The damage is decent for a focus spell AOE, and you get your choice of cone, line, or burst. Intelligence: D. Skills are nice, and languages are nice. Become trained in any skill for a minute (scales to Expert later). Lore? Overwhelming Energy: (Metamagic) C. Ignore an amount of energy resistance equal to your level. The Gentleman’s Guide to Blood Magic: The PF2 Sorcerer. More bonuses from your familiar. Spell List: A. Her level for these powers is the same as for her primary bloodline. A free cantrip which you’ve probably known since 1st level. Access to a powerful Strength based unarmed attack which provides Temporary Hit points is very good… just not for you. Overall Grade: A. Cantrips are always heightened to half your level rounded up, so they'll match the level of the highest-level spells that you can cast. Having more spells available for niche situations can be a game changer. Unusual Anatomy. If you can improve your weapon proficiencies via your ancestry, this is the best way to build a gish on the Sorcerer chassis. Steady Spellcasting: D. When a reaction (like an attack of opportunity) would interrupt your spell, you have a 30% chance of succeeding anyway. Not too many incapacitation effects. Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual. For feats, Adapted Cantrip is all but essential for Divine Sorcerers. If you can find room for investment, putting a spare point in here every now and then won’t hurt. Press question mark to learn the rest of the keyboard shortcuts. Add on the Lucky feats, and Cultural Adaptability for the cream of the crop elsewhere (namely, Human or Elf feats), and you have a strong feat selection. 4. Excellent. Having a giant pile of potions on hand for healing or buffing is a huge boon for Arcane Sorcerers, and still well appreciated by the rest. You’ll also want to pick up skill feats here. Green: Good options. Mountain Stance can help with AC, but I think Champion is better for that. With a negative Strength, that's basically +10 where you care about it.). Saving Throw Proficiencies: F. Their saves are also garbage. I'm still not a fan of it, but it has some decent granted spells, and can also do some terrifying burst damage in a pinch. As a tip, I believe, it would be interesting to bring all the guides together in one place! Ranger: C. If you’re able to get bow proficiency from your Ancestry, this makes for a decent basis for supplementing your casting with archery. Special You can select this feat more than once. But i figure there are not many cold spells and i am a bit lost. We can sum this up by noting that Humans are basically A grade for everything. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.. AOE frighten as a focus spell, which upgrades to work even on a success. Advanced Bloodline Spell: B. Fey Disappearance. Also note that many colored items are also links to the Paizo SRD. Meaning those spells can't be used without a deity. Sorcerers are the most tactically powerful spellcasters for Pathfinder Second Edition. Twilight Halfling grants low light vision. Also since i invested in crafting, and our wizard didnt want to i am also the defacto crafter of the group (helps that i have ancestral patience as an elf). Overall Grade: A. Performance: C. There is uses you can find for this, and it is on your primary ability score. You have more flexibility in terms of being able to adapt in a hurry, but less flexibility in terms of the breadth of spells you can draw upon. As a soft rule, you want a third of your party, rounded up, able to make good use of this. Style? Punching things is worse than stabbing them. Pathfinder 2e Pathfinder 2nd Edition The 2nd edition of the exceptionally popular Pathfinder RPG, Pathfinder 2nd edition continues Pathfinder's tradition of deeply-customizable characters, but dramatically streamlines mechanics like combat and balancing encounters. Although you're right in that Touch of Undeath should be stronger. 2. Cheap and always-relevant debuff, though not hugely impactful or long-lasting. The dragon’s breath weapon. Widen Spell: (Metamagic) C. This isn’t as good as Reach, but having larger AOEs can be relevant. Barbarian: F. Rage does nothing for you, and the Dedication requires both Strength and Constitution investment. Bonus points for how disgusting it is. Just get your Charisma boost, and don’t boost Strength. Mountain’s Stoutness is always nice, and Unburdened Iron is spectacular with the Champion Dedication, but the feats are otherwise ill suited towards you. Here is a guide to the Pathfinder 2e sorcerer by TheGentlemanDM. Stupified softens foes up for further Will saves and Intimidation effects, and since it can be cast as a single action, this is useful for trying to hammer one key target with a major debuff. This assumes you have three focus points in your pool and a focus spell you want to spam; otherwise the grade drops. Single action, lasts a minute. Embrace the Pit. Awesome guide, thanks! Would be broken if it didn’t have the Incapacitation tag, and is still powerful with it. Blessed Blood: (Divine bloodline only, requires a deity) S. Divine is the shallowest spell list, and this goes a long way towards improving that. Love these guides, actually made me rethink a couple of my planned feats on my Sorcerer character lol. Being a single action and ranged keeps this above F, but it’s still garbage. And i would like to play a cold theme. Initial