underground a lot. If your sorcerer is going into the arctic, this is the bloodline for you. : This is a nice, all-around good bloodline, and is easy to theme a character around. Amazing. Incorporeal Form: This is really excellent. This skill comes up pretty often, so it’s a decent one to have. This could be very useful for a melee-focused build who likes to turn into a dragon or something. Your familiar merges harmlessly into your body. Source = CRB. There are lots of reasons that you might want to use ectoplasm, the biggest one being when fighting incorporeal creatures. Overall, a very good list of bonus spells. I’ve enjoyed writing it, and I hope to do another guide in the (not very near, since this took a LONG time) future! Seriously... WOW. Definitely situationally useful, but still not one of the most useful powers out there. Overall, it’s good for a melee-focused build, but not as good as some other bloodlines. Eldritch Heritage/VMC: This one would be very useful for any buff/debuff character who is not a bard, since gaining fascinate is useless for someone who already has it. | Starjammer SRD Even a particularly spiteful Paladin could find use for those two abilities. : What the what?? Sweet! And of course, you can keep casting the lower levels of these spells using the undercasting mechanic. [Cloak of Shadows]: An extra boost to your (or an ally’s) Stealth checks when in dim light or darkness? Starborn: This is a super flavorful and cool capstone. Bonus Feats: Not too many really great ones here, though Silent Spell, Skill Focus (Stealth) and Stealthy could all be useful for you. Each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute—if less than a minute’s worth of duration remains, the spell ends as soon as you reroll your Disable Device check. [Arcane Bolt]: CRAP! You call upon the primordial power of ancient megafauna to boost the size of your target. Downloads [Esoteric dragons Arcana]: This alternate bloodline arcana is fabulous, making all of your spells treated as psychic magic instead of arcane magic. Bonus Spells: ill omen (3rd), augury (5th), harrowing (7th), shadow conjuration (9th), contact other plane (11th), legend lore (13th), greater harrowing (15th), moment of prescience (17th), weird (19th). 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. It’s a good ability, but since it doesn’t stack with other natural armor bonuses, it can become quickly useless at higher levels. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. If your group has one or two witches in it, this bloodline would probably go from orange to green. A decent power. Altered Form: Free change shape for minutes per day is useful, but if you’re playing until level 17, you’re going to get to use it at will, which is AWESOME. Arcana: Change your energy spells into cold damage. Arcane Bond: Incredible. Ray of enfeeblement is a great low-level debuff, invisibility and lightning bolt are excellent for any Sorcerer, and the charm spells are great. Tremor: Another way to trip an enemy. Grant ability to speak, read, and write one or more languages for 8 hours. Order of Presentation: The first spell lists presented are the lists of spells separated by class and level.These include the spell name and a brief and incomplete description of the spell. : Resisting acid and cold is fine, but there are better bloodline powers out there. Regeneration is always great, it would just be nice if it went into effect before you hit 0 or less hit points. on yourself again. This is a really excellent set of spells if you're planning to transform into creatures.... and if you weren't planning to do that, go pick another bloodline! Big ‘ol thumbs down! Class Skill: Knoweledge (planes) - This skill comes up a lot, and can be extremely useful to identify an outsider’s elemental or alignment weakness. For a non-melee build, look elsewhere. I don't think it's worth losing half your feats through VMC though. | FateCoreSRD If you plan to fight some incorporeal or ethereal creatures... this is a great way to do so. If it has been answered by a developer or in a FAQ, I will also try to provide a link. You want this. Bonus Feats: This list of feats is a little bit weak, with the only real star being Heighten Spell, and that’s really only because it’s a prerequisite for Preferred Spell, which lets you cast your favorite spell without making its casting time longer. I wish the low-level powers had a bit more “oomph” to them, but the bonus spells and feats at least partially make up for that. [Warp Touch]: Dazing your enemies is really nice, so this one definitely beats Acidic Ray hands down. Overall, if you can convince your GM to let you use this bloodline even though it's from the Monster Codex, I'd recommend it as a decent alternative to the Draconic bloodline. If your second roll is high enough to avoid accidentally springing the trap, you avoid setting it off, but still fail to disarm it. Source = APG. : This is an incredible power for a debuff-focused caster. Eldritch Heritage/VMC: This bloodline isn't a good candidate for the EH feats or variant multiclassing because those options just don't get you to the good powers early enough to matter, and this bloodline is very top-heavy. A solid choice. Heroic Legends: Hey, you remember that awesome ability you got at 3rd level that let you add +1 to morale bonuses? Stormchild: The resistances are nice, but the best part of this one is gaining limited blindsense, which means you can target enemies with 60 feet of you with area of effect spells without having to worry about a miss chance (normally if you can’t see, you can’t target even an area). The abilities in this bloodline are pretty melee-focused (though you can go Wildblooded and trade melee for close range, if you like) and so if you’re picking this bloodline, you’re most likely going to eventually go into the Dragon Disciple prestige class, which I strongly approve of. Trade it out for Blood Piercing for sure. 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. Serpent’s Fang: A bite attack is decent, and a bite attack that inflicts poison that increases its DC by level is great. Toughness, Power Attack, and Blind-Fight will help your melee abilities, while Improved Initiative and Quicken Spell are some of the best feats for casters in the whole game. spell fails, the parson you cast it on might come after you to keep you from hitting him with another spell, and this can give you a little extra defense. is pretty weak for your 1st-level bonus spell. For only 1 round? Overall, this is a thumbs-up from me. : Ethereal jaunt is fun, but will only be situationally useful. The Visionary version, though, is much worse than the standard one. Toughness is really the only super useful one. Eldritch Heritage/VMC: This one is a really excellent option for a barbarian, alchemist, or any other natural attack combatant. 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). This one is way better than Photosynthesis. except that you get to move the affected area, which is great. This bloodline's best powers are at the higher levels, so I would say it's only a mediocre choice for dipping into with EH/VMC. Starting with suggestion, you’ll get several excellent mind-controlling-type spells which can quickly turn the tide of a battle. : This is a decent ability, except that your healer will have to overcome spell resistance to heal you. This could be a great Eldritch Heritage for a ranged Fighter or Ranger, because the Tanglevine ability could really come in handy for distancing yourself from an enemy while simultaneously shutting him out of the fight with a trip or disarm. Heroic Recovery is also great, since you can choose to reroll a saving throw once per day, but at least you can eventually get the required +4 base Fort save for this one. The restriction on. You can give yourself concealment without taking any of the penalties associated with it, then you can just sit inside blasting away, safe from archers. With the debuffing focus of this bloodline, the arcana is actually really great, because you can drop an area effect spell on a group of enemies and then get a bonus to your spell DCs for several rounds! If you can convince your GM to let you use this one, it could be worth giving up half your feats for.