A new guide! "Magic in the Blood: A guide to Sorcerer Bloodlines"


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Here's the link guys. I hope you like it! It's not finished yet, but I have enough on there that I thought people would want to start looking at it.

Magic in the Blood


Really good guide.

Looking forward to seeing the rest of it.

I have a question though. At least two bloodlines, Abyssal and Orc give a scaling inherent bonus to strength at 9th level.

If you were one of those, and took Eldritch Heritage enough to get the 9th level power for the other, would they stack?

And I guess the same applies to using a tome, since it gives an inherent bonus as well.

Probably doesn't, which makes that feature a little less interesting.

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sunbeam wrote:

Really good guide.

Looking forward to seeing the rest of it.

I have a question though. At least two bloodlines, Abyssal and Orc give a scaling inherent bonus to strength at 9th level.

If you were one of those, and took Eldritch Heritage enough to get the 9th level power for the other, would they stack?

And I guess the same applies to using a tome, since it gives an inherent bonus as well.

Probably doesn't, which makes that feature a little less interesting.

Nope, inherent bonuses from different sources wouldn't stack. However, it lets you get a higher inherent bonus than you normally could (+5 is the max you can get with tomes). Instead, I would consider combining the Strength and Constitution bonuses from Pit-touched and Abyssal. Sadly, you can't do that since you can't go Crossblooded with one regular bloodline and one Wildblooded.


Looks good so far. Are you going to go over combos with cross-blooded archetype?

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Zephyr_42 wrote:
Looks good so far. Are you going to go over combos with cross-blooded archetype?

Yep, I'll definitely be doing that, and also I'll be adding a paragraph about how the Crossblooded archetype is no longer nearly as horrible as it used to be, now that there are some items that let you learn new spells (the Page and Ring of Spell Knowledge, from Ultimate Equipment).

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

One thing that's wrong in your preamble though.

Until about ten years ago, the word sorcerer was mainly used as an invective against any worker of magic. The idea that it described a particular kind of spellcaster isn't more than a decade or so old.

Silver Crusade RPG Superstar 2014 Top 16

LazarX wrote:

One thing that's wrong in your preamble though.

Until about ten years ago, the word sorcerer was mainly used as an invective against any worker of magic. The idea that it described a particular kind of spellcaster isn't more than a decade or so old.

Fair enough :-P


Would you consider discussing the best fit bloodlines for archetypes e.g. Tattooed Sorcerer loses the 1st and 9th level bloodline powers - which makes it a great fit with the Sage bloodline - getting your familiar back...Seeker loses the 3ed level and 15th level bloodline powers. Razmiran Priest loses the 9th level power.


Wow. So far Im loving the guide. Kudos for attempting to work on something so varied and scattered. Just trying to match up the wildblooded bloodlines to there counterparts is frustrating enough and this should help tremendously. Looking forward to seeing more!

Edit: You are even hyperlinking them all! Wow thats thorough! Gj and Good luck!


IEH:Arcane is also super useful for Summoners, Bards and Oracles, as it allows them to add Sorcerer spells to their spell list.

Silver Crusade RPG Superstar 2014 Top 16

deuxhero wrote:
IEH:Arcane is also super useful for Summoners, Bards and Oracles, as it allows them to add Sorcerer spells to their spell list.

Hey, that's a great catch! That's going in right now!


Greetings, fellow traveller.

I really like your guide. What I noticed is, that you rate [i]wish[/] as sky blue in the arcane bloodline and blue in e. g. draconic, maybe you want to change that.

Concerning fey bloodline: laughing touch requires a melee touch attack (and is mind-affecting), but combined with fleeting glance you can deliver a nasty debuff with no save. If timed right, your glass cannons get a full round to mess with a more or less incapacitated BBEG - not too bad, I'd say.
On the other hand, while I, too, really like DR/10 cold iron and you can use it for a lot of fluff situations, it is not really that good, as it can be bypassed pretty easily at the level this power is gained.
Also, I'd add a caution, that this bloodline loses a lot of effectiveness in an undead or mostly mindless monster heavy campaign.

