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Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Sorcerers, being able to "retrain" spells known, can forget spells that they've learned. So far so good. A problem appears when one considers the Tattooed Sorcerer's Enhanced Varisian Tattoo Bloodline Power replacement. It reads:

Quote:
Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.

RAW and almost certainly RAI would seems to indicate that this means that a Sorc can forget the original "SP-ified" spell and keep the Spell-Like. The question becomes more interesting when a Sorc hits level 20, as this is the only "retainable spell" level which coincides with a "retrainable EVT" level (it's only retrainable at levels 15 and 20). The question now becomes "By RAW, can I take a 9th level Illusion spell with no material components (say, Shades) that I learned at level 18 or 19 and simultaneously retrain my EVT into it and forget it? If not, can I simultaneously learn a new spell (at level 15 or 20) and retrain my EVT into it?"

As far as I can tell, the rulebook says that integrating all class features into a level-up happen simultaneously. That being the case, anyone want to tell em what I can and can't do at those levels?


I'm looking to build a CN Sorcerer for a fairly RP-heavy campaign. The build's focused on battlefield control from a mechanical perspective and the fluff is centered around the Sorcerer's search for primal chaos magics.

Main skills are Bluff, Use Magic Device, and Spellcraft. The remaining points are split 50-50 with Intimidate and miscellaneous skills. Gear is unmentioned, but I'll probably keep a wrist-sheathed dagger, a wand or two, and an assortment of magic items. The campaign is being run on Roll20 using the SRD as a sourcebook, though only Paizo materials are allowed. I'm trying to keep the build as "core" as possible, though, as I'm thinking about using the concept for Society play, if I ever manage to convince myself that PFS is worth the high maintenance.

At any rate, stats for level 1 and level 8 follow. Comments, criticisms, and death threats welcome.

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Kullervo
Male Human Tattooed Sorcerer Lv 1
Chaotic Neutral
STR 7 DEX 13 CON 14 INT 11 WIS 8 CHA 20
HP 12 INIT +6
AC/Touch 11 CMD 9 CMB -2 BAB 0
Fort 2 Ref 1 Will 1

Traits:
Planar Savant
Arcane Temper

Class Features:
Protean Bloodline Arcana
Familiar Tattoo
Bloodline Tattoos

Familiar:
Sampo
Male Viper
STR 4 DEX 17 CON 8 INT 6 WIS 13 CHA 2
Low-Light Vision
Scent
Improved Evasion
Share Spells
Familiar Focus (replaces Weapon Finesse)
Can transform into a tattoo as a move action
(To Master) Bluff +3
(To Master) Alertness bonus feat
(With Master) Empathic Link

Feats:
Toughness
(Bonus - Human) Improved Initiative
(Bonus - Tattooed Sorcerer) Mage's Tattoo (Illusion)
(Bonus - Familiar) Alertness

Spells:
Unlimited/Day Lv 0: Dancing Lights, Daze, Detect Magic, Prestidigitation
5/Day Lv 1: Mage armor, Color Spray

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Kullervo
Male Human Tattooed Sorcerer Lv 8
Chaotic Neutral
STR 7 DEX 14 CON 14 INT 12 WIS 8 CHA 20
HP 54 INIT +7
AC/Touch 12 CMD 14 CMB 2 BAB 4
Fort 4 Ref 4 Will 5

Traits:
Planar Savant
Arcane Temper

Class Features:
Protean Bloodline Arcana
Familiar Tattoo
Bloodline Tattoos
Protean Resistances
Create Spell Tattoo

Familiar:
Sampo
??? Protean Voidworm
STR 7 DEX 17 CON 10 INT 9 WIS 8 CHA 13
Blindsense
Darkvision
Improved Evasion
Share Spells
Deliver Touch Spells
Speak with Master
Familiar Focus (replaces Weapon Finesse)
Can transform into a tattoo as a move action
(To Master) Alertness bonus feat
(With Master) Empathic Link

Feats:
Toughness
Combat Casting
Extend Spell
Improved Familiar
(Bonus - Human) Improved Initiative
(Bonus - Tattooed Sorcerer) Mage's Tattoo (Illusion)
(Bonus - Familiar) Alertness

Spells:
Unlimited/Day Lv 0: Dancing Lights, Daze, Detect Magic, Prestidigitation, Mage Hand, Arcane Mark, Spark, Haunted Fey Aspect
8/Day Lv 1: Mage armor, Color Spray, Silent Image, Grease, Magic Missile, Charm Person, Enlarge Person
7/Day Lv 2: Glitterdust, Invisibility, Stone Call
6/Day Lv 3: Stinking Cloud, Haste, Fly
4/Day Lv 4: Confusion

Bonus spells:
Entropic Shield, Blur, Gaseous Form