I'd sooner settle for cloak of lost souls and necro dagger. 4x12hp hit dice together with scaled fist AC bonus will … Frost Ray (Sp): Respectable, generic, and reliable. Bloodline Arcana: Better than charming mindless undead. Bonus Spells: Most of your options are situational, and they are all very weather-related. Hand-picking the best in gaming. Laughing Touch (Sp): A good panic option, but you're not going to go waving this around in combat. Solipsism (Ex): This is fantastic for mobility and for defense. Unsurprisingly, this is a necromancy-focused bloodline. These spells are learned when leveling up and don't need to be prepared, allowing for frequent use. Elemental Resistance (Ex): Decent resistance to Fire, which is the most common energy type in the game. The Blood Is the Life (Su): Grave Touch is terrible, and this give you an interesting healing mechanic. Class Skill: Sense Motive is a helpful skill if you are the party's face. 2. The bonus feats seem to assume that you have Bard abilities, but the bloodline porvides only one bard ability. Fire is the most commonly resisted, so I was thinking of going with the lightning / air bloodline. Because +20 from invisibility isn't enough. Blizzard (Sp): Good way to escape or to prevent enemies from flying. Wild Feedback: Highly situational, not reat damagt. Because it's a shape changing effect, you probably can't harvest poison from yourself. Your controller with some damage attached for late-game. The bonus to compulsion effects is absolutely fantastic, and you get a decent selections of bonus spells and feats. Yeah i have 5 ranks in arcana via leveling, not just the rolls (currently level 5, with the option to go to 6 but im holding off until i figure this out) Eldritch is also compatible, I selected a draconic bloodline at the beginning. You give up the extended Polymorph spell duration, which hurts. Still Spell suddenly gives you +1 to your caster level. The blindsense is situational, but fairly nice if it comes up. Bloodline Arcana: While it only lets you change elemental spells to one energy type, the added versatility makes your elementals spells much more reliable. Class Skill: History is really only important if your DM likes to use it in his plots. I have build a x Wizard/10 eldritch knight Dragon morpher. The Aberant bloodline gives you a diverse set of bonus spells, and some rather odd bloodlines powers. Your spells are, with a few exceptions, largely centered about buffing yourself to go into melee. Bloodline Arcana: Only about half of the abilities on the table are good, and you definitely can't depend on this ability to give you something useful in your current situation. If you can lean on your allies and your other Sorcerer spells for combat, this bloodline allows you to serve as a diviner, a scout, and a face. These spells are in addition to the number of spells given at new levels. Plus, you can harvest poison from your familiar. Like the description says. Bonus Feats: The only decent option is Toughness, which still isn't great. This is the answer. The spell list isn't fantastic, and the feat list is mediocre. Class Skill: Diplomacy is one of the best skills in the game, and you have the charisma to back it up. Bonus Spells: Several fantastic debuffs and save-or-suck effects. Make sure that when they come back you're ready for them. Identifying outsiders can be really nice, but it's a very small subset of all of the monsters in the game until high level. Shepherd of the Trees (Su): The natural armor and tremsorsense are nice, and oyu get a laundry list of immunities.. Lush Summoning (Su): Extra AC for your summons. If you want to play a stealth Sorcerer, you can't do much better than this. Self-Interested Preface: This character's built to be the best possible enchanter, and I think it does that very well.