Again, cool guide and thanks for all the work!

Ruyan.


Well you sold me on the Aquatic bloodline. It looks quite powerful, even in a desert campain.
Just a heads up you missed the arcana for Djinni and misspelled sorcerer in the second line of the guide! A few other minor mistakes but its shaping up to be a great guide, cant wait till you get to ork.

Also, when you get to ork, you might want to look up Optimistic Gambler and Quicken Spell Like Ability can create a huge damage boost for any character willing to spend the feats. Even if all you took was the basic eldritch heritage, +X to your to hit and damage for 2-5 turns at a time is huge and this works quite well for the barbarian (both increased to hit, damage, str, and size bonuses if you go the whole nine yards) gaining massive damage.

I would also love to hear your opinion on the rakshasa for a bluffer and pestilence/undead bloodlines for their ability to affect vermin/undead with mind effecting spells.

By far my two favorites are ork and bedrock, but now I have to add aquatic to that list!


Yeah, one (comparatively minor) problem I noticed regarding your description of the Aquatic bloodline is that water elementals are complete garbage as summons: Out of the water they suck because of the Water Mastery ability (-4 to attack and damage rolls if elemental or opponent is on land) whereas in the water they ALSO suck because the RAW rather inconveniently fail to make allowances for aquatic creatures with bludgeoning attacks - that is to say they take -2 to hit and deal half damage when in the water. Barring some errata or obscure rule I am unfamiliar with.


Ok, for the Arcane Bloodline, where did “Sage Arcana” come from? I see it is in brackets, does that mean it was an addition in another book?


Well, I just had to see what you put down for Draconic... Um... Well... it's not quite done. You didn't finish your Breath Weapon sentence. I think you were going to say that since it isn't a spell it doesn't get your +1 per die from the Arcana. Yeah, that kind of sucks. But it is also twice a day for Dragon Disciples, of which I know a few things.

Also, this might be just a little suggestion, but you could make a rating or something of how compatible a Tattooed Sorcerer would be with any of the particular bloodlines as well. Giving up your first and ninth level bloodline powers for better options can really help a bloodline out.

A feat that is pretty awesome for bloodlines is Sorcerous Bloodstrike. This works especially well for a blaster. I also think it would work with something like Dragon Form I or similar polymorph action, but that's my opinion.

Another thing you should mention is Robes of Arcane Heritage. Who wants all of their powers 4 levels early? Me! Who wants their capstone at 16th level? Me! Who wants cookies for breakfast? Me! But I'm not getting that last one. Sigh.

Silver Crusade RPG Superstar 2014 Top 16

Hobbun wrote:
Ok, for the Arcane Bloodline, where did “Sage Arcana” come from? I see it is in brackets, does that mean it was an addition in another book?

It's the arcana that you get when you use the Wildblooded version of the Arcane bloodline, which is called "Sage". It's from Ultimate Magic, I believe.


Nice guide, you came upon a few things I hadn't previously thought of, despite being an avid reader of sorceror bloodlines.

It may be superfluous, but you could mention that Crossblooded also has the drawback of delaying your access to new spell levels by 1, since you don't get to know 2nd level spells before level 5, and so on (so you're TWO spell levels behind a wizard). I don't think everyone notice that.

You could mention the awesome Robes of Arcane Heritage somewhere. They might help make some bloodline powers more useful/viable, either through directly increasing their power or granting early entry (ex. the viability of a power like Alien Resistance could be much greater with an extra +4 to the SR, since it makes it much more likely to work against equivalent-level enemies).

There are only a few of your power assessments I disagree with.

First, I think you're underrating Laughing Touch. Unlike many similar powers it has neither a HD limit nor a save. This makes it a very efficient way of taking even extremely powerful enemies out of the fight for a round. SR still applies, but eventually you'll have Fey Magic for that.
Touch range is a drawback, though, but invisibility should help with that (thus it synergizes with Fleeting Glance too).

