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Your Adaptable Magic feat is interesting, but it falls victim to the same thing I mentioned much earlier in the thread, it's VERY weak compared to similar options that prepared spellcasters gain to offset the weaknesses inherent in their spellcasting abilities. For example, look at the bonded item power that lets you cast any spell in your spellbook once per day, even if it is not prepared. Because there is no limit to the amount of spells that can be in a wizard's spellbook, this allows much more flexibility than simply letting a sorcerer choose one spell (for life) that he'll be able to add to his spells known list.

Fnipernackle |

Your Adaptable Magic feat is interesting, but it falls victim to the same thing I mentioned much earlier in the thread, it's VERY weak compared to similar options that prepared spellcasters gain to offset the weaknesses inherent in their spellcasting abilities. For example, look at the bonded item power that lets you cast any spell in your spellbook once per day, even if it is not prepared. Because there is no limit to the amount of spells that can be in a wizard's spellbook, this allows much more flexibility than simply letting a sorcerer choose one spell (for life) that he'll be able to add to his spells known list.
i understand, but it is from ANY list that you want, and a wizard also has to spend resources to get those spells in his spellbook, via money or leveling, and he can only hold spells that are from his spell list. plus i didnt write that feat ;)

Fnipernackle |

CunningMongoose |

ok. i added the Bloodline Extraction feat, as well as a version of Flexible Caster and an Improved Flexible Caster feat to the Sigils and Talents PDF. I also listed those who contributed to the list of authors/credits at the end.
as for Kthulhu's Magical Artistry feat, we have already created a feat in the PDF called Adaptable Magic.
Nice! Would be awsome to list, next to each feat, one ore more bloodline who could get it as a bloodline feat.

Fnipernackle |

Fnipernackle wrote:Nice! Would be awsome to list, next to each feat, one ore more bloodline who could get it as a bloodline feat.ok. i added the Bloodline Extraction feat, as well as a version of Flexible Caster and an Improved Flexible Caster feat to the Sigils and Talents PDF. I also listed those who contributed to the list of authors/credits at the end.
as for Kthulhu's Magical Artistry feat, we have already created a feat in the PDF called Adaptable Magic.
Bloodline feats, I'm sorry to say, are set in stone and all of them are feats from the CRB. The only way ill do something with bloodline feats are alternate lists, which ill add gladly is someone wants to write them up.

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Either way here are some suggestions for sorcerer options...
Planar Arcanist ( Archetype)
These innate souls are sensitive to an ongoing war on the material plane between good and evil.
Alignment: A Planar Arcanist can only be of a good or evil alignment.
Spells: Planar Arcanist cast bloodline spells using a lower level slot but all non-bloodline spells require and extra slot of the same level to cast the spell.
Focused energy (Sp): At 1st level a Planar Arcanist may sacrifice a spell slot to throw a ball of divine energy that does 1d6 plus 1d6 per spell level sacrificed as a ranged touch attack in a 30ft increment. This is an attack action. With this effect good Planar Arcanist only affect evil creatures and evil Planar Arcanist only affect good creatures.
Planar Transformation Form (Sp): ): At 6th level the Planar Arcanist gains the creates a version of himself using the Half-Celestial (if good) or Half-Fiendish (if evil) template. Only difference is, instead of gaining spell-like abilities the in transformation for the abilities are bloodline spells. Once per day as a swift action Planar Arcanist may sacrifice a spell slot to take this outsider form for a number of rounds equal to twice the level of the spell slot sacrificed. At 11th level and every 5 levels afterwards the Planar Arcanist can transform 1 extra time a day.
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Eldritch embrace : feat
Prerequisite: Eldritch Heritage, Spontaneous spell caster
Benefit: When gaining a bloodline through Eldritch Heritage you also gain the bloodline spells

