Sorcerer Bloodline Damage DIce Per Level?


Rules Questions

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I have a player who wants to play a Sorcerer with a bloodline power that says it deals 1d6+1 per two sorcerer levels. Before he hits higher levels, I want to know if it is (1d6) plus 1 per two levels or if it is (1d6 plus 1) per two levels. Basically would a second level sorcerer deal 1d6+2 or would they deal 2d6+2? The power is the Elemental Spit ability of the Draconic Bloodline alternative first level power through the Linnorm Bloodline, but this would also apply to the elemental bloodline as well. I tried my google-fu and my paizo-fu but it failed me horribly, my apologies.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

The wording (1d6 points of damage plus 1 per two Sorcerer levels) implies 1d6 + 2, rather than 2d6 + 2. I'd dig through some spells to try and find an example that cites max damage but I'm on my phone and I'm quite awful with the keyboard.


1D6+1, 1D6+2, etc. If you look at the Occult playtest, the Kineticist's blasts scale 1D6+1, 2D6+2, etc., and they're worded rather differently.

Dark Archive

Why would the Occult Playtest abilites be any different? That seems rather odd to me.


I always thought it was 1D6+1,1D6+2...


Wolfgang Volos wrote:
Why would the Occult Playtest abilites be any different? That seems rather odd to me.

Because the Kineticist's blasts is meant to be his primary weapon over the course of his career. The Sorcerer's 1st level power is a backup weapon that will probably stop being used after level five (if not sooner).

Wording, if you're curious:

Quote:
the target suffers an amount of bludgeoning damage equal to 1d6+1 + your Constitution modifier. This damage increases by 1d6+1 for every 2 kineticist levels you possess beyond 1st.

Markedly different, as you can see.


You used it to level 5? it stops being useful at level 2 and the highest i've seen it used was 3 when we were out of all other options.

Liberty's Edge

I remember the silence as my 10th level cleric whipped it out once (acid ray) in a high tier fight - 1d6+5 - well it was a year 0 - eventually everyone got a good laugh!

Grand Lodge

By the way, it is 1d6+0 for level 1, 1d6+1 for levels 2 & 3, then 1d6+2 for levels 4 & 5, with +1 for every even numbered Sorcerer level past that, to a maximum of 1d6+10 at 20th level.

Since it requires a ranged touch attack, it is not terribly useful, even at first level, other than if the sorcerer doesn't take a damage cantrip. And he only gets 3 + Cha mod of them per day.

Doesn't take much for it to be of low value/utility, since it uses a ranged touch attack, which also means penalties for firing into melee, and cover in addition is likely. And it doesn't take long for the damage to only be useful against mooks...

Dark Archive

I see, that makes more sense then. IF it is supposed to be the main attack for the playtest class, then the damage progression reflects that. The bloodline ability of the Sorcerer is a backup or free cantrip, so it doesn't stay relevant.

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