
Xunal |

@ DRS3:
Thanks for pointing that one out. Bookmarked it here.
So, That would mean that you could get a top level spell as normal, but at the expense of a feat slot, yes?
Just looking at the spell tables, and doing the maths, I think you'd still be slightly behind in spells if you had a single class. If I have it right. New spell slots normally come at even numbered levels, but feats at odd numbered levels.
Even so, it would still be a good way to increase spells known. Albeit at the expense of a feat slot.

Rerednaw |
Without knowing more detail on your campaign...while extra feats, third party sources and magic items address the deficiencies of the archtype, are you allowed to have them and can you afford them?
Use the wealth by level rules and see what you sorcerer is sporting at say 6th 8th and 10th level.
As for the other sources dunno what your GM is allowing (I may have missed it).
Ultimately though yes, I agree, go with what you find most fun.

Xunal |

@ Rerednaw:
This wasn't for a current campaign. I just wanted to see what peoples' thoughts were on that archetype. I've heard a lot of interesting ideas about the archetype; most for it instead of against it.
But I think the information I've got should work for most GMs. That's the main reason I didn't want to go too much into rule massaging.
With everything everyone's told me so far, I think I just might have a Half-Orc crossblooded build that might be a good bit of fun for PFS play, if nothing else. Just trying to tweak a few details on it, but I think it's a character with potential. Despite being a one trick pony.
More important than that. I think it would be downright fun using this character once I've got all the details worked out.
Thanks for the input, by the way. It's all being noted! Pretty well all the advice I'm getting from people are things I probably wouldn't have thought of on my own.

Chess Pwn |

@ DeathlessOne:
Useful list for fixes around the WILL penalty.
I thought that a wildblood couldn't be one of the two bloodlines. Or did I get that wrong? Just want to be sure.
In tinkering with the Half-Orc stuff and noticed that if you took Sacred Tattoos, Fate's Favoured, and Iron will, that would give you a net of +2 to the WILL save. It does mean using Iron Will instead of a more "flash" feat at first level, but oh well.
The official rule is that they don't stack, but that it's not a big house rule to let them stack.

DeathlessOne |

@ DeathlessOne:
Useful list for fixes around the WILL penalty.
I thought that a wildblood couldn't be one of the two bloodlines. Or did I get that wrong? Just want to be sure.
In tinkering with the Half-Orc stuff and noticed that if you took Sacred Tattoos, Fate's Favoured, and Iron will, that would give you a net of +2 to the WILL save. It does mean using Iron Will instead of a more "flash" feat at first level, but oh well.
Technically, crossblooded and wildblooded conflict because they make 'changes' to the way the bloodline arcana class feature work. I straight up ignore it simply because wildblooded changes how a single bloodline works and all crossblooded does is let you have both arcanas with a significant penalty (-2 will and -1 spells known). You still have the same 'bloodline arcana' class feature.

Xunal |

@ Chess Pwn:
Those should stack. Since they're not all the same kind of bonuses, which do not stack.
So Sacred tattoos gives a +1 luck bonus to all saves
Fate's Favored gives a +1 increase to all luck bonuses
And Iron will gives an unspecified +2 increase to all WILL saves.
So, unless I missed something, they should all stack because they're not the same sorts of bonuses.

Rory |
With everything everyone's told me so far, I think I just might have a Half-Orc crossblooded build that might be a good bit of fun for PFS play, if nothing else. Just trying to tweak a few details on it, but I think it's a character with potential. Despite being a one trick pony.
A good way to look at the character will be to pick up basic metamagic and treat the highest spell slots as "new spells". To give a mid PFS example of a half-orc crossblooded (draconic/orc).
Traits:
- Magical Lineage: Scorching Ray
- Wayang Spellhunter: Fireball
Feats:
- Elemental Spell Acid
- Empower Spell
Spells Known (@ 6th):
1st: Burning Hands (bloodline)
1st: Color Spray
1st: Grease
1st: Mage Armor
1st: Vanish (FCB)
1st: Unseen Servant (FCB)
2nd: Resist Energy (bloodline)
2nd: Scorching Ray
2nd: Glitterdust (FCB)
2nd: Elemental Acid Burning Hands (meta)
2nd: Elemental Acid Scorching Ray (meta)
3rd: Empowered Burning Hands (meta)
3rd: Empowered Scorching Ray (meta)
At level 7, pick up the Persistent feat, add the spells:
1st: Floating Disk
2nd: Burst of Radiance
2nd: False Life (FCB)
3rd: Fly (bloodline)
3rd: Fireball
3rd: Elemental Acid Fireball (meta)
At level 8, add the spells:
3rd: Haste (FCB)
3rd: Persistent Grease (meta)
3rd: Persistent Color Spray (meta)
4th: Elemental Acid Empowered Scorching Ray (meta)
4th: Empowered Fireball (meta)
4th: Persistent Glitterdust (meta)

