Why has sorcerers being able to retrain their bloodlines gotten more discussion?


Pathfinder First Edition General Discussion


That was one of the first things to jump out at me.

Retraining feats I can see. But your entire magical DNA profile? (so to speak)

I would have thought more people would be wondering about this.


I will bite... What or where are you talking about retraining rules?

The Exchange

and I'm wondering if his title is missing a 'not'... as in is he requesting more discussion? or frustrated that something so obvious to him has continued to be discussed?

responses will tell the story I'm sure. :-)


Er.. Yes. I missed a "not" in the title.. Oops. :)

In Ultimate Campaign it gives rules for retraining various class features (feats, spells known, archtypes etc). And being able to retrain your bloodline without a major event/quest seems off to me.

That it seems nobody else is bothered by this is even stranger to me.


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There's an item in Ultimate Equipment that lets them do this for 20k a pop.


I find it weird, too. The bloodline is supposed to represent some sort of ancestor or happening in the distant past, and retraining who your ancestors were or what that happening was feels rather odd, to say the least.

As for why people don't discuss it.. The book is brand new; a lot of people don't have it yet (like me), or haven't had the time to read it.


@ Are - I totally agree.

Retraining feats and classes makes sense. Changing your blood does not.

Maybe I'll go home and come back tommorow as Black instead of White. /facepalm


Remember that the Bloodline isn't a literal bloodline. It could just be magical influence on the person, which does fit with this use.

Pathfinder Sorcerers: No Fornication Necessary (Tm)


Huh I always thought it was because you know...the name ; )

I don't doubt you at all though, you know your shat Cheapy.


Sure it doesn't HAVE to be a literal bloodline, however the standard case is that it is.

That's the flavour/reason given in the main book after all. For my games, I think I won't allow it without a bloody good reason. And even then it'll be along the lines of "personal side quest hook!" .

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

*shrug* A number of reasons, in game.

  • Your ancestors got it on more than you realized. That dragon wasn't the only thing shaking your tree
  • You were mistaken. That Abyssal bloodline? Maybe you discover it's actually a fiend in the past.
  • Exposure. You have a celestial bloodline because daddy was a paladin. After being level drained enough times, you feel a, different, calling in your blood.


  • Hmm, isn't that the reason that you can have two bloodlines for a sorcerer? Seems off to me. I just got the book yesterday and glanced at it while grading papers.


    Matthew Morris wrote:

    *shrug* A number of reasons, in game.

  • Your ancestors got it on more than you realized. That dragon wasn't the only thing shaking your tree
  • You were mistaken. That Abyssal bloodline? Maybe you discover it's actually a fiend in the past.
  • Exposure. You have a celestial bloodline because daddy was a paladin. After being level drained enough times, you feel a, different, calling in your blood.
  • 1 is crossblooded, 2 begs to ask why you would manifest infernal powers if you actually have an abyssal bloodline, and 3 is an in-game event that justifies retraining.

    Retraining bloodlines is a mechanical ploy.


    Das Sorcerers wrote:
    Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine.

    See! Only one of those is explicitly about fornication. The bloodline feature itself says that grandfather simply signing a fiendish contract was enough. And I don't think it meant a contract of love.

    I agree that in most cases it's probably what people think of, but they've included quite a few examples of non-monster/human 'interactions' so it's reasonable to assume that they really don't want that to be the only reason.

    Magic can do weird things, yo.


    But if you have a bloodline because your grandfather signed a contract with a devil, it would be rather strange to retrain that into something else. It's not like you could go back in time and tell your grandfather to sign a contract with an angel instead, after all :)


    This is problem only when taking retraining literally. Just represent it as series of magical rituals designed to attune the sorcerer to a different bloodline while severing her old affinity.

    Liberty's Edge

    There's probably not more discussion about this because a lot of us don't have the book yet.


    Because allowing the already more powerful class (wizards) to retrain while forbidding the less powerful class (sorcerers) from doing the same only makes the gap between them wider.


    Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

    But you might discover that you also have a maternal great-grandma who was in service to a dragon, another ancestor who served a powerful fey, and that the very same gramps who signed the contract with a devil only did so in order to escape the abyss. You then retrain to emphasize a different portion of your heritage.

    Retraining doesn't eliminate the other events from your family tree, it just says you're choosing (or perhaps unintentionally manifesting) a different emphasis from among many possibly options.


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    "Now, the Star-Bell Sneetches had bellies with stars.
    The Plain-Belly Sneetches had none upon thars."

    Yep, sorcerers now have their very own Sylvester McMonkey McBean with his Star-Off Machine.


    Natan Linggod 972 wrote:


    In Ultimate Campaign it gives rules for retraining various class features (feats, spells known, archtypes etc). And being able to retrain your bloodline without a major event/quest seems off to me.

    That it seems nobody else is bothered by this is even stranger to me.

    I wouldn't have any problem doing a ret-con for something like a bloodline, but to call it retraining seems a bit odd.

