Bloodlines & Sorcerers, why am I dissatisfied?


General Discussion (Prerelease)


Ok, I understand that Sorcerers are magic users first and foremost. I also understand that their spontaneous casting ability is the primary class feature, making them the freewheeling alternative to Wizards.

However, I never felt that spontaneous casting was enough to truly distinguish them from the Wizard. In my mind, the Sorcerer and Wizard were more like variants, rather than completely separate classes. Therefore, I was extremely pleased with Paizo's decision to introduce the bloodlines as a Sorcerer class feature, but I still feel unsatisfied and I'm not really sure why. I need some help pinpointing my dissatisfaction, which is why I posted this thread.

Below are my some of the reasons why I feel unsatisfied. I know the play test report is already over and it's too late to make any changes, but I just needed to vent).

Maybe I'm greedy, but I want more from the bloodlines. The bloodlines are such an incredible idea with huge potential that I think the bloodlines could possibly be a class unto themselves. Think about it: A Bloodline class that can choose from several bloodline options, each with its own stat block and unique powers. Whatever the case, I think the bloodline abilities should be expanded further and brought more to the forefront.

I don't feel that the bloodlines are integrated into the identity of the Sorcerer enough. At this point, I feel that the main impact the bloodlines have on the Sorcerer is more on the character's back story, physical appearance and personality, rather than on the Sorcerer's actual capabilities. I would prefer the bloodlines actually dictate a character’s capabilities, stats and play style a little more.

It's true that the bloodlines offer select powers, spells, feats, etc, but I'm not sure that these traits are particularly unique or compelling. As a matter of fact, many of these feats, spells, skills, etc are rather mundane and can be chosen by a variety of other classes, so I really don't feel special by getting these traits through my chosen bloodline.

Instead of using the Sorcerer’s standard progression chart/stat block and then slapping on a bloodline template, what if the character’s stats were dictated by which bloodline he chose? What if bloodlines affected your spell selection, BAB, saving throws, CON, Skill points, weapon proficiency, etc? I think that would provide for a much more dynamic and personalized character.

I appreciate some of the options offered, like the elemental rays or the claws, but I feel that the potential usefulness of these options is severely hindered by the Sorcerer’s natural limitations. For example, claws are a fantastic idea, but the Sorcerer’s terrible BAB severely limits the usefulness.

In addition to claws, what if that bloodline also gave the sorcerer a higher BAB, some sort of armor proficiency and a decreased spell failure rate? This would obviously make the sorcerer a more powerful meeleist, but we could balance it out buy limiting his spell selection. Maybe he only has fire spells. Maybe he is capped at 5th level spells. Maybe he can only use spells from the Necromancy school. Maybe his spell DCs are decreased. The options are endless.

My next beef is that the Sorcerer goes for several levels without receiving any significant upgrades to his bloodline powers. Currently, the Sorcerer receives bloodline powers at lvs 1, 3, 9, 15 & 20. Aside from being a magic user, these bloodline powers are the defining class trait, yet they’re so few and far between!
Yes, there are a few bonus spells, skills and feats mixed in, but those are pretty non-descript and have a minimal impact on the character’s overall “feel”. I suggest adding more bloodlines powers and more frequent upgrades to said powers in order to over-emphasize the bloodline heritage.

Finally, make the bloodline actually have some bearing on the character’s personality once a character reaches a certain level. For example, an electricity or fire elemental Sorcerer could develop a fear of water. An infernal Sorcerer could have a mandatory chaotic or evil alignment change. An abyssal Sorcerer could take a penalty to Charisma and diplomacy.

I appreciate having the spontaneous spell casting and I appreciate the bloodline powers, but I don’t feel like I’m getting enough from either of these. It’s almost like the Sorcerer is fractured between these two traits and doesn’t really do either one particularly well. The bloodline powers feel somewhat neutered in their current state. I would prefer to further handicap the sorcerer’s spell casting abilities in order to beef up the bloodlines.

Obviously, this is all my opinion, but I’d like some input from you guys.
Should I feel this dissatisfied? Am I missing or overlooking some of the more subtle benefits of the Sorcerer class?