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Scorching Ray is a waste of time. If you miss, the ray is wasted without effect. You need to burn feats on point blank and precise shot, when those feats should be going to empower, intensify, spell focus, spell specialization, spell penetration/piercing spell. Get burning arc from humans of golarion instead. Even better, you don't need to roll to hit, and worry about cover from pesky allies who like to charge in.
http://www.d20pfsrd.com/magic/all-spells/b/burning-arc
Put both wayang spell hunter, magical lineage on fireball. BOOM.

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At low levels, range touch and ac, there is not too much difference. Sorcerers have poor bab. At higher levels, there is fireball. Why would you be using scorching ray? You're spending 2 feats to change the -8 to hit with an ally engaged with a bbeg for shoot into melee and cover, to change it into a -4. Let's say bbeg has 12 touch ac, you're level 5, with a +2 to hit. We give you 14 dex, so you have a +4 to hit. If your ally is giving cover, despite point blank and precise shot, you're at a +1 to hit ac 12. If you fail, spell is wasted. Why weren't you using magic missile instead(assuming no burning arc)? You're guaranteed 3d4+3 damage(orc bloodline assumed) unless you're unfortunate to target a guy with shield.

DRS3 |
Problem with any ranged attack is a -4 penalty for shooting into a melee, and a chance at pegging your own guys. So you need precise shot to negate that, which requires point blank shot. Two feats gone. Now if you are going to be a ray specialist of some sort (and that's not entirely a bad thing considering how many really good ray spells there are), you should pick those feats up, and possibly look at eldritch knight or bullseye shot feat (give up move action for +4 on your attack roll requires PBS and Precise though pretty much guarantees a hit on touch ac). But not exactly the way I would want to run an xblood sorcerer.
Regards,
DRS

Xunal |

The downside to sorcerers is the poor BAB. Can't have everything!
It's always a bit of a chore to choose the right feats and spells for sorcerers.
The archery feats could be worthwhile if you wanted to specialize in ray attacks. Including bloodline power ray attacks. If any. Probably be best for a Half-Elf. Favoured classes as sorcerer and fighter, then get the archery buffs with 2-3 levels of fighter and then concentrate on the sorcerer shtick.

Atarlost |
I would consider the delayed spell access ruinous. Filling the slots with metamagic is no substitute because sorcerers are bad at planned metamagic. They get the most out of still and silent and quicken (outside the still everything armored wizard builds) but if you know what you plan to do with your metamagic then wizard has better action economy.
As a cross-blooded sorcerer you know you'll be taking some few metamagic feats and applying one to all of your top level slots. At that point you may as well dip sorcerer on a wizard, get your spells at the normal sorcerer schedule, have more spells known than a normal sorcerer, and have your move actions.

strayshift |
Sorcerers OWN metamagic even with the increase in casting time (not got me killed yet) as they can use precisely the spell/metamagic they need at the time. The only trick is having the right combination of spell selection & metamagics and that is why a good sorcerer is planned (there is an example earlier in the thread).
A prepared caster who becomes a one trick pony (e.g. fireball blaster) is also partly negating their 'advantage' in flexibility. Also, it's generally my experience that prepared casters (even specialists) don't carry enough of a typical utility spell to spam it when needed (say 'Fly') whereas if the sorcerer has the spell they can adapt with far fewer problems. Metamagics add to this flexibility also.
The issue with cross-blooded is the reduction of spells known limits your options to take advantage of the flexibility spontaneous casting offers.

