Fey Sorcerer power utility


Skills, Feats, Equipment & Spells

Grand Lodge

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Pathfinder Lost Omens, Rulebook Subscriber

I've made a Fey Sorcerer and it all looks pretty cool until I get to the powers.
The initial power is Faerie Dust. It's an area effect, that looks good. On a save it does nothing. On a failure the target gets a -2 to perception and can't use reactions. On a critical failure the target falls asleep for one round. Under most circumstances this power will do... nothing at all. Unless someone crit-fails a roll perception checks and reactions just aren't a thing in combat for most foes from what I have seen. Am I missing something?
The second power is Fey Disappearance. For 2 power points and 2 actions you can ignore difficult natural terrain and stride or step once. That's two actions to move once unhindered. If you just took those two actions to move in difficult terrain you'd go the same distance. If there's no difficult (natural!) terrain you are straight-up giving away an action and 2 spell points for nothing. If there is you are spending 2 spell points to move once unhindered and then I guess can use your last action to move again, as it lasts the round. Best-case you are gaining half a normal move, if you spend your entire round moving through difficult natural terrain. Oh, but there's a rider. For an additional 2 points (that's 4 total of your 6) you also turn invisible for the round even if you attack. With your 1 remaining action. You can do this a grand total once per day until you reach 10th level, then you can do this twice. I'd prefer to just get Invisibility, as long as it cost less than 4 spell points. Or at least gave you enough extra points to pay for itself once. You get 2 points, to use it fully it costs 4.
The Greater power is Ridiculous Notion. This causes everyone within 30 feet to save or be slowed 1 and no reactions for 1 round (crit fail is prone and no actions). It's an aura so it'll effect your allies unless you run away from them into the middle of your foes to use it, maybe slowing them 1 if you are lucky! This seems like a bad plan.

Maybe the Fey Sorcerer is being punished for getting the Primal spell list which is pretty cool. I don't know.
These are not good powers as far as I can see. Can anyone explain how and when they might be useful?


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Bloodline powers are trash pretty much across the board.

This is one of many that we want sorcerers to have 6th and 10th level feats (which they finally got in update 1.3)


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The Aberrant Sorcerer wishes his bloodline powers were that useful.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber
Xenocrat wrote:
The Aberrant Sorcerer wishes his bloodline powers were that useful.

Aberrant: The ability to do touch spells 10 feet away. The ability to make spellcasting harder for foes only. The ability to take less damage from crits and gain darkvision and damage anyone who hits you. Those aren't great but they do actually have an effect in combat.

The point of the spell points is so you have something to do when you run out of spells or don't want to cast one. None of the Fey powers are useful in combat aside from a crit-fail from foes (unlikely) or putting yourself in the middle of your foes and away from your allies (aura that hits friends too). The one power with an actual use takes 4 power points to use, and is purely evasive.

I guess if I come across foes with reactions and they carefully put themselves into a burst formation with none of my allies with reactions in it then I can try the first power. It might do something.


Fey powers are strictly worse than their spell counter parts.


I'm not sure what you mean by that...
Fey Bloodline Spells do expand their Spell List by most of any bloodline:

Abberant (Occult) +2/10 (enlarge, shapechange)

Angel (Divine) +0/10

Demon (Divine) +4/10 (slow, disintigrate, power word: stun, meteor swarm)

Dragon (Arcane) +1/10 (finger of death)

Fey (Primal) +5/10 (ghost sound, hideous laughter, enthrall, mislead, irresistable dance)

Imperial (Arcane) +0/10

Although difference vs Demon's spell list expansion is cantrip (Ghost Sound) so maybe should be considered equal.


Faerie Dust is kinda lackluster, I have to agree. If it were like a 1 minute duration that would be a bit better but still very situational. I don't see my fey sorcerer actually using his spell points at the moment.

By comparison, ancestral surge and angelic halo look WAY better.


I never used Ancestral Surge when I had it. The extra action ate too far into the action economy.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

They Fey spell list is fine, there's just no reason to ever use spell points in combat. For a mechanic that they have stated is meant to compensate for the many fewer spells you get compared to 1e it's not doing that at all for the Fey Sorcerer.
I can get some utility out of the second power 1 time total, or 2 times total from 10th level onward. The base power does literally almost nothing at all, the only time it does work is if you are in natural difficult terrain (no other kind) and you want to just spend all your actions moving, then it gets you half a move further. If you want it to actually do anything useful it takes 4 spell points, yet it only gives you 2 when you get it.


I'm honestly a lot more irked that Fey Bloodline gets the bare standard primal list, which would be mostly alright, except primal spell list doesn't include any illusions. Fey with no glamour. it inherently loses most of the spells that play to a sorcerer's high charisma.

Its just about ruined all my favorite sorcerer builds

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