Second, I think you're overrating Eye of Somnus when making it sky blue. You list a lot of advantages, and then casually mention that its only drawback is that it only works on creatures with less than 10 HD. But I would think this very drawback makes the power almost entirely useless for offense, as you're not really going to meet many HD <10 creatures at lvl 15+.

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Oterisk wrote:

Well, I just had to see what you put down for Draconic... Um... Well... it's not quite done. You didn't finish your Breath Weapon sentence. I think you were going to say that since it isn't a spell it doesn't get your +1 per die from the Arcana. Yeah, that kind of sucks. But it is also twice a day for Dragon Disciples, of which I know a few things.

Also, this might be just a little suggestion, but you could make a rating or something of how compatible a Tattooed Sorcerer would be with any of the particular bloodlines as well. Giving up your first and ninth level bloodline powers for better options can really help a bloodline out.

A feat that is pretty awesome for bloodlines is Sorcerous Bloodstrike. This works especially well for a blaster. I also think it would work with something like Dragon Form I or similar polymorph action, but that's my opinion.

Another thing you should mention is Robes of Arcane Heritage. Who wants all of their powers 4 levels early? Me! Who wants their capstone at 16th level? Me! Who wants cookies for breakfast? Me! But I'm not getting that last one. Sigh.

I think I'll do a "suggested feats and items" paragraph at some point in the future and include several of those suggestions. Right now I'm trying to get through all the bloodlines first. Thanks for your input!

Silver Crusade RPG Superstar 2014 Top 16

Corlindale wrote:

Nice guide, you came upon a few things I hadn't previously thought of, despite being an avid reader of sorceror bloodlines.

It may be superfluous, but you could mention that Crossblooded also has the drawback of delaying your access to new spell levels by 1, since you don't get to know 2nd level spells before level 5, and so on (so you're TWO spell levels behind a wizard). I don't think everyone notice that.

You could mention the awesome Robes of Arcane Heritage somewhere. They might help make some bloodline powers more useful/viable, either through directly increasing their power or granting early entry (ex. the viability of a power like Alien Resistance could be much greater with an extra +4 to the SR, since it makes it much more likely to work against equivalent-level enemies).

There are only a few of your power assessments I disagree with.

First, I think you're underrating Laughing Touch. Unlike many similar powers it has neither a HD limit nor a save. This makes it a very efficient way of taking even extremely powerful enemies out of the fight for a round. SR still applies, but eventually you'll have Fey Magic for that.
Touch range is a drawback, though, but invisibility should help with that (thus it synergizes with Fleeting Glance too).

Second, I think you're overrating Eye of Somnus when making it sky blue. You list a lot of advantages, and then casually mention that its only drawback is that it only works on creatures with less than 10 HD. But I would think this very drawback makes the power almost entirely useless for offense, as you're not really going to meet many HD <10 creatures at lvl 15+.

Per yours and Osterisk's suggestion, I added a line to the Fey bloodline's invisibility power stating that it synergizes with Laughing Touch, but I don't think I can rate it higher only because you don't get the invisibility for a long time. I also added a line to Eye of Somnus about how it's not going to work on the BBEG, and I made it green.


cartmanbeck wrote:
I think I'll do a "suggested feats and items" paragraph at some point in the future and include several of those suggestions. Right now I'm trying to get through all the bloodlines first. Thanks for your input!

Fair enough. Have fun writing your guide. I know I did.

Liberty's Edge

For melee sorcerers, Dragon Disciple is indeed cool, however, Eldritch Knight is a valid way to go as well (especially combined with a 2 or 4 level Paladin dip), and synchronizes well with some of the more melee focused bloodlines. It's a common enough idea that it should likely be noted somewhere.

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Deadmanwalking wrote:
For melee sorcerers, Dragon Disciple is indeed cool, however, Eldritch Knight is a valid way to go as well (especially combined with a 2 or 4 level Paladin dip), and synchronizes well with some of the more melee focused bloodlines. It's a common enough idea that it should likely be noted somewhere.