DRS3 |
Well Ararlost you really aren't filling any slots with metamagic, just using metamagic to use those higher spell slots, which you can use anyhow just casting first level spells. Anyhow I actually think the "best" blaster build nowadays would be an arcanist with a single dip in xblood sorc and VMC wizard: evocation (admixture). Ultimate metamagic flexibility, change energy types based on int, Intense spells and bloodline arcanas.
Now the overall problem with any blaster build is most choose fireball as their spell of choice, Spell Immunity or Lesser globe of invulnerability can totally shut down the build entirely. This is why blasting as a wizard sucks, you base everything you have into fireball-ing things, don't have enough other options memmed to deal with those simple 4th-level spells. At least sorcs can have summons or dispel magic at their fingertips whilst having their blasting options.
Regards,
DRS

Xunal |

I don't think the lack of spells for a cross blooded sorcerer would be horrid if wise choices of metamagic feats are made to offset the lack of spells known.
One reason I do like the Sorcerer class is that they can cast spells on the fly, unlike wizards. Even though they can't know all that many spells. It's also a lot easier for bookkeeping too (metagaming & laziness combined there, sort of).

Xunal |

I went ahead and made a Half-Orc crossblooded sorcerer named Zájarthauk. For PFS play. Just because. Don't know if I'll ever get to use him, but I think he has potential.
Sine I like the Ultimate Campaign background generator, I used it to create a back story framework. Which is why he's got a couple of not-optimized feats (Scrapper & Possessed). On the other hand, with the rest of the background bits, those make a lot more back-story sense than Fate's Favoured or Reactionary.
I also made him beefier than most sorcerers. Mostly to make him less frail and more survivable. And that would better fit the random background generator for a bit more flavour and fun, etcetera.
Now all I need to do is actually write the back-story.
If anyone would like to pass on a critique, feel free. I tried basing this build mostly on what thoughts and advice people gave me on this and my other tread about blasty Half-Orc ideas.
Zájarthauk
Half-Orc
Crossblooded Sorcerer (Orc & Red Draconic bloodlines), Level 1
Chaotic Neutral, Medium, Humanoid (Orc, Human)
Initiative: +2
Perception +4
======
DEFENCE
======
AC 12, Touch 12, Flat-Footed 10
HP 8
FORT +3
REF +3
WILL +3
======
OFFENCE
======
SPEED 30 ft.
MELEE:
• Falchion (2d4; 18-20/x2)
• Spear (1d8; x3)
• Dagger (1d4; 19-20/x2)
RANGED:
• Dagger (1d4, 10 ft; 19-20/x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN:
• Cantrips: Detect Magic, Disrupt Undead, Mage Hand, Ray of Frost
• Level 1: Burning Hands
======
STATISTICS
======
STR 14, DEX 14, CON 14, INT 10, WIS 10, CHA 16
BAB +0; CMB +2; CMD 14
Traits: Scrapper (race), Possessed (magic)
Feats: Iron Will
Skills (including AC penalties):
• Intimidate +9 (1 rank) +10 to demoralize foes
• Perception +5 (1 rank) Draconic bloodline skill
• Survival +5 (1 rank) Orc bloodline skill
Languages: Common, Orc, Draconic, Abyssal
SQ (Class Features):
• Darkvision 60 feet and Light Sensitivity (Orc bloodline arcana)
• All damage spells do +1 HP damage per die rolled (Orc arcana)
• Fire damage spells do +1 HP damage per die rolled (Red Draconic arcana)
• Claws: two 1d4 natural claw attacks up to 6 rounds/day (Red Draconic arcana)
• Crossblooded Drawbacks: knows 1 less spell per spell level and -2 to WILL saves
• Cantrips: can cast 0 level spells
• Eschew Materials: can forgo cheap material spell components
SPELLS KNOWN: (CL 1, Touch +1, Ranged Touch +1, Concentration +4):
• Detect Magic (level 0): Detect magical auras in a 60 ft cone
• Disrupt Undead (level 1): Ray does 1d6+1 positive energy damage to undead
• Mage Hand (level 0): Telekinesis of small objects 5 lb or less
• Ray of Frost (level 0): Ray does 1d3+1 cold damage
• Burning Hands (level 1): 15 ft cone of flames does 1d4+2 fire damage
Current Kit
• an iron pot
• backpack
• bedroll
• belt pouch
• flint and steel
• mess kit
• soap
• torches (10)
• trail rations (5 days)
• water skin
• Traveller's Outfit
• Ink x2
• Ink Pen x2
• Journal
• Parchment (1 sheet) x10
• Scroll Case
• Spell Component Pouch
• Dagger x2
• Falchion
• Spear
Total encumbrance of 44 lbs. (light)
======
SPECIAL ABILITIES
======
Racial Features, Traits, and Feats … in brief
• Skilled: gets 1 additional skill rank per level.
• Intimidating: +2 racial bonus to Intimidate
• Orc Blood: both Human and Orc for effects related to race
• Sacred Tattoo: +1 luck bonus on all saving throws.
• Weapon Familiarity: great-axes, falchions and "Orc" weapons are martial
• Languages: Common & Orc
• Scrapper (race trait): a +1 trait bonus to both demoralize foes by Intimidate & Perception to avoid being surprised
• Possessed (magic trait): once per day, make an untrained knowledge check of your choice
• Iron Will: +2 to WILL saves
======
PHYSICAL DESCRIPTION
======
Age: 18 years old
Height: 5 ft. 2 in. (158 cm)
Weight: 180 lbs. (82 kg)
Skin: Light Green
Build: Stocky
Hair: Short, red-black
Eyes: Yellow-Grey
Special: Eyes look jaundiced. Black hair has streaks of fire red, as if dyed.