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... I'm alwqays willing to update the pdf so long and new and interesting ideas come about...
In that case...
Bloodline Backlash: Feat
Prerequisite: The ability to cast bloodline spells
Benefit: If you take damage or an effect from a spell on your bloodline list you can cast that same spell back to the source, granted you have an available spell slot to do so.
Improved Bloodline Backlash: Feat
Prerequisite: Bloodline Backlash
Benefit: If you take damage or an effect from a spell that is of the same class and level as a spell on your bloodline list you can cast the bloodline spell of the same class back to the source, granted you have an available spell slot to do so.
Shared Blood : (Teamwork feat)
Prerequisite: The ability to cast bloodline spells
Benefit: If you are within 30ft of an ally with this each of you can share bloodlines spells as if you each had the others list of bloodline spells in addition to your own. This feat still works if host of the bloodline is unconscious.
Improved Shared Blood : (Teamwork feat)
Prerequisite: Shared Blood
Benefit: When using Shared Blood you can also share spell slots. This feat still works if host of the bloodline is unconscious.
Mundane Eldritch Sentient : (feat)
Prerequisite: Access to bloodline feat
Benefit: Gain bloodline feats without having the Prerequisites.
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Blood Marked Sorcerer( Archetype)
Spells: . A Blood Marked Sorcerer cast bloodline spells using one level lower slot than the spell's normal slot. Non-bloodline spells require one slot higher than the spells normal slot. A Blood Marked Sorcerer gains bloodline spells 2 levels sooner than normal.
Bloodline Advancement: A Blood Marked Sorcerer can use bloodline powers that require a standard action as a free action and for powers that do not require a standard action the Blood Marked Sorcerer treats his sorcerer level as being 2 levels higher.

Fnipernackle |

Fnipernackle wrote:... I'm alwqays willing to update the pdf so long and new and interesting ideas come about...In that case...
Bloodline Backlash: Feat
Prerequisite: The ability to cast bloodline spells
Benefit: If you take damage or an effect from a spell on your bloodline list you can cast that same spell back to the source, granted you have an available spell slot to do so.Improved Bloodline Backlash: Feat
Prerequisite: Bloodline Backlash
Benefit: If you take damage or an effect from a spell that is of the same class and level as a spell on your bloodline list you can cast the bloodline spell of the same class back to the source, granted you have an available spell slot to do so.Shared Blood : (Teamwork feat)
Prerequisite: The ability to cast bloodline spells
Benefit: If you are within 30ft of an ally with this each of you can share bloodlines spells as if you each had the others list of bloodline spells in addition to your own. This feat still works if host of the bloodline is unconscious.Improved Shared Blood : (Teamwork feat)
Prerequisite: Shared Blood
Benefit: When using Shared Blood you can also share spell slots. This feat still works if host of the bloodline is unconscious.Mundane Eldritch Sentient : (feat)
Prerequisite: Access to bloodline feat
Benefit: Gain bloodline feats without having the Prerequisites.
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Blood Marked Sorcerer( Archetype)
Spells: . A Blood Marked Sorcerer cast bloodline spells using one level lower slot than the spell's normal slot. Non-bloodline spells require one slot higher than the spells normal slot. A Blood Marked Sorcerer gains bloodline spells 2 levels sooner than normal.
Bloodline Advancement: A Blood Marked Sorcerer can use bloodline powers that require a standard action as a free action and for powers that do not require a standard action the Blood Marked Sorcerer treats his sorcerer level as being 2 levels higher.
im not sure i understand the improved bloodline backlash. seems like a more difficultly worded version of its predessesor.
the archetype needs to say a swift action, rather than free, since you can do almost infinite free actions a turn, regardless of whos turn it is. also, i wouldnt take it, but thats not cause of the archetype. its cause i hate some of the spells that bloodlines give you (still havent figured out how to use the dream spell i cant seem to change).
im thinking bout writing up a feat that allows you to pick a new spell in place of a bloodline spell, but itll be gms discretion and you must provide a solid reason why your bloodline has access to that spell. i may save these and start a new thread for a sigils and talents part 2.
also for the archetype, you may consider giving them medium BAB progression, since their main offensive capability is their spells and youre giving a lot of that up. i would also give them base abilities or maybe a feat chain that allows some of the offensive power you get from the bloodline that do crappy damage get better.
i also dont care too much for most of the bloodlines due to half of them grant natural weapons. the last place im gonna be is in melee by my own doing, and its not like id hit with them anyways without a lot of spell guidance. it makes sense for dragon bloodline sorcerers, but not all, and thats only for those who are going into dragon disciple. yet paizo is not big on multiclassing and prestige classes so idk why they did that. i may also add a feat that allows you to take a different bloodline power from a different bloodline so long as you can tie it in to yours (i.e. the same prereqs as the other feat i mentioned) or add in BRAND NEW bloodline powers and list what bloodlines can take them instead of the regular ones. the talents will still be useful for those who want something other than bloodline powers. so many ideas, but not enough examples of them.