While Eldritch Knight is definitely valid and well-used, it doesn't fit into this guide quite as easily as Dragon Disciple does, only because you can use any bloodline with it, so it would work for any of the melee-focused ones. I'll try to find a good place for a quick blurb about it though.


Corlindale wrote:

First, I think you're underrating Laughing Touch. Unlike many similar powers it has neither a HD limit nor a save. This makes it a very efficient way of taking even extremely powerful enemies out of the fight for a round. SR still applies, but eventually you'll have Fey Magic for that.

Touch range is a drawback, though, but invisibility should help with that (thus it synergizes with Fleeting Glance too).

I play a Fey Bloodline sorcerer and by far the best thing I've been able to do with laughing touch is get out of grapples with it, which is a lifesaver as far as I'm concerned.


Just to add to the combo of fleeting glance and laughing touch which
I pointed out quite early in this thread: the versatility of applying this debuff is huge.
It gives your party the possibility of 1 round of messing with the BBEG in all possible ways, or to receive a necessary buff/heal, escape a grapple etc. I would almost compare it to a timestop - almost. Or paralysis.

Ruyan.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
cartmanbeck wrote:
deuxhero wrote:
IEH:Arcane is also super useful for Summoners, Bards and Oracles, as it allows them to add Sorcerer spells to their spell list.
Hey, that's a great catch! That's going in right now!

No you don't get to add those spells to your spell list. Your sorcerer spell list is tracked completely separately.

Silver Crusade RPG Superstar 2014 Top 16

LazarX wrote:
cartmanbeck wrote:
deuxhero wrote:
IEH:Arcane is also super useful for Summoners, Bards and Oracles, as it allows them to add Sorcerer spells to their spell list.
Hey, that's a great catch! That's going in right now!
No you don't get to add those spells to your spell list. Your sorcerer spell list is tracked completely separately.

If you are using it with Eldritch Heritage, you don't have a Sorcerer spell list, so it would add them to whatever your current spellcaster list is. Unless this has been clarified by devs?

Edit: Eldritch Heritage, not Arcane Heritage

Grand Lodge

Nice work on this.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
cartmanbeck wrote:
LazarX wrote:
cartmanbeck wrote:
deuxhero wrote:
IEH:Arcane is also super useful for Summoners, Bards and Oracles, as it allows them to add Sorcerer spells to their spell list.
Hey, that's a great catch! That's going in right now!
No you don't get to add those spells to your spell list. Your sorcerer spell list is tracked completely separately.

If you are using it with Eldritch Heritage, you don't have a Sorcerer spell list, so it would add them to whatever your current spellcaster list is. Unless this has been clarified by devs?

Edit: Eldritch Heritage, not Arcane Heritage

The way I see it, that form of Eldritch Heritage is useless to a character that's not a sorcerer from a different bloodline.

Silver Crusade RPG Superstar 2014 Top 16

LazarX wrote:
cartmanbeck wrote:
LazarX wrote:
cartmanbeck wrote:
deuxhero wrote:
IEH:Arcane is also super useful for Summoners, Bards and Oracles, as it allows them to add Sorcerer spells to their spell list.
Hey, that's a great catch! That's going in right now!
No you don't get to add those spells to your spell list. Your sorcerer spell list is tracked completely separately.

If you are using it with Eldritch Heritage, you don't have a Sorcerer spell list, so it would add them to whatever your current spellcaster list is. Unless this has been clarified by devs?

Edit: Eldritch Heritage, not Arcane Heritage

The way I see it, that form of Eldritch Heritage is useless to a character that's not a sorcerer from a different bloodline.

Well, like I said in the guide, I will give both sides of a controversial rule like this, so I'll add a quick note that it is probably unintended.


Dotting for future reference. This guide is awesome.