    Retraining should always involve the song "You're the best around" and/or running through snow while carrying a heavy log.


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    I think retraining requires a montage.


    K well in game of fantasy of spell and magic I think anything ones mind can think of could exist or be possiable. You just have to fill in the back story as a player.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Whale_Cancer wrote:
    Matthew Morris wrote:

    *shrug* A number of reasons, in game.

  • Your ancestors got it on more than you realized. That dragon wasn't the only thing shaking your tree
  • You were mistaken. That Abyssal bloodline? Maybe you discover it's actually a fiend in the past.
  • Exposure. You have a celestial bloodline because daddy was a paladin. After being level drained enough times, you feel a, different, calling in your blood.
  • 1 is crossblooded, 2 begs to ask why you would manifest infernal powers if you actually have an abyssal bloodline, and 3 is an in-game event that justifies retraining.

    Retraining bloodlines is a mechanical ploy.

    You may choose to only have one way of doing things. Fortunately the rules are (now) more flexible.


    It is due to the rarely discussed-in-polite-company fact that every intelligent being is related within 23 generations to every other intelligent being. Mostly this can be traced to the elven male Albundore the Swift who lived over 800 years ago and was famous for having sex with anything he came across which held still for more than 1/2 a second.


    Jason Stormblade wrote:

    Retraining feats and classes makes sense. Changing your blood does not.

    Maybe I'll go home and come back tommorow as Black instead of White. /facepalm

    Interesting. So, that means you're OK with a sorcerer who has a specific bloodline where a distant ancestor results in the sorcerer having power spending a little time training to become a cleric instead of sorcerer, and he still has the blood of that distant ancestor, but now that blood gives him no power?

    Isn't it the same thing? Why does he have to stop being a sorcerer for his blood to become powerless? If it's really his ancestor's blood that gives him power, then that blood doesn't care what class he is, it should give him power all the time, regardless of class.

    Can't he still be a sorcerer and still lose the power of that blood and, through training, magical rituals, or just the random influence of universal fate, he taps into a different power source he didn't know he had?

    If not, then it doesn't make sense to retrain into a different class either, unless you let him keep the power of the bloodline in his new class - I think pretty much everyone would agree that doing so would be a questionable idea.


    I'm not really a fan of retraining in general (for instance, I never installed the last Diablo II patch, among other reasons because it included randomly dropped retraining items and added retraining as quest rewards), although I can see the appeal for a retraining system. I have myself allowed retraining now and then in my games (usually when someone discovers that they've never actually used feat X or spell Y, and want to swap it for something else).


    Most GMs I've played with would much rather have me change some options about my character rather than have a constantly changing character. I think it's there for those reasons.


    Matthew Morris wrote:
    Whale_Cancer wrote:
    Matthew Morris wrote:

    *shrug* A number of reasons, in game.

  • Your ancestors got it on more than you realized. That dragon wasn't the only thing shaking your tree
  • You were mistaken. That Abyssal bloodline? Maybe you discover it's actually a fiend in the past.
  • Exposure. You have a celestial bloodline because daddy was a paladin. After being level drained enough times, you feel a, different, calling in your blood.
  • 1 is crossblooded, 2 begs to ask why you would manifest infernal powers if you actually have an abyssal bloodline, and 3 is an in-game event that justifies retraining.

    Retraining bloodlines is a mechanical ploy.

    You may choose to only have one way of doing things. Fortunately the rules are (now) more flexible.

    How do I only have one way of doing things? I was just responding to your specific examples of how retraining might be justified in-universe.

    I call it a mechanical ploy, because it seems to just be a way of fixing PC problems (poorly built characters) or to satisfy people who want to otherwise change their character. Also, what Cheapy said above.

    Designer, RPG Superstar Judge

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    "Some of the options listed below involve retraining features of your character that are essentially permanent parts of your heritage, such as a sorcerer's bloodline. The cost of retraining these things presumably includes magical or alchemical alterations to your body. The GM might rule that these changes are unavailable in the campaign, are only available under rare circumstances, take longer, are temporary, require some sort of quest, or are more expensive than the listed cost."
    Ultimate Combat page 188, paragraph 7


    Nice. Yeah, a quest sounds about right for something like that :)


    Sean K Reynolds wrote:

    "Some of the options listed below involve retraining features of your character that are essentially permanent parts of your heritage, such as a sorcerer's bloodline. The cost of retraining these things presumably includes magical or alchemical alterations to your body. The GM might rule that these changes are unavailable in the campaign, are only available under rare circumstances, take longer, are temporary, require some sort of quest, or are more expensive than the listed cost."

    Ultimate Combat page 188, paragraph 7

    Sounds entirely reasonable. Up to the DM _how_ these things work, but here are the mechanics of it sort of thing.

    Retraining quests was the mechanic in 3.5; that seemed sensible as well.

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    Natan Linggod 972 wrote:

    Er.. Yes. I missed a "not" in the title.. Oops. :)

    In Ultimate Campaign it gives rules for retraining various class features (feats, spells known, archtypes etc). And being able to retrain your bloodline without a major event/quest seems off to me.