Atarlost |
Sorcerers OWN metamagic even with the increase in casting time (not got me killed yet) as they can use precisely the spell/metamagic they need at the time.
That's only an advantage for reactive metamagics. It's great for still spell (except on the armored builds that get around ASF by stilling every spell with a somatic component) and for silent spell and maybe elemental and merciful spell, but if you're planning to use metamagic proactively there is no flexibility. You decided way back when you chose the feat that there were certain spells you intended to use for which the metamagic effect was worth the slot increase.
One Trick wizards almost always have some means to cast one spell spontaneously, often preferred spell, which doesn't raise casting time. They're not the only wizards who plan their metamagic, though. If you're a save or something caster who decides persistent spell is worth taking it's because you've concluded that the reroll is more important than the -2 to save DC and the benefits of a higher level spell and you're going to use it pretty much all the time. You will cast most of your spells that offer saves with it because if you didn't think it was worth it you wouldn't have taken the feat. The alleged flexibility of the sorcerer is that the spell with and without the metamagic are like different spells known, but if you don't intend to use the spell without the metamagic they're not. The sorcerer is trashing his action economy for no more benefit than the wizard gets.

strayshift |
strayshift wrote:Sorcerers OWN metamagic even with the increase in casting time (not got me killed yet) as they can use precisely the spell/metamagic they need at the time.That's only an advantage for reactive metamagics. It's great for still spell (except on the armored builds that get around ASF by stilling every spell with a somatic component) and for silent spell and maybe elemental and merciful spell, but if you're planning to use metamagic proactively there is no flexibility. You decided way back when you chose the feat that there were certain spells you intended to use for which the metamagic effect was worth the slot increase.
One Trick wizards almost always have some means to cast one spell spontaneously, often preferred spell, which doesn't raise casting time. They're not the only wizards who plan their metamagic, though. If you're a save or something caster who decides persistent spell is worth taking it's because you've concluded that the reroll is more important than the -2 to save DC and the benefits of a higher level spell and you're going to use it pretty much all the time. You will cast most of your spells that offer saves with it because if you didn't think it was worth it you wouldn't have taken the feat. The alleged flexibility of the sorcerer is that the spell with and without the metamagic are like different spells known, but if you don't intend to use the spell without the metamagic they're not. The sorcerer is trashing his action economy for no more benefit than the wizard gets.
Reactive = Situational = Exactly what you need at the time = a Proactive use of your abilities.
Over a whole adventure I've yet to see a prepared caster predict everything and be prepared for it (and I've seen a lot played by many different people). You can worry about being 'reactive' but when a sorcerer needs to repeatedly cast dispel magic or fly or invisibility or fireball or whatever on the entire party or to kill an army they often can. If that is reactive then I'm happy with that proactive reactiveness. And metamagics give them even more options than you give credit for (e.g. heightening your fireball to bypass defences or even a simple light spell to counter darkness) to achieve that. And to keep this on thread I'll repeat the point that a cross-blooded sorcerer suffers because of fewer spells known.

