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In reading closer and closer, I find "representing the mysterious origin of your sorcerer’s abilities." I think the key word here is "Origin". This would denote that there was not an Arcane Bloodline prior to the imaginary "bond" I used as an example. It would have been the original cause of magic in the bloodline.

As for how I thought this, I have been playing tabletop for over 25 years now, and I have a hard time separating all the different systems that have popped up, especially in the past 10 years. This bloodline system seems almost "Divine" as opposed to "Arcane" as it is apparently granted to the user instead of taught or innate and that is where my brain is grinding to a halt when trying to process a new character.

I do appreciate the feedback though. Thanks!


References:
https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/
"Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline."

Am I reading this correctly? I read this as, per the rules listed, at level 1, a Sorcerer can select a Bloodline, and unless it is noted otherwise, they have the Arcane Bloodline. I.E. only when a Bloodline says something like "This REPLACES the character's Arcane Bloodline".

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.

None of the bloodline abilities say "This ability replaces..." like most rule systems say in pathfinder. Let's say, archtypes. Abilities listed will say "This replaces the _____ ability for Rangers..." etc...

Am I wrong in this? Is this not how Bloodlines were intended? I read nothing in, say the Djinni Bloodline, that says the pact made with the Air Elemental granted powers that replaced the arcane bloodline already in the family. *EDIT* So would a Djinni Bloodline Sorcerer still have access to an Arcane Bond (Familiar) through the Arcane Bloodline? Or do they give up that magical trait because of the bond made with the Air Elemental in the past?

I am hoping a response comes from Paizio staff, only because my group is very black/white on rules interpretation and I am afraid they will respond with "Well that's just an interpretation." But all responses welcome. If you are another users, just start with "Opinion: ......"


Alright, try to view the XP cost in this manner. Magical Items are a rare find, even though players try everything in their power to make as many as possible. But an item that contains a very powerful spell is rarer still. Why is that? Because a magic user needed to tap SO FAR INTO the essence of magic itself to create this item. To isolate and harness that magic. What do you think that does to the SOUL or Essence of a being? It probably has a method or mental focus that makes it safer for experienced magic uses to do, but you cannot tell me that it doesn't do something. The rule of taking XP to do this, I believe was an acceptale solution to making a rule for this. I personally believe that a magic using charater should age at accelerated rates, or become deranged, ect... but that requires players who are into actually roleplaying and not rule mongering, so the xp cost can stay in my opinion. I believe that Pathfinder should address magic using in some, not necessarially negative, but adverse way.