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I'll clean it up (it's suppose to be "school of magic" not "class")and get back to you.
im thinking bout writing up a feat that allows you to pick a new spell in place of a bloodline spell, but itll be gms discretion and you must provide a solid reason why your bloodline has access to that spell. i may save these and start a new thread for a sigils and talents part 2.
I thought of being able to select a spell that a creature linked to that bloodline can cast in the bestiary. Example if somone selects the Abyssal bloodline, with this feat the character can select a spell that a Demon has in the bestiary in place of the bloodline spell.

Fnipernackle |

I'll clean it up (it's suppose to be "school of magic" not "class")and get back to you.
Quote:I thought of being able to select a spell that a creature linked to that bloodline can cast in the bestiary. Example if somone selects the Abyssal bloodline, with this feat the character can select a spell that a Demon has in the bestiary in place of the bloodline spell.
im thinking bout writing up a feat that allows you to pick a new spell in place of a bloodline spell, but itll be gms discretion and you must provide a solid reason why your bloodline has access to that spell. i may save these and start a new thread for a sigils and talents part 2.
the only problem with that is if said monster doesnt have any spell or spell like abilities in which are of the level of spell you are about to obtain. plus, you have to go through the bestiarys, which some people dont have and players, like myself, dont care to do in case they get spoiled on what a monster does. but since the feat is gonna need gm discretion, he can do that instead.

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IT's cleaned up a bit but I think the wording and what I'm trying to say is comming across better
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Eldritch embrace: feat
Prerequisite: Eldritch Heritage, Spontaneous spell caster
Benefit: When gaining a bloodline through Eldritch Heritage you also gain the bloodline spells
Bloodline Backlash: Feat
Prerequisite: The ability to spontaneously cast bloodline, domain, or mystery spells
Benefit: If you take damage or an effect from a spell on your bloodline, domain, or mystery list you can cast that same spell back to the source as an immediate action, granted you have an available spell slot to do so.
Improved Bloodline Backlash: Feat
Prerequisite: Bloodline Backlash
Benefit: If you take damage or an effect from a spell that is of the same school of magic as a spell on your bloodline, domain, or mystery list you can cast the bloodline, domain, or mystery spell back to the source as an immediate action, granted you have an available spell slot to do so.
Shared Blood : (Teamwork feat)
Prerequisite: The ability to cast bloodline spells
Benefit: If you are within 30ft of an ally with this each of you can share bloodlines spells as if you each had the others list of bloodline spells in addition to your own. This feat still works if host of the bloodline is unconscious.
Improved Shared Blood : (Teamwork feat)
Prerequisite: Shared Blood
Benefit: When using Shared Blood you can also share spell slots. This feat still works if host of the bloodline is unconscious.
Mundane Eldritch Sentient:
Prerequisite: Access to bloodline feat
Benefit: Gain bloodline feats without having the Prerequisites.
Arcane Travel:
Prerequisite: Arcane spell caster 6th level
Benefit: As a swift action you may sacrifice a prepared spell or spell slot and teleport 10 feet for every level of the spell that was sacrificed
Reliant Channel Energy:
Prerequisite: A power that requires a ranged touch attack that does one die of damage
Benefit: As a standard action sacrifice 3 uses of a power that requires a ranged touch attack and does one die of damage to channel energy like a cleric using the level of the class that grants the ability as the effective cleric level. Rather than positive or negative energy damage the type and effect of the damage is the type and effect of the power in the perquisite. ***Note: This feat may not be taken if the power that requires a ranged touch attack doing one die of damage has unlimited uses ***
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Planar Arcanist (Archetype)
These innate souls are sensitive to an ongoing war on the material plane between good and evil.
Alignment: A Planar Arcanist can only be of a good or evil alignment.
Domain: A Planar Arcanist gains a domain that does not conflict with their alignment. This domain uses their charisma as the key attribute and their Planar Arcanist level as their cleric level.
Spells: Planar Arcanist cast bloodline and domain spells using a lower level slot but all non-bloodline spells require and extra slot of the same level to cast the spell.
Focused energy (Sp): At 1st level a Planar Arcanist may sacrifice a spell slot to throw a ball of arcane energy that does 1d6 plus 1d6 per spell level sacrificed as a ranged touch attack in a 30ft increment. This is an attack action. With this effect good Planar Arcanist only affect evil creatures and evil Planar Arcanist only affect good creatures.
Planar Transformation Form (Sp): At 6th level the Planar Arcanist gains a created a version of himself using the Half-Celestial (if good) or Half-Fiendish (if evil) template. Only difference is, instead of gaining spell-like abilities the in transformation for the abilities are bloodline spells. Once per day as a swift action Planar Arcanist may sacrifice a spell slot to take this outsider form for a number of rounds equal to twice the level of the spell slot sacrificed. While in Planar Transformation Form 1st level domain and bloodline powers are swift actions. At 11th level and every 5 levels afterwards the Planar Arcanist can transform 1 extra time a day.
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Blood Marked Sorcerer( Archetype)
Spells: A Blood Marked Sorcerer cast bloodline spells using one level lower slot than the spell's normal slot. Non-bloodline spells require one slot higher than the spells normal slot. A Blood Marked Sorcerer gains bloodline spells 2 levels sooner than normal.
Bloodline Advancement: A Blood Marked Sorcerer can use bloodline powers that require a standard action as a swift action and for powers that do not require a standard action the Blood Marked Sorcerer treats his sorcerer level as being 2 levels higher.
At 1st level a Blood Marked Sorcerer gains arcane blast and is also able to use this feat on 0-level spells
At 4th level Blood Marked Sorcerer gains a bloodline feat or another feat that list a bloodline feat as its prerequisite. A Blood Marked gains a bloodline feat every for levels after 4th. (This replaces bloodline feats)
At 8th level as a full round action once per day a Blood Marked Sorcerer can cast spells several spells with their levels totaling up to ½ the Blood Marked Sorcerer’s level and cannot cast more spells than their Charisma modifier this way. (O-level spells cannot be used in this ability)