Xunal |

I'm partial to sorcerers mostly because they don't have to mess about with a spell book. Which is a bit more paperwork for a player (like me).
And in purely practical terms, a wizard's spell book is a bit of a weakness. As I see it anyway. A spell book can get destroyed or stolen. But it is a trade off too. Wizards are way better for skills and wide selection of spells, whereas sorcerers have few skills and spells, but their magic is always ready to go each day.
Just my personal preference.

Rerednaw |
I'm partial to sorcerers mostly because they don't have to mess about with a spell book. Which is a bit more paperwork for a player (like me).
And in purely practical terms, a wizard's spell book is a bit of a weakness. As I see it anyway. A spell book can get destroyed or stolen. But it is a trade off too. Wizards are way better for skills and wide selection of spells, whereas sorcerers have few skills and spells, but their magic is always ready to go each day.
Just my personal preference.
Both Sorcs and Wizzies have options that let them poach from the other. :). Wiz can spontaneously cast and Sorcs can have more spells known.
Looked at your build, should be fine for PFS. Just buy liquid ice after your first game. Or use Acid Splash instead and use Acid Flask as the focus (not consumed). Acid Splash not so good vs. Oozes, but does have the nifty trait of bypassing SR.I do also suggest having Toughness (or its big brother Tribal Scars) until your free retrain at level 2.

Atarlost |
Reactive = Situational = Exactly what you need at the time = a Proactive use of your abilities.Over a whole adventure I've yet to see a prepared caster predict everything and be prepared for it (and I've seen a lot played by many different people). You can worry about being 'reactive' but when a sorcerer needs to repeatedly cast dispel magic or fly or invisibility or fireball or whatever on the entire party or to kill an army they often can. If that is reactive then I'm happy with that proactive reactiveness. And metamagics give them even more options than you give credit for (e.g. heightening your fireball to bypass defences or even a simple light spell to counter darkness) to achieve that. And to keep this on thread I'll repeat the point that a cross-blooded sorcerer suffers because of fewer spells known.
Reactive and proactive are by definition exclusive. The same action cannot be both.
When a sorcerer needs to repeatedly cast dispel magic he's paid for that with delayed spell access and pitifully limited spells known compared to a wizard.
When a sorcerer needs to repeatedly cast empowered fireball he pays again in action economy. Since he knew he would be empowering any fireballs he cast not just in the morning but back when he decided empower spell metamagic was worth a feat just like the equivalent wizard he gains no flexibility. He still has the flexibility he had without metamagic, but the increased action cost doesn't get him anything. The sorcerer pays more for all metamagic other than quicken but gets the same effect. In any situation where metamagic use is planned (and if you don't have a plan you shouldn't have wasted the feat unless on an insurance metamagic like silent or still spell) the sorcerer only gets the flexibility he already paid for with delayed spell access and limited spells known.
You're overselling options. A hyperfocused single spell build might want to use heighten to get around protective magic, but a hyperfocused prepared casting build will have preferred spell if it has heighten. A generalist build, especially a spontaneous casting generalist, is better off just casting a higher level spell. Heighten gets you no versatility you didn't have without it. Spontaneously heightening a light spell is for those who aren't prepared. Wizards -- and sorcerers who for some reason took heighten and can get a page of spell knowledge -- heighten eternal flame on at least one wearable nonmagic object per party member at least a day before they go adventuring.