Bloodline Spell: C. Dragon Claws. You’ll also want to pick up skill feats here. Crafting: F. The mechanics and economy around crafting means that it’s not really worth developing unless you’re completely dedicated to it, and that’s better for Intelligence based characters. Never really looked at Pathfinder 2E, however, it is kind of interesting, and given the campaign setting there is an option that jumps out at me. Much of the grade here isn’t power, but rather how well this works with the rest of the bloodline’s options. Angelic Sorcerers in particular have the problem of not having access to good general purpose cantrip. Essentially all spells you could already get, but still a good list of buffs and area control, and it’s not like you’re starved for choices with the Arcane list anyway. Fewer spells for everyone, signature spells, feats like Arcane or Mental Evolution, and the abundance of extra spells you can get from items make it more a matter of preference in 2e. This doesn't trigger often enough for me to like it. But both the sorcerer and bard have signature spells. Perception also scales terribly for Sorcerers, only reaching Expert at 11th level. Initial Bloodline Spell: C. Jealous Hex. Being limited to 5th level also makes it of little use for counteracting and dispelling. Crowd control is the name of the game. Starts at 12-14, and ideally not behind Constitution. Defence Proficiencies: F. Starts only trained in unarmoured defence, and have to wait until 13th level to reach Expert. Sorcerer Source Core Rulebook pg. Perception: F. Look at that. You’ll want to pick up a familiar if you’re doing this. Bloodline Conduit (Metamagic) D. Once per minute and being limited to 5th level and lower means that this isn’t a great combat ability, but having extra 5th level spells each day isn't inherently bad (the question being how many do you want?). +1 damage per spell level with your great blasting spells (which stacks with Dangerous Sorcery) is what makes you the best blaster caster in the game. Filling in some of the rest (for example Diplo/Decept, Society, Medicine, Arcana) with the recommended Trained minimum would also be veryresource intensive on feats and INT+ ability score increases. Maybe link to each of them at the bottom of each? With feats, Burn It!, Goblin Song, and Very Sneaky are all nice options, and the Bouncy/Roll With It/Unbreakable-er Goblin feat line is both powerful and hilarious. It’s okay. Wellspring Gnome stands out in particular, since if you choose the same casting tradition as your bloodline, you can gain an innate Primal cantrip (which thus uses CHA to cast) which uses your full casting proficiency. You get three of your deity's granted spells as options you can choose for your repertoire. Get Trained at minimum. They're typos from the asterisks used to embolden and italicize. Assuming one follows your minimum recommendations and you take Acrobatics to Master (2), Diplomacy or Deception to Legendary (3), Intimidation to Legendary (3), and Stealth to Expert (1) that's all of your available skill rank increases. It roughly translates to being able to quicken and reach with Dispel Magic, which is very good, but this does require the dice to be your friend in the first place. 2. You cast spells like a sorcerer. Upgrades to not break on a hostile action. You detect the magic … Being single target limited and touch is rough. Extra skills and skill feats are never bad. Get either this or Diplomacy to Legendary, and you should still invest in the other one. As a Sorcerer, you are interested in none of that. Thanks for your help! The flexibility this offers is immense, since at this point you’re making Wizards jealous with your spell selection. The area is large, and the damage scales well for a focus spell. Comes with a speed boost later. Having full focus every fight is good for a lot of builds. Every point in Strength for you is wasted, because it would do more for you in literally any other stat. Gain access to your greater bloodline spell, and another focus point. Overall Grade: C. Aberrant Sorcerers are focused heavily on mental spells and debuffing, but they do well in that niche, and have good survivability for a Sorcerer. The big problem is the limitation for spells without a duration, since that shuts down pre-buffing, mobility enhancers, divinations, and most other utility options. Greater Bloodline Spell: B. Arcane Countermeasure. Sorcerer Source Core Rulebook pg. Once we put our free boost into CHA, we get the best possible ability score array with +DEX/+WIS/-STR. Neither effect is bad, though they’re both very minor and most of the spells you’re using to trigger this can be awkward. Dexterity: B. Also wish that Vampiric Touch was the bloodline spell over Bind Undead. A: For feats and choices, it’s an excellent choice that all characters of this class will want. I will use the color coding scheme which has become common among Pathfinder build handbooks. Proficiency. This offsets much of the Sorcerer's lack of versatility. Greater Bloodline Spell: B. You’re Mine. Granted Spells You automatically add the spells listed here to your spell repertoire, in addition to those you gain through sorcerer spellcasting. Should probably remove the notes about needing specific deities in the two divine bloodlines. Advanced Bloodline Spell: C. Aberrant Whispers. 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