Never happen, for several reasons:

1. This would take up WAY too much space. Sorcerers are already the biggest class (in pure page count) in the Beta book; making each bloodline into its own class would bloat things to a ludicrous degree.
2. Pathfinder is pretty firmly devoted to the concept of expanding the possibilities offered by a single base class, rather than creating a ton of ultra-specialized base classes.
3. Bloodlines are much more powerful than 3.5 sorcerers; I can't even fathom your claim that bloodlines don't offer anything that "impact ... the Sorcerer's actual capabilities".


So hard to choose, but bloodlines may be my favorite single development in PfRPG.


Shadow13.com wrote:

Ok, I understand that Sorcerers are magic users first and foremost. I also understand that their spontaneous casting ability is the primary class feature, making them the freewheeling alternative to Wizards.

However, I never felt that spontaneous casting was enough to truly distinguish them from the Wizard. In my mind, the Sorcerer and Wizard were more like variants, rather than completely separate classes.

Actually, it is usually said that the sorcerer was mainly introduced so that a big part of the book (the spell descriptions) weren't just for one class. That and the idea of spontaneous spellcasting, which was generally applied during 3e playtests but later discarded again, at least as the standard method, were the sorcerer's real parents.

It's mostly a variant, not really a class of its own. Sadly, PF cannot stray too far from 3e, so the sorcerer probably won't receive the attention it deserves.

Still, I think it already is a vast improvement.

Shadow13.com wrote:
I think the bloodlines could possibly be a class unto themselves. Think about it: A Bloodline class that can choose from several bloodline options, each with its own stat block and unique powers.

No, the sorcerer should remain one class, not become a dozen different classes.

Shadow13.com wrote:


Instead of using the Sorcerer’s standard progression chart/stat block and then slapping on a bloodline template, what if the character’s stats were dictated by which bloodline he chose? What if bloodlines affected your spell selection, BAB, saving throws, CON, Skill points, weapon proficiency, etc? I think that would provide for a much more dynamic and personalized character.

And untold pages of extra space requirement.

Why should the sorcerer get what others don't?

Take wizards: evokers could have higher BAB/HD (since they're "battle mages"), enchanters and illusionists could use more class skills and more skill points, abjurers would make sense with more good saves....

Archer-fighters should have a good ref save instead of good fort. Rogues, depending on their focus, could go with weak, average or strong BAB. And what's with all clerics gaining medium bab and all the weapon proficiencies?

All this sounds nice, but it would bloat the rules, and I think it would stray too far from 3e.

Shadow13.com wrote:

I appreciate some of the options offered, like the elemental rays or the claws, but I feel that the potential usefulness of these options is severely hindered by the Sorcerer’s natural limitations. For example, claws are a fantastic idea, but the Sorcerer’s terrible BAB severely limits the usefulness.

Well, get some buffs. Learn the transformation spell. Multiclass. A pure boomstick-type sorcerer won't get too much use out of the claws, but it's nice to have a decent pair of natural attacks and the associated benefits, like never counting as unarmed again.

Shadow13.com wrote:


The options are endless.

The page count, on the other side, isn't.

Shadow13.com wrote:


Aside from being a magic user, these bloodline powers are the defining class trait, yet they’re so few and far between!

Being a magic user already is a pretty defining class trait. It's not like most other full-time spellcasters are chock-full of other class abilities. They already have those spells, and they get new ones every level.

Shadow13.com wrote:


Finally, make the bloodline actually have some bearing on the character’s personality once a character reaches a certain level.

No way in Hell. The bloodlines shall not force any behaviour upon the player.

Shadow13.com wrote:


For example, an electricity or fire elemental Sorcerer could develop a fear of water.

And die of thirst? Yeah right.

Why would a lighting sorcerer be afraid of water? His lighting resistance works even in water.

Shadow13.com wrote:


An infernal Sorcerer could have a mandatory chaotic or evil alignment

Infernal is hellish, i.e. lawful evil.

And no. Just because one of your ancestors trafficked with Hell doesn't mean that you must turn into a tyrant.