Silver Crusade RPG Superstar 2014 Top 16

Gobo Horde wrote:

Well you sold me on the Aquatic bloodline. It looks quite powerful, even in a desert campain.

Just a heads up you missed the arcana for Djinni and misspelled sorcerer in the second line of the guide! A few other minor mistakes but its shaping up to be a great guide, cant wait till you get to ork.

Also, when you get to ork, you might want to look up Optimistic Gambler and Quicken Spell Like Ability can create a huge damage boost for any character willing to spend the feats. Even if all you took was the basic eldritch heritage, +X to your to hit and damage for 2-5 turns at a time is huge and this works quite well for the barbarian (both increased to hit, damage, str, and size bonuses if you go the whole nine yards) gaining massive damage.

I would also love to hear your opinion on the rakshasa for a bluffer and pestilence/undead bloodlines for their ability to affect vermin/undead with mind effecting spells.

By far my two favorites are ork and bedrock, but now I have to add aquatic to that list!

Orc is up, BTW.


Nice Guide. It has actually inspired me to do a Guide on Bloodlines for fighters.

Specifically how they can be used to give fighters nice things.
Human fighters could actually master 2 or 3 bloodlines (if.they took the human option for 3 bonus Skill Focuses.)

Stuff like
Orc Bloodline for Touch of Rage and Inherant Boosts is great.

I'll find some good synergy and post builds soon...


cartmanbeck wrote:
LazarX wrote:
cartmanbeck wrote:
LazarX wrote:
cartmanbeck wrote:
deuxhero wrote:
IEH:Arcane is also super useful for Summoners, Bards and Oracles, as it allows them to add Sorcerer spells to their spell list.
Hey, that's a great catch! That's going in right now!
No you don't get to add those spells to your spell list. Your sorcerer spell list is tracked completely separately.

If you are using it with Eldritch Heritage, you don't have a Sorcerer spell list, so it would add them to whatever your current spellcaster list is. Unless this has been clarified by devs?

Edit: Eldritch Heritage, not Arcane Heritage

The way I see it, that form of Eldritch Heritage is useless to a character that's not a sorcerer from a different bloodline.
Well, like I said in the guide, I will give both sides of a controversial rule like this, so I'll add a quick note that it is probably unintended.

Keeping the suggestion in is a good idea. Only an unbelievably cantankerous GM would not let a oracle/bard/summoner character taking Improved Eldritch Heritage access those sor/wiz spells. I mean, come ON, how much clearer does the description have to be?

CRB wrote:
At [11th] level, you can add any one spell from the sor/wiz spell list to your list of spells known. This spell must be of a level that you are capable of casting.

If you're a bard casting 4th level spells, I think most [non-hate-fun] people will agree you get to add any sor/wiz spell of =< 4th level to your list.


cartmanbeck wrote:
Orc is up, BTW.

SWEET! Reread! Reread! Reread!


Interesting- thanks!

The Exchange

Something I've gotta point out. Under aberrant, you say that the melee touch reach is increased to 15 feet, when your reach is actually given a 15 foot bonus, increasing the reach to 20 feet. It's small, but it's kind of important.


Alright ive reread it and have a few more ideas and pointers.
First one is kinda an overkill idea...
You could go crossblooded ork/pit-touched infernal with eldritch heritage (dragon) to qualify for dragon disiple as eldritch heritage might allow you to qualify (you gain the bloodline class ability) This would allow you to gain +10 to str, +6 to con +2 to int, +10 to hit and +10 damage! for lulz, lets say you went geshalt character and stacked this with barbarian or alchemist, lets say alchemist. you could get +20 to str, +10 to dex, +16 con and huge other bonuses.... crazy....
Throw on robes of arcane heritage and you are getting crazy boosts everywhere (the robes grant the boost to your bloodline powers, so that would be all of them).
If you are unable to stack a wildblooded and regular bloodline, you could take pit-touched/linnorm and eldritch heritage (EH) ork, or if you were able to take wildblooded for EH, ork/dragon and pit-touched EH for the +2 to all die cast.