If you're ok with mods, I am enjoying a gestalt Bloodrager//Sorcerer into Dragon Disciple//Sorcerer. Lots of fun, and a great crowd control effect. Heavenly Fire (Sp): Offensively, this is really only nice because it doesn't allow resistance of any sort. Spells: The Sorcerer's spells are their best asset. You lose the flavor of other bloodlines, but you get to be absolutely fantastic at metamagic, and your bonus spells fill a lot of functions which adventuring parties absolutely need. Elemental damage is the blunt hammer of spellcasting. Why are mounted combat feats here? Polymorphing is something that you need to plan for during character creation, and it's hard to introduce this late in the game. At high levels, you get some very powerful bonus spells and some truly impressive powers. Power of the Pit (Su): The resistences are nice, and you get something like Darkvision, but you can see in color. Eldritch are locked out as well, unless you have the option to select draconic as a bloodline. You get a few decent druid spells and some amusing plant-related powers. Bonus Feats: Nothing really great here except for Improved Initiative. I would take this over Acidic Ray any day of the week. You can identify undead, and it comes up frequently in adventures. Bloodline Arcana: Sorcerers shouldn't rely on AC for protection, but this could be nice if you like to polymorph. Raise the Deep (Sp): This gives you a way to bring your blindsense into play. sorcerer pathfinder kingmaker; sorcerer pathfinder kingmaker. Very impressive. I am joining a Kingmaker campaign and I am gonna be a sorcerer and start at level 3. Note that this is an option, rather than compulsory. Rooting (Ex): I wouldn't use this for anything but healing between combats. Wings of Heaven (Su): Or you could cast Overland Flight. It Was Meant To Be (Su): Rerolls are great, but what you get to reroll is a pretty short (and terrible) list. Contents Bonus Spells: Some really great options in here, but I'm not sure why Call Lightning Storm is on the list. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews Pathfinder: Kingmaker > General Discussions > Topic Details. Infernal Resistances (Ex): The resistances are nice, but situational. Elemental Resistance (Ex): Decent resistance to Electricity. Snakeskin (Ex): The natural armor is really nice, but the bonus against poison and on escape artist won't see a lot of use. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually l… Bloodline Arcana: Most of the time when you cast a spell, the effect takes place long before your enemies can act upon it. Bonus Feats: Really nothing useful for you. Bonus Feats: More options than most bloodlines, but most of the options are bad. Grasp of the Dead (Sp): Decent non-energy damage, and it pins targets in place. Serpentfriend (Ex): Speaking with snakes porbably won't see a lot of use, but the familiar is pretty fantastic, even with the -2 level penalty. Just for anyone that might do a search and find this post in the future. ... It’s useful, especially with maxed out charisma. Earth Glide (Ex): Pretend to be an earth elemental without needing to cast Elemental Form. Hellfire (Sp): Basically Flame Strike, but no divine damage and it inflicts Shaken. Dreamshaper (Sp): This is a really cool ability for gathering information from unwilling targets. ... Eldritch Scion can be great to multiclass with thanks to the damage bonus via Charisma and Draconic Bloodline is too powerful to ignore. If you're underground for the duration of the campaign, this might shoot up to blue. Bonus Feats: Your options are limited, and largely terrible. So polymorph into the biggest cosntrictor snake you can be, then use Serpent's Fang to be a poisonous constrictor. Bloodline Arcana: Having your spells dispelled isn't going to be a common problem, but this is certainly good insurance. It is in my opinion by far the strongest bloodline in the game with perhaps only the Sylvan bloodline being a real threat to its supreme reign. Fascinate (Ex): This is a fun ability, but you can just cast Hypnotism or Rainbow Pattern and get the same effect. 4x12hp hit dice together with scaled fist AC bonus will … Bloodline Arcana: This should really help with your stealth, especially at high levels where you have Greater Invisibility and really need another bonus to stealth. Despite the weak first level bloodline power, the Shadow bloodline has a lot to offer. Shadowstrike (Sp): A melee touch attack that does a tiny amount of subdual damage, and inflicts Dazzled. Arcane Apotheosis (Ex): At this level, most charged based magic items will be fairly weak, with tbe esception of Staves. Alien Resistance (Su): Really solid spell resistance. Many of the spells are very powerful, and the high level bloodline powers are flashy and exciting.
and gives access to the dragon form spell, New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder_Kingmaker community, Continue browsing in r/Pathfinder_Kingmaker. ... Pathfinder: Kingmaker Beginner - Sorcerer or Wizard? Class Skill: Knowledge (Dungeoneering) is one of the better knowledge skills. Summon a horde of things with lots of low-damage attacks, and throw fists full of dice at your enemies. Protoplasm (Sp): Entangle and deal a few points of damage. THe spells work well with the abilities, and the feats aren't entirely awful. The powers are nice, but considerably weaker than spells you have access to at the levels at which you receive abilities. It might save your life once per day. This page was last edited on 21 November 2018, at 04:06. The Suggestion ability is situational unless you bring your own fish, but the Demand and Greater Planar Ally abilities are pretty nice. 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