Shadow13.com wrote:


An abyssal Sorcerer could take a penalty to Charisma and diplomacy.

To celebrate his succubus ancestry?

Enforced personalities like this, especially if they develop over time, are unnecessary limits to character creation and development (e.g. no redeemed warlock from hell or fallen angel), and this should be avoided like the plague.

One of 3e's biggest attractions is its "tools, not rules" approach, and PF should further that, not retard it. 4e does that, and it made people abandon "D&D" in droves.

Ask 10 PF enthusiasts that used to be D&D enthusiasts until 4e hit the scene why they don't use 4e, and I'd wager that at least 8 list that as one of the main reasons.

Shadow13.com wrote:


It’s almost like the Sorcerer is fractured between these two traits and doesn’t really do either one particularly well.

Sorcerers have more spells than anyone else. They do that quite well - and the bloodlines help with their bonus spells known.

Shadow13.com wrote:

The bloodline powers feel somewhat neutered in their current state. I would prefer to further handicap the sorcerer’s spell casting abilities in order to beef up the bloodlines.

Taking away stuff from classes makes it be not compatible to 3.5, so this is not desirable.

Plus, if the sorcerer had one defining characteristic in 3e, it was that he had tons of spells to fling around.

Maybe, a couple of years down the road, when they seriously start developing Pathfinder RPG 2nd edition, they will redesign the class and make the differences between wizard and sorcerer more pronounced still. But it won't happen in PF RPG, since that is meant as a 3e revision, not a new edition or even game.

I can see the bloodlines becoming a bit more pronounced in the final game, but the class will still be all it was in 3e.


Mairkurion {tm} wrote:
So hard to choose, but bloodlines may be my favorite single development in PfRPG.

I like them, too. The sorcerer should have had something like this all along.

As I said: getting a bit more out of the lines won't hurt.


KaeYoss wrote:
Mairkurion {tm} wrote:
So hard to choose, but bloodlines may be my favorite single development in PfRPG.
I like them, too. The sorcerer should have had something like this all along.

ABSOLUTELY. As far as getting more out of them, I didn't get to play test them as much as I would have wanted--and since what I did was at low level, I'm not one to know. (Cursed fates and responsibilities!)


KaeYoss I draw exception to only one part of your otherwise excellent list: Other spellchuckers are loaded with other features too.

Druids have quite the list of other features, however for a 9 spell level progression they are probably have the smallest higher level spell choice (sorcerer's have lots to choose from, they just don't get to change that choice afterwards). Clerics have their channel energy, a total of four class abilities based on domain, and the extra spells in addition to casting in armor medium BAB and two good saves (the last part maybe a bit mechanical but it is a huge step forward from the wizard). Bards are full casters (20 caster levels) with several... *snort* class features, which cost them 3 spell levels. Wizards get several bonus feats, an arcane bond, and 'school' abilities.

Then we get to sorcerers who have also gotten some new class abilities too (which imo makes up some for not getting anything near what the wizards did to start with in 3.5), I'm not denying that, but the other casters have been getting more features than the sorcerer has up until now (at least as long as you stay 'core' beyond core and the anything goes).

I would like to add (not that it matters anymore anyways) that I think a bit more out of the bloodlines would be a good thing, but all in all they are a diffinent improvement over the original sorcerer.

The Exchange

If you have a draconic sorcerer, there is an obvious tie to the Dragon Disciple prestige class. This obviously allows a draconic sorcerer the ability to become more 'dragon-like.'

There are are prestige classes out that they deal with becoming more like a celestial, fiend, undead, elemental, or even destined or fated. Perhaps, you could select a number of these to allow in your game.

Then a player could play a straight-up sorcerer - or if they want to bloodline to be more promiment, they could take as many levels of the prestige class as they wish.

This gets around the 'rulebook space' issue. There may even be a few choices for some bloodlines - making the character feel even more unique.

There are some people on the boards that are fonts of 3e knowledge that may even be able to suggest prestige classes off the top of their heads.


Shadow13.com wrote:
However, I never felt that spontaneous casting was enough to truly distinguish them from the Wizard. In my mind, the Sorcerer and Wizard were more like variants, rather than completely separate classes.