Second, I think you underestimate the power of touch of rage. This is essentaly free BAB for you or a teammate as it levels on par with your level. Going to take a round to buff someone? double the fighters BAB for a round. Or better yet, double the archers... one of the main drawbacks of melee sorcerer is the slow BAB progression and while this does nothing for feats and such, with the right support it allows you to pretend to be a full BAB for a few turns. A party with a orc sorcerer, a bard, and a barbarian that takes optimistic gambler has huge synergy.

Will add more later. Good work!


STR Ranger wrote:

Nice Guide. It has actually inspired me to do a Guide on Bloodlines for fighters.

Specifically how they can be used to give fighters nice things.
Human fighters could actually master 2 or 3 bloodlines (if.they took the human option for 3 bonus Skill Focuses.)

Stuff like
Orc Bloodline for Touch of Rage and Inherant Boosts is great.

I'll find some good synergy and post builds soon...

I'm pretty sure that (taking multiple heritages) doesn't work. You can only take a given feat once, unless it has special wording eg.

Weapon Focus wrote:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Eldritch Heritage doesn't have that wording...


On the Martyred bloodline: You praise the bonus feat selection, particularly Heroic Recovery/Defiance, but you don't mention their steep prerequisites. I agree that Heroic Defiance is a great feat, but this is totally irrelevant as it's actually IMPOSSIBLE for a single-classed sorceror to take it, as he can never meet the "+8 base fort save" requirementd (recall that a sorceror still has to meet the prereqs for the bloodline feats).

This essentially makes it a wasted bonus feat slot, which is pretty horrible. I really don't know what they were thinking when they wrote this, the Imperious bloodline has the exact same problem.

Silver Crusade RPG Superstar 2014 Top 16

Corlindale wrote:

On the Martyred bloodline: You praise the bonus feat selection, particularly Heroic Recovery/Defiance, but you don't mention their steep prerequisites. I agree that Heroic Defiance is a great feat, but this is totally irrelevant as it's actually IMPOSSIBLE for a single-classed sorceror to take it, as he can never meet the "+8 base fort save" requirementd (recall that a sorceror still has to meet the prereqs for the bloodline feats).

This essentially makes it a wasted bonus feat slot, which is pretty horrible. I really don't know what they were thinking when they wrote this, the Imperious bloodline has the exact same problem.

Ouch, good call there. I'll fix that.


STR Ranger wrote:

Nice Guide. It has actually inspired me to do a Guide on Bloodlines for fighters.

Specifically how they can be used to give fighters nice things.
Human fighters could actually master 2 or 3 bloodlines (if.they took the human option for 3 bonus Skill Focuses.)

Stuff like
Orc Bloodline for Touch of Rage and Inherant Boosts is great.

I'll find some good synergy and post builds soon...

I don't think you can get eldritch heritage more than once, because all feats unless it specifically say you can, can only be taken once. Although I can be wrong going from memory alone.


The Fey bloodline's "Laughing touch" is a free get out of grapple free card considering there is NO SAVE.

I always feel it is underrated.

Also I've always felt the +2DC to the entire enchantment school (except the spells with charm in the descriptor) always beat the Animal Companion at higher levels. With feats you can boos your Dominates to +4 DC which is pretty nice and as a sorcerer you can cast multiple times a day giving you an small force of dominated goons that you don't care if they die.

BUT, thanks for another great guide. I always like to hear what other people have tried or done with the different bloodlines.

Great work! Much Appreciated!

Silver Crusade RPG Superstar 2014 Top 16

Lochmonster wrote:

The Fey bloodline's "Laughing touch" is a free get out of grapple free card considering there is NO SAVE.

I always feel it is underrated.

Also I've always felt the +2DC to the entire enchantment school (except the spells with charm in the descriptor) always beat the Animal Companion at higher levels. With feats you can boos your Dominates to +4 DC which is pretty nice and as a sorcerer you can cast multiple times a day giving you an small force of dominated goons that you don't care if they die.

