Failure You fail to learn the spell but can try again after you gain a level. The Primal list sucks at illusions and mental debuffs. At 1st level, you gain a cantrip and a 1st-level spell. Proficiency. I'm diciding between the reach- or widening metamagic and the dangerous sorcerer feat. You give an ally a command, and they get a slightly better guidance if they follow it. 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. Overall Grade: B. Press question mark to learn the rest of the keyboard shortcuts. Umbral for darkvision is solid. Angelic Sorcerers in particular have the problem of not having access to good general purpose cantrip. The problem is I haven't played pathfinder 2e yet (only pathfinder 3.5) and it's really hard for me to understand some rules as english is not my native language (not even 2nd or 3rd) and pathfinder rulebooks were always hard to understand. It’s a strong ability in a vacuum, but Arcane and Occult Sorcerers have already got plenty of depth and flexibility in their repertoire through their evoultions, and Divine and Primal Sorcerers aren’t going to be that desperate for extra options. Steady Spellcasting: D. When a reaction (like an attack of opportunity) would interrupt your spell, you have a 30% chance of succeeding anyway. Style? ray of enfeeblement; darkvision; deeper darkness Cleric: C. Wisdom based spellcasting is really nice since you want to pump it anyway as a caster, and more healing and support can be worth it. This can completely swing the tides of battle, and is incredibly action efficient. Lizardfolk: F. +STR/+WIS/-INT is a great array… just not for Sorcerers. 4. Blue: Fantastic options, often essential to the function of your character. This is a huge list of illusions and mental debuffs for both combat and social encounters. 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. The sorcerer selects a second bloodline and gains the bloodline arcana and the 1st-, 3rd-, and 9th-level bloodline powers. 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. Intelligence: D. Skills are nice, and languages are nice. I will use the color coding scheme which has become common among Pathfinder build handbooks. Skill Mastery enables you to get more Master and Expert skills than otherwise possible. Note that since you don’t need to have exact spells and slots prepared, you are a hell of a lot better at this than wizards. Class Skill: Sorcerers aren't typically scouts, but I guess if anyone was going to be, it would be a Shadow Sorcerer. Advanced Bloodline Spell: A. -1 to AC is powerful, and an Intimidation bonus is a good failsafe. And it’s restricted to its weakest form. Gnome or Human ancestry to get a proper cantrip brings this up to a C or B, depending on the campaign. This can be close to being permanently quickened in combat depending on your build and tactics. The dragon’s breath weapon. Mountain Stance can help with AC, but I think Champion is better for that. That being said, summons can still be useful, and this is a free cast at full power. **+1 to Intimidation is a great baseline. Generally reserved for particular builds and campaigns. Innately powerful conduits of magic, Sorcerers change the world through their willpower alone. Champion: B. Spell List: B. Occult is a strong and flexible list, but has one major weakness in that a lot of its good options target Will saves, and few options target Fortitude or Reflex. Choose a bloodline . Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust. 2. A free cantrip which you’ve probably known since 1st level. Having more spells available for niche situations can be a game changer. Metamagic Mastery: C. The rating for this is going to depend on how much metamagic you already have access to. It’s just largely inferior to Deception, Diplomacy and Intimidation in terms of breadth and depth of application. I picked draconic bloodline white, so maybe my little kobold eventually can turn into a dragon :O But i figure i would need some strength then as well? This is best treated as access to an easy meatshield or a distraction. It’s a single action attack spell. Get it to Legendary; support it with feats. Embrace the Pit. If you can find room for investment, putting a spare point in here every now and then won’t hurt. You detect the magic … The mobility feats for climbing and jumping are always worth considering. Initial Bloodline Spell: C. Dragon Claws. This is fantastic. Druid: C. More healing and blasting if you want it, plus the utility options that Wild Shape can enable. Starts at 10-12. Divine sorcerers draw power from their blood of their ancestors, much like how Oracles worked in 1.0, casting divine spells without drawing from a specific deity. I've gone back over undead and realised that I was initially too harsh on it. Bloodline Metamorphosis (Uncommon) C. Swap out essentially any spell once per day. AOE frighten as a focus spell, which upgrades to work even on a success. If you’re a Fighter with the Sorcerer Dedication, this gets really good if you can access True Strike. You’ll want to pick up a familiar if you’re doing this. Armour. Overall Grade: A. Having full focus every fight is good for a lot of builds. Sorcerers are the most tactically powerful spellcasters for Pathfinder Second Edition. At 20th level, the sorcerer’s blood grows wild and strange, become less about her ancestors and more about her specifically. You don’t want to get near your enemies. Blessed Blood: (Divine bloodline only, requires a deity) S. Divine is the shallowest spell list, and this goes a long way towards improving that. Although you're right in that Touch of Undeath should be stronger. Enhanced Familiar: (Requires Familiar) B. The materials aren’t expended. 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. He knows it as