I could see where you would get this thought, but the defining factor is versatility. A Wizard has a spellbook and a much larger quantity of spells known, what our group refers to as "The Answer Man". A Sorcerer has an answer, but it isn't always going to be appropriate for the task at hand, usually it's in the form of "KaBOOM!".

Shadow13.com wrote:
I don't feel that the bloodlines are integrated into the identity of the Sorcerer enough. At this point, I feel that the main impact the bloodlines have on the Sorcerer is more on the character's back story, physical appearance and personality, rather than on the Sorcerer's actual capabilities.{snip}Finally, make the bloodline actually have some bearing on the character’s personality once a character reaches a certain level.

This is a matter of roleplay. I currently play a level 7 Celestial Sorcerer/Aristocrat(Human), he's Chaotic Good, has Weapon Focus(Longbow) and by choice uses spells primarily based on Force, Light & Divination. (Magic missile, Chain missile, Rainbow Beam, Rainbow Blast, Truestrike, etc.) I've also always pictured/potraited him as looking almost Aasimar(planetouched). Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Each Bloodline has a similar description in two locations...
Aberrant
There is a taint in your blood, one that is alien and bizarre.
You tend to think in odd ways, approaching problems from
an angle that most would not expect. Over time, this taint
manifests itself in your physical form.


Bloodline Powers: Aberrant sorcerers show increasing
signs of their tainted heritage as they increase in level.
While these traits are simple to hide, a sorcerer can choose
to show her traits at any time.

If you feel that isn't enough, find a monster of a similar type and apply physical appearances/behaviors accordingly, like I have done above with Celestial.

Shadow13.com wrote:


As a matter of fact, many of these feats, spells, skills, etc. are rather mundane and can be chosen by a variety of other classes, so I really don't feel special by getting these traits through my chosen bloodline.

I can use Heavenly Fire (at will) to Heal OR Harm(alignment specific) and in 2 more levels(9th) I get Heavenly Wings. Also, Resistances that an 'Aasimar' has, that increase with levels, which an Aasimar's do not. Whether or not someone else is getting these through class abilities, spells or magic items... I don't care, I get them now too!

Shadow13.com wrote:


I appreciate some of the options offered, like the elemental rays or the claws, but I feel that the potential usefulness of these options is severely hindered by the Sorcerer’s natural limitations. For example, claws are a fantastic idea, but the Sorcerer’s terrible BAB severely limits the usefulness.

The Rays are all "At Will" & "Ranged Touch Attacks" and while they may SEEM useless at times, you'll be thankful for it when you're out of spells or can't hit an enemies' AC with a weapon.

The "claws" issue has been beaten to death, Jason posted numerous times in the relevent thread, so I'm sure there will be some sort of adjustments. Hopefully a 'claws sorcerer' isn't what brought this angst about. In it's current form "It's a Trap!", avoid it, move on.

Shadow13.com wrote:


I appreciate having the spontaneous spell casting and I appreciate the bloodline powers, but I don’t feel like I’m getting enough from either of these. {snip} Should I feel this dissatisfied? Am I missing or overlooking some of the more subtle benefits of the Sorcerer class?

You're unhappy with just about EVERYTHING the class has to offer, I would suggest maybe play something else. *shrug* (Just for the record, 95% of the time I play martial classes, so this isn't a fan-boy reply.)

Contributor

I have a house rule with sorcerers that most people generally like: All sorcerers get Eschew Material Component and Spell Thematics for free. However, they don't get familiars, and can't cast any spell which requires a non-eschewable material component.

It helps to make them the funky spontaneous casters that the wizards can't really understand.


Cypher Pax wrote:

If you have a draconic sorcerer, there is an obvious tie to the Dragon Disciple prestige class. This obviously allows a draconic sorcerer the ability to become more 'dragon-like.'

There are are prestige classes out that they deal with becoming more like a celestial, fiend, undead, elemental, or even destined or fated. Perhaps, you could select a number of these to allow in your game.

Um, Im not sure how much more Dragon-like a character can get, short of being half-dragon or kobold.