Goblin Taskmaster |

Hello to all. I'm from Peru, and this is mi first post (also my english is out of practice), so well please be gentle XD .
I'm the dungeon master in this Pathfinder game were having with my friends (this is their first time playing any rpg) and two of them choose to be sorcerers (draconic and arcane bloodlines respectively), but apart from the extra spells they don't feel anything diferent for using one or another bloodline (also there's the thing that some powers like the claws are useless).
So I have being thinking and reading a lot of your ideas and I was wondering I any of you could help me design a couple of sorcerer archetypes I've imagined.
For example:
Cursed Sorcerer: A sorcerer with an oracle's curse (it balances itself prety well I believe, and being the divine equivalent it's not so weird isn't it?)
Bloodpact sorcerer (gets a familiar acording to its bloodline that can melt into his body/blood)loose first level bloodline power.
Rejected sorcerer: An outcast from society, gets only daggers as a weapon proficiency and poison use and survival or knowledge(nature) as a bons skill (because he has to survive outside society he doesn't know to use weapons and defense himself debuffing his opponents with poison), gets a -X (I don't know how much would be appropiate) to his charisma-based skillss (so he is a powerful de-buffer and spellcaster but can't asume the "leader" role in the party)
Cursed Blood sorcerer: sorcerer that cannot bear having and outsider's blood in his body, recieves some kind of problem (like having a % chnce of misfiring the spell) but his spells are soehow more potent (perhaps by adding a minor metamagic quality at early levels, and at high levels he can control himself pretty well). This one makes me remember the old D&D comic, in which an elf sorceress got his hands cristalized every time she casted spells.
Magic-sense sorcerer: Magic is so strong in your body it affects your senses. You havo to block your view (you are blinded) but can see magic in the world (constant detect magic, bonus to spellcraft to identify spells, at high levels true seing and perhaps magic sense or something similar to blind-sense). This is like the boy in Neil Gayan's The Books of Magic, that in the later comics gets the ability to see the magic and track magical effects.
Also , like the tattoed sorcerer, and the sigils in the Sorcerer Aid (its great work guys in totally including it in my game), there should be something like Blood-Infusions (to gain spells that you don't know or something like it) and scarifications (well a scar is made of solid blood isn't it?)
The thing for me is that you have to give something to gain something, so you can have extra power by balancing it with something else. And the archetypes don't mess with the bloodlines so pretty much any sorcerer can take them (perhaps certain archetypes can be taken only by certain bloodlines, like the rejected sorcerer that shold have abyssal or a similar bloodline to get rejected in the first time), but are somehow related to blood (which is the essence of the sorcerer). I'm trying to give this ideas a try, but I really need help (the only reason I'm the dungeon master is because none of my friend wanted to read the rules), so I'l be thankful is someone can give a hand (or perhaps use my ideas and improve them for the sorcerer aid)
Thanks!!!