    That it seems nobody else is bothered by this is even stranger to me.

    Why should we be bothered? Ultimate Campaign is essentially a DM's thinking hall, a toolkit. (Finally a book that's not centered on players for a change!) Just because something is present in a Paizo rulebook does not mean that home DM's MUST change their campaigns and it has practically no impact on PFS has the rules on character rebuilds are clear and spelled out.

    I'm eternally mystified by the thought that we should be stirring a tempest in every teapot.


    Given the info regarding Bloodlines not necessarily being blood, I'm not concerned with retraining it now. It makes sense.

    @DM Blake
    Let's be real...the entire mechanical game structure of this simulation is horribly unrealistic. Of course it doesn't really strive for realism, so we all have to pick and choose how "real" we want to hold things. With the original interpretation being that it was "blood", I think retraining the bloodline should not be possible. Given the expanded description however, I have no problem with it.

    And regarding your last comment, I actually believe they should keep their bloodline power if you change classes, unfortunately the mechanical advantages would cause a problem, but from a story perspective they absolutely should.

    @Cheapy
    I am the GM for my group, and I entirely agree with what you said. When I plot a campaign, I write them like a novel, with long term plots, goals, and agendas. Retraining is a much better option than musical chairs of characters which potentially damages your plotline.


    Jason Stormblade wrote:
    And regarding your last comment, I actually believe they should keep their bloodline power if you change classes, unfortunately the mechanical advantages would cause a problem, but from a story perspective they absolutely should.

    LOL, yeah, we both know where that would lead. Everyone would immediately whip out all the class optimization guides and rewrite them so that we all start as sorcerers, retrain but keep the bloodline, etc. Now even the guide for barbarians would list which sorcerer bloodlines work best with which rage powers...

    Jason Stormblade wrote:
    When I plot a campaign, I write them like a novel, with long term plots, goals, and agendas. Retraining is a much better option than musical chairs of characters which potentially damages your plotline.

    Totally agree. I have players who do both. Some guys can can play the same character from level 1 to 20, other guys get bored and have their character retire, go home, leave the campaign, only to be replaced with something different - it's very hard to create long-term plots, goals, and stories specific to characters for these players.

    My favorite was in Shackled City where a specific character gains a curse/benefit that gets used later on as a huge part of the plot- yep, that's the character who retired leaving nobody in the group with that plot device, and it was sooooo phony to whip up a way to get it on someone else.


    DM_Blake wrote:
    Jason Stormblade wrote:
    And regarding your last comment, I actually believe they should keep their bloodline power if you change classes, unfortunately the mechanical advantages would cause a problem, but from a story perspective they absolutely should.

    LOL, yeah, we both know where that would lead. Everyone would immediately whip out all the class optimization guides and rewrite them so that we all start as sorcerers, retrain but keep the bloodline, etc. Now even the guide for barbarians would list which sorcerer bloodlines work best with which rage powers...

    Jason Stormblade wrote:
    When I plot a campaign, I write them like a novel, with long term plots, goals, and agendas. Retraining is a much better option than musical chairs of characters which potentially damages your plotline.

    Totally agree. I have players who do both. Some guys can can play the same character from level 1 to 20, other guys get bored and have their character retire, go home, leave the campaign, only to be replaced with something different - it's very hard to create long-term plots, goals, and stories specific to characters for these players.

    My favorite was in Shackled City where a specific character gains a curse/benefit that gets used later on as a huge part of the plot- yep, that's the character who retired leaving nobody in the group with that plot device, and it was sooooo phony to whip up a way to get it on someone else.

    Yup, the crunch would trash Pathfinder.

    I've allowed some loose retraining for the last year and it has dramatically reduced the number of players changing characters. Trogdor decides he's tired of beating Saranrae's drum, so he spends some time apprenticed to Gargamel the Mighty and becomes a wizard.


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    Sean K Reynolds wrote:

    "Some of the options listed below involve retraining features of your character that are essentially permanent parts of your heritage, such as a sorcerer's bloodline. The cost of retraining these things presumably includes magical or alchemical alterations to your body. The GM might rule that these changes are unavailable in the campaign, are only available under rare circumstances, take longer, are temporary, require some sort of quest, or are more expensive than the listed cost."

    Ultimate Combat page 188, paragraph 7

    Oh, sure. It's easy to answer these kinds of questions if you cheat and look in the book. Newb.


    Sean K Reynolds wrote:

    "Some of the options listed below involve retraining features of your character that are essentially permanent parts of your heritage, such as a sorcerer's bloodline. The cost of retraining these things presumably includes magical or alchemical alterations to your body. The GM might rule that these changes are unavailable in the campaign, are only available under rare circumstances, take longer, are temporary, require some sort of quest, or are more expensive than the listed cost."

    Ultimate Combat page 188, paragraph 7

    Huh. How did I miss that?

    This is what happens when I get a book home and can't stop myself from trying to read everything all at once...

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