(See Races of the Dragon)

Draconic Bloodline...
1st: Claws, 3rd: Resists, 9th: Breath Weapon, 15th: Wings

Sounds extremely dragony-e-e to me!

Also...
Dragon Resistances (Ex): At 3rd level, you gain resist 5
against your energy type and a +1 natural armor bonus.

That bolded sentence says to me... I HAVE SCALES! Likely not HUGE scales, but think snake scales on human skin with the appropriate color tint. The last character I played was a Kobold Druid/Wizard, being Neutral Good & from Draconic Descent I made sure people knew he had "BRASS" tinted scales, as in Brass Dragon Descent. He had a fondness for sleep spells but, his focus was his mount/animal companion and sharing transmutation spells.

RPG Superstar 2011 Top 32

Kevin Andrew Murphy wrote:

I have a house rule with sorcerers that most people generally like: All sorcerers get Eschew Material Component and Spell Thematics for free. However, they don't get familiars, and can't cast any spell which requires a non-eschewable material component.

It helps to make them the funky spontaneous casters that the wizards can't really understand.

Well, all Sorcerers get the Eschew Material Component in the Beta, and only one of the Bloodlines gets a familar. :)


Gamer Girrl wrote:
Kevin Andrew Murphy wrote:

However, they don't get familiars...

Well, all Sorcerers get the Eschew Material Component in the Beta, and only one of the Bloodlines gets a familar. :)

And there's always the Feat: OBTAIN FAMILIAR (Complete Arcane pg. 81)

Requires: Knowledge(Arcana) 4 Ranks & 3rd Level Arcane Caster


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Shadow13.com wrote:
Instead of using the Sorcerer’s standard progression chart/stat block and then slapping on a bloodline template, what if the character’s stats were dictated by which bloodline he chose? What if bloodlines affected your spell selection, BAB, saving throws, CON, Skill points, weapon proficiency, etc? I think that would provide for a much more dynamic and personalized character.

For more options (not just for the sorcerer), there's always the OGL material from Unearthed Arcana (listed under Variant Rules in the d20SRD), like racial (not tied to a class) bloodlines and the battle sorcerer class variant. However, as others have stated, making each bloodline more or less a separate class defeats the whole "backwards compatibility" goal.


Abraham spalding wrote:
KaeYoss I draw exception to only one part of your otherwise excellent list: Other spellchuckers are loaded with other features too.

I didn't say that there's no spellcasters with class abilities. I said that there are spellcasters without more than a few class abilities.

Abraham spalding wrote:


Clerics have their channel energy, a total of four class abilities based on domain, and the extra spells in addition to casting in armor medium BAB and two good saves (the last part maybe a bit mechanical but it is a huge step forward from the wizard).

I could concede the armour part, but sorcerers have BAB, too.

And, to counter: Sorcerers gain eschew materials, three bloodline feats, 4 bloodline powers and 9 extra spells.

Abraham spalding wrote:


Bards are full casters (20 caster levels) with several... *snort* class features, which cost them 3 spell levels. Wizards get several bonus feats, an arcane bond, and 'school' abilities.

They're not full casters. Full caster level does not full caster level make.

Beyond that, the bard's fine. You won't be able to level cities and obliterate armies as a bard (well, not directly), but that doesn't mean it sucks.

Abraham spalding wrote:


I would like to add (not that it matters anymore anyways) that I think a bit more out of the bloodlines would be a good thing

Seems to be the chorus. And I'm not quite convinced that schools won't change from beta to final.


Speaking of aasimars: There's someone named Nualia at the door who wants to talk to you about being celestial, being good, and the connection between the two. Her claw twitches...

Kevin Andrew Murphy wrote:

I have a house rule with sorcerers that most people generally like: All sorcerers get Eschew Material Component and Spell Thematics for free. However, they don't get familiars, and can't cast any spell which requires a non-eschewable material component.

Eschew Materials has become a sorcerer bonus feat (a very widespread houserule, that), familiars are also only one of the options now.

They still can cast spells with costly materials, which I prefer (I can see why they'd shy away from those, but I think they should get something back to make up for it.)

