This is a cool ability, and definitely better than that other Arcana, though you’ll probably hope that you won’t have ot use it that often. I can definitely see this one's usefulness, but how often do you actually die as a 20th-level character? Heavenly Fire: This is a decent ability not for the damage that it deals (which is relatively weak) but for the possibility of healing your allies, as long as they’re good aligned. A nice set of spells, obviously dragon-themed. Eternal Martyr: Immunity to death effects is a really nice ability, and if you do get killed due to hit point damage, your party cleric can ressurrect you for a little cheaper than everyone else. Blizzard (Sp): Good way to escape or to prevent enemies from flying. Similar to those, the bloodline powers you get here are almost the same as the Elemental bloodline. It’s flavorful, the Heroic Echo ability pairs so well with having a bard in your party that you’ll just destroy your enemies, and if you DID decide to build an Intimidate build, this is the way to do it. 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. Toughness is really the only super useful one. Having a giant pile of potions on hand for healing or buffing is a huge boon for Arcane Sorcerers, and still well appreciated by the rest. This bloodline is from People of the Stars, and it's tailored mostly for. Bonus Feats: For some reason the feats list implies that you should be wearing light armor. I don’t like it. Claws (Su): If you are close enough to use claws, you should either be running or polymorphed into something which already has some. Bonus Feats: More options than most bloodlines, but most of the options are bad. Extra skills and skill feats are never bad. Bonus Feats: There’s very little to complain about here. As it is, it can be useful. : Gaining a permanent fly speed at level 15 is alright, but look at your bonus spell list! Elemental Resistance: Resistance 10 to acid is nice, and upping it to 20 at 9th level is awesome. Reality Wrinkle (Sp): 20% miss chance is nice, and it stacks with other miss chances, such as Blur and Displacement. google_ad_width=120; Thievery: D. Suffers from the fact that there’s a lot of other skills you also want to be trained in.
As it is, it can be useful. NEVER spend skill increases here; instead, just get the Additional Lore feat if you want to improve this (and since it boosts it to Legendary by itself, it's a pretty good pick if you've got a spare skill feat). [Karmic arcana]: If you fail your concentration check to cast defensively, an adjacent enemy provokes an attack of opportunity from one of your allies. This one is extremely strange, and kinda useless since it’s a random cantrip. 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. Despite the weak first level bloodline power, the Shadow bloodline has a lot to offer. If you ever do another guide, I would love to see it so pm me if you ever do! This bloodline is all about fire power (literally!). As you can probably guess from the name, Infernal bloodline sorcerers have a little bit of hell in them, with demonic influence always trying to bubble to the surface. 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. You generally have a ton of spells per day already, but one more certainly doesn't hurt. Granted Spells: C. detect magic, magic missile, dispel magic, haste, dimension door, prying eye, disintegrate, prismatic spray, maze, prismatic sphere. Eldritch Heritage/VMC: This gives you essentially the same exact powers as the djinni/efreeti/etc bloodlines, and it's no better than them either. 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. Tattooed Sorcerer loses the 1st and 9th level bloodline powers - which makes it a great fit with the Sage bloodline - getting your familiar back...Seeker loses the 3ed level and 15th level bloodline powers. Arcana: +2 to compulsions is really excellent for a debuffer-focused Sorcerer. Honestly, in most campaigns you might come across two or three plant-types ever.
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. This list of feats is all about using your Dex mod for as many things as possible, and I very much approve of it. Power of the Efreet: Just like the Djinni bloodline, you get access to limited wish without paying the normal cost. 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. Of course, at level 20 there are very few unintelligent undead. You’re not going to come up against that many animal type creatures at level 20, so that part is almost useless. Spell Focus and Greater Spell Focus (enhancement) will help you keep those hideous laughter and suggestion spells relevant through the higher levels. Intelligence: D. Skills are nice, and languages are nice. : This is another power that you will hope you hardly ever have to use, because it involves an enemy landing a hit on you. Elemental Movement (Su): You wither gain a cool new movement type, or you get really fast. 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. - Not a terribly important or useful skill for an arcane spellcaster, sadly. This lets you take some temporary ability damage to one ability score and gain a bonus to another ability score. Class Skill: Identify animals and fey. If you don’t come across any aquatic creatures or water elementals, it’s relatively useless, until 15th level when you can call some seriously powerful creatures to your side to aid you, such as an Elder Water Elemental, without using up a spell slot!
Overall, good choice. [Pit-touched Arcana]: Gain an intimidate bonus after you cast a spell? Alter Self (Sp): Well if they're going to give it to you for free, there is no reason to not use it. In the Pathfinder RPG, a Sorcerer can fulfill many different roles in a party. Make sure to pick up Spell Focus (enchantment) for those. 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. Bloodline Skills: Religion and Intimidation. I pointed out quite early in this thread: the versatility of applying this debuff is huge. Overall, this is a thumbs-up from me.
As a capstone, this one is pretty terrible. Final Thought: This bloodline is pretty good, and it's very flavorful. Specifically how they can be used to give fighters nice things.
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. Fearless: This is nice, because not only do you gain several useful abilities (a bonus against feat AND a natural armor bonus) but you also lose that pesky light sensitivity you had earlier. The fact that you're not going to have to waste casts of your spells on invisibility as often really helps out, as this is counted in rounds, which means at higher levels you can get several discrete invisible combats out of this. It’s an AOE with a small radius that deals fire and evil damage. Wretched Endurance (Ex): Bonus to saving throws against a nice list of effects. Arcana: If you're planning to fight a lot of incorporeal creatures, this is an amazing arcana... but for a general campaign, this one is very lacking. Though many things are immune to poison, getting a +2 to the DCs of saves is pretty nice. 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. This bloodline is full of flavor and overall not bad, with really excellent spells and really great bonus feats, but the early bloodline powers leave a bit to be desired. This is a great skill for anyone because of the plethora of undead that are out there. Elemental Resistance: Cold resistance 10 at 3rd level is pretty sweet, and it increases to resistance 20 at 9th level. I want to take a second to address two Sorcerer archetypes that are very much bloodline-related and can have a serious effect on how your character works in regards to your bloodline. Note: Zenith Games did not write this guide.
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! : If you are trying to play a melee-focused Sorcerer that is NOT going for Dragon Disciple, this is one of your best options, no question. You can cause an enemy to take 1d6 nonlethal damage per round, with an increasing Fort save each roung, until they pass out.
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