BUT, thanks for another great guide. I always like to hear what other people have tried or done with the different bloodlines.

Great work! Much Appreciated!

I would agree with you about the enchantments being more powerful IF you couldn't boost your companion up to full level with a single feat (Boon Companion). It really is a game-changer for the first 6 or so levels to have a tiger or wolf to protect you and let the rest of the party have to worry about you that much less.


cartmanbeck wrote:
Lochmonster wrote:

The Fey bloodline's "Laughing touch" is a free get out of grapple free card considering there is NO SAVE.

I always feel it is underrated.

Also I've always felt the +2DC to the entire enchantment school (except the spells with charm in the descriptor) always beat the Animal Companion at higher levels. With feats you can boos your Dominates to +4 DC which is pretty nice and as a sorcerer you can cast multiple times a day giving you an small force of dominated goons that you don't care if they die.

BUT, thanks for another great guide. I always like to hear what other people have tried or done with the different bloodlines.

Great work! Much Appreciated!

I would agree with you about the enchantments being more powerful IF you couldn't boost your companion up to full level with a single feat (Boon Companion). It really is a game-changer for the first 6 or so levels to have a tiger or wolf to protect you and let the rest of the party have to worry about you that much less.

You should start with an Ape since it is biped it gains reach just getting an enlarge person or to level 4. By level 7 when pouncing tiger comes into play you are only one level from casting beast shape II. When you can cast beast shape II your Ape companion is basically any animal companion.

At higher levels you can cast dragon form on your companion so I don't think the +2DC at higher levels is that much better than the companion at all.


My two cents on Sylvan vs. Fey is that the animal companion is better if you don't know what your party will be like (such as PFS) or if your party needs the extra melee punch. In a party that already has a solid front line, the effects of an added animal companion will not be as significant, and the high save DCs on compulsions will probably be more important (especially if you're one of those folks like me who likes to drive it up extremely high).


Looks like your guide was added to the Guide to the Guides.


I see you finnished the guide! Good job! Personally I really enjoy it and thanks for taking the time to write what you did. If you ever do another guide, I would love to see it so pm me if you ever do!
Good job and take care.

Silver Crusade RPG Superstar 2014 Top 16

Gobo Horde wrote:

I see you finnished the guide! Good job! Personally I really enjoy it and thanks for taking the time to write what you did. If you ever do another guide, I would love to see it so pm me if you ever do!

Good job and take care.

I'm actually working on a race guide right now. I've got Dwarves done, check it out:

Guide to Pathfinder Races


Gobo Horde wrote:

You could go crossblooded ork/pit-touched infernal with eldritch heritage (dragon) to qualify for dragon disiple as eldritch heritage might allow you to qualify (you gain the bloodline class ability) This would allow you to gain +10 to str, +6 to con +2 to int, +10 to hit and +10 damage! for lulz, lets say you went geshalt character and stacked this with barbarian or alchemist, lets say alchemist. you could get +20 to str, +10 to dex, +16 con and huge other bonuses.... crazy....

Throw on robes of arcane heritage and you are getting crazy boosts everywhere (the robes grant the boost to your bloodline powers, so that would be all of them).
If you are unable to stack a wildblooded and regular bloodline, you could take pit-touched/linnorm and eldritch heritage (EH) ork, or if you were able to take wildblooded for EH, ork/dragon and pit-touched EH for the +2 to all die cast.

I may be mistaken, but from my understanding of previous threads you cannot use EH as a basis for DD as they class prereq states that if you have the levels of Sorcerer you must have the draconic bloodline (and, by the wording, EH does not actually grant you the bloodline, just the powers).

But if my reading was correct, you can stack wild-blooded/crossblooded assuming you accept that wildblooded archetypes are not archetypes of the class Sorcerer but rather archetypes of individual bloodlines. That would depend on your interpretation though. Though I am very certain it has been said by one of the official Paizo guys that wildblooded bloodlines cannot be taken with EH.

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