As for spell thematics: That's a useless feat, if you ask me. In my opinion, spell customisation is part of magic and doesn't require a feat.

Scarab Sages

Kevin Andrew Murphy wrote:
I have a house rule with sorcerers that most people generally like: All sorcerers get Eschew Material Component and Spell Thematics for free. However, they don't get familiars, and can't cast any spell which requires a non-eschewable material component.

I certainly wouldn't forbid them from casting such spells.

They might choose not to, if they have a thing for fighting in the nude, but making it a hard rule would restrict their spell list even further than normal.

Eschew Materials is a feat that has varying value, depending on whether your group actually remembers to play the material component rules. A lot of groups handwave it away, as long as you have a component pouch, but there's a difference between having the right component on your person, and having it to hand.

Even if you can grab the stuff while on the move, this prevents you also swapping other gear at the same time. So, no pulling out the metamagic rod, while your only free hand is fishing for bat guano.

And the prevailing conditions can make the components difficult to use. No drawing a magic circle of sand during a gale. No swallowing a live spider during a firestorm, since the moment it comes out of the pouch, it's a dead spider.

The Exchange

I can vouch for Eschew Materials being a life-saver, along with Still Spell and Silent Spell.

I don't know if my DM would have rigidly enforced the restrictions above, but I voluntarily enforced them on myself.

Getting to the point where I could cast my 'Get Out of Poo Free' spells, with no components of any kind (V, S, or M) was a great relief.


Zurai wrote:

Never happen, for several reasons:

1. This would take up WAY too much space. Sorcerers are already the biggest class (in pure page count) in the Beta book; making each bloodline into its own class would bloat things to a ludicrous degree.

Sorry, I didn't mean to suggest a dozen different new classes, that would be a total mess.

I was really trying to suggest ONE SINGLE CLASS that could choose from several Bloodline options, similar to how the Sorcerer class is structured now. For all intensive purposes, I'll just call it the "Revamped-Sorcerer" class.

Right now, the Sorcerer class is divided between magic and the bloodlines. This sounds crazy, but I suggest completely doing away with the Sorcerer's current spell list and progression chart. This new proposed class would just have the bloodlines and the magic/abilities bequeathed by each. The Revamped-Sorcerer would only have access to spells that were allowed by his bloodline, but he could still cast these spells spontaneously.

Yes, this probably would increase the page count by a little bit, but not by too much since most of the bloodlines are already pretty fleshed out. If each bloodline had its own stat block, that would probably be enough.

The Revamped-Sorcerer could still be the freewheeling spellcaster and "blaster" that he is now, but his spells and capabilities would be dictated by his bloodline.


I've seen some great input and suggestions so far. The sorcerer is one of my favorite classes, but maybe I just haven't been creating versatile characters.

What are some of the Sorcerer builds that you've been playing with?
Stats? Bloodlines? Spells?
What is your playing style with the Sorcerer?
Tips/hints for maximizing buffs and effectiveness?

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Shadow13.com wrote:

Sorry, I didn't mean to suggest a dozen different new classes, that would be a total mess.

I was really trying to suggest ONE SINGLE CLASS that could choose from several Bloodline options, similar to how the Sorcerer class is structured now. For all intensive purposes, I'll just call it the "Revamped-Sorcerer" class.

Right now, the Sorcerer class is divided between magic and the bloodlines. This sounds crazy, but I suggest completely doing away with the Sorcerer's current spell list and progression chart. This new proposed class would just have the bloodlines and the magic/abilities bequeathed by each. The Revamped-Sorcerer would only have access to spells that were allowed by his bloodline, but he could still cast these spells spontaneously.

Yes, this probably would increase the page count by a little bit, but not by too much since most of the bloodlines are already pretty fleshed out. If each bloodline had its own stat block, that would probably be enough.

The Revamped-Sorcerer could still be the freewheeling spellcaster and "blaster" that he is now, but his spells and capabilities would be dictated by his bloodline.

That's not a Sorcerer, that's a Warlock. Pathfinder is supposed to be backward compatible, and you completely ruin every previously published stat block for a sorcerer if you take away casting. As it is, you only have to add the appropriate bloodline. Adding is esier than subtracting.