strayshift |
strayshift wrote:
Reactive = Situational = Exactly what you need at the time = a Proactive use of your abilities.Over a whole adventure I've yet to see a prepared caster predict everything and be prepared for it (and I've seen a lot played by many different people). You can worry about being 'reactive' but when a sorcerer needs to repeatedly cast dispel magic or fly or invisibility or fireball or whatever on the entire party or to kill an army they often can. If that is reactive then I'm happy with that proactive reactiveness. And metamagics give them even more options than you give credit for (e.g. heightening your fireball to bypass defences or even a simple light spell to counter darkness) to achieve that. And to keep this on thread I'll repeat the point that a cross-blooded sorcerer suffers because of fewer spells known.
Reactive and proactive are by definition exclusive. The same action cannot be both.
When a sorcerer needs to repeatedly cast dispel magic he's paid for that with delayed spell access and pitifully limited spells known compared to a wizard.
When a sorcerer needs to repeatedly cast empowered fireball he pays again in action economy. Since he knew he would be empowering any fireballs he cast not just in the morning but back when he decided empower spell metamagic was worth a feat just like the equivalent wizard he gains no flexibility. He still has the flexibility he had without metamagic, but the increased action cost doesn't get him anything. The sorcerer pays more for all metamagic other than quicken but gets the same effect. In any situation where metamagic use is planned (and if you don't have a plan you shouldn't have wasted the feat unless on an insurance metamagic like silent or still spell) the sorcerer only gets the flexibility he already paid for with delayed spell access and limited spells known.
You're overselling options. A hyperfocused single spell build might want to use heighten to get around protective magic, but a hyperfocused...
Blah, blah, blah. We could go into the sorcerer/wizard debate, and engage in anti-process all night so I'll just leave you to your prepared casting and I'll solve problem as they arise - proactively reacting to the situation. But I won't do it as a crossblooded.

jonhl1986 |
i have a sorcerer wizard i made for a game im in for a back up character.
race human
crossblooded sorcerer draconic + orc
sin mage specialist wizard
stats
str 8 dex 10 con 12 int 16 wis 10 cha 18 hp 14 ac 18 with homebrewed boons and traits boon i took was one where you can wear any type of armor with no spell failure.
feats spell focus evocation spell specialization burning hands
traits precocious spellcaster and havoc of society
homebrew trait holy radiance 1dmg per round in a 30foot burst activate it or turn it off at will.
and with that my burning hands deals 5d4 + 11 at lvl 2.

Dracoknight |

One thing tho that people seem to forget, you get one less spell known each level but you still get the spell slot....and the bloodline spells so you technically have a fixed choice at your normal progression.
Well, you can select either spell of your bloodlines so your pool of spells is rather small, i still would have prefered that you got spells from both lists without having to do a choice and still lose out on the spells known from the class.
It would make sense since the Sorcerer already get spellsknown 1 free choice + 1 bloodline, and taking crossblooded would just given you 0 free choice + 2 bloodline.

Skutene Marid |

voideternal wrote:They still get the spell slots though, so they have to make do by either preparing lower level spells into the 2nd level spell slot, or metamagic-ing the lower level spells.Preparing being entirely the wrong word notwithstanding, Void points out the single biggest, most glaring problem crossblooded sorcerers face. The -10% on Will saves is a whatever. Effectively delaying new spell accrual by an additional entire level compared to their peers means a crossblooded sorcerer is now an entire spell level behind a wizard, which is pretty much never worth the benefits crossblooded grants.
...
I actually see the -2 to will saves to be worse. A "-10%" is a bit of a mis-representation. it is only a -10% if you rolled a 20. If you roll a 13, it is a -15%. But even that is misleading, because a percent loss is meaningless. Unlike a damage roll, it only makes a difference if you fail the save. Yes it is your good save, but wisdom rarely gest a priority for sorcs. Some even consider it a dump stat. So a -2 on top of a -1 or -2 begins to look like you will fail the save more often than make it. Can be worse than the fighter or rogue for whom it is a bad save. I've seen a few crossblooded blaster sorcs that seem to blast their allies as often as the enemy. (It's not really that often, but it feels like it because it is so devastating when it happens.)
I can and usually do get a few pages of spell knowledge. Most sorcs do have at least 1 meta-magic feat that they were planning to use a lot anyway.
.
.
@ Just a Mort:
That's a fair point. I guess the irony is that by crossing bloodlines you pretty well create one trick ponies. Or closer to it. I usually like my PCs being more along the lines of a generalist.
But sometimes a one-trick pony is fun. Especially if you can find some imaginative way out of a fix where your bag of tricks are wanting!
Well you don't have to be a one trick pony, but it does definitely hurt your versatility.
It is generally an option for people that want to go with a theme anyway.
Generalist is very tough for sorc anyway. Arcanist would be a better choice.