Also, it doesn't matter if it is 'officially' one class or not. Page count doesn't care about taxonomy: it cares about content. If you need nearly a class worth of text for each bloodline, it might as well be different classes.

I do wish Sorcerers were more different from Wizards. Hell, I'd support making the Sorcerer and Wizard spell lists not identical, if I thought it had any hope of, you know, happening. But I'd still make them casters.


Ross Byers wrote:
Also, it doesn't matter if it is 'officially' one class or not. Page count doesn't care about taxonomy: it cares about content. If you need nearly a class worth of text for each bloodline, it might as well be different classes.

Good point!

Ross Byers wrote:


I do wish Sorcerers were more different from Wizards. Hell, I'd support making the Sorcerer and Wizard spell lists not identical, if I thought it had any hope of, you know, happening. But I'd still make them casters.

Agreed. I like the separation between the Fighter, Paladin, Barbarian & Cleric. You really feel the distinct role that each of those classes brings to the table. It would be great if we could get the Wizard/Sorcerer relationship to that level as well.


Shadow13.com wrote:

I appreciate some of the options offered, like the elemental rays or the claws, but I feel that the potential usefulness of these options is severely hindered by the Sorcerer’s natural limitations. For example, claws are a fantastic idea, but the Sorcerer’s terrible BAB severely limits the usefulness.

What are you talking about? Claws are amazingly useful! You can open wine bottles, beer cans, tap kegs . . .

"And now let us look at grain, which any fool can bake and eat. But God has given it a higher purpose . . .Beer!"
~Friar Tuck


. . .making emergency exits in tents, swiftly dealing with the frustrations of laces, running them over chalk boards, drawing maps in the sand, intimidation during interrogations . . .


Not to mention that you never need cutlery!


Balor wrote:
. . .making emergency exits in tents, swiftly dealing with the frustrations of laces, running them over chalk boards, drawing maps in the sand, intimidation during interrogations . . .

... picking your nose, pulling our splinters, scratching those "hard to reach" areas...

The possibilities are endless!

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Shadow13,

I'd suggest writing up your varient sorcerer ideas and putting them on a website, either like google docs or a real website. Taking advantage of the fansite rules, you can give your ideas form and let us see where you're going.

It saves Paizo deadtree space, and throws your work out there.


Matthew Morris wrote:

Shadow13,

I'd suggest writing up your varient sorcerer ideas and putting them on a website, either like google docs or a real website. Taking advantage of the fansite rules, you can give your ideas form and let us see where you're going.

It saves Paizo deadtree space, and throws your work out there.

I wouldn't trust myself to make balanced bloodline trees. I could probably come up with some neat ideas, but I'm sure they would definitely be over/underpowered. Someone with more expertise could probably do a much better job at it.

It does sound kind of fun, though. I may eventually take a stab at it when I'm not so busy. In the meantime, if anybody else wants to take a shot at it, feel free. It could be quite an interesting project.


Hey, i wasn't sure if this idea deserved its own thread, and it fits in with the idea of tweaking the sorcerer class, I guess.
What about a house rule that would allow Spectral Hand to transmit bloodline touch powers as well as touch based spells? I know this won't help those who have claws, but it would help some others.


Some interesting ideas here.

But even if it were not too late to change the Sorc before the Pathfinder rules are oficially published, they still would not implement something this drastic for one major reason I haven't seen yet:

Backwards-compatibility.

Paizo wants us to be able to play Pathfinder and pick up any 3.5 dungeon, splat book, etc., and know that it is compatible enough that we can easily play.

You start redesigning entire spell lists, and you're throwing backwards-compatibility right out the window.

That said, I like the idea of rewriting the sorc to be more interesting.


Tallghost wrote:

Hey, i wasn't sure if this idea deserved its own thread, and it fits in with the idea of tweaking the sorcerer class, I guess.

What about a house rule that would allow Spectral Hand to transmit bloodline touch powers as well as touch based spells? I know this won't help those who have claws, but it would help some others.

I dig it. That's similar to the Aberrant bloodline with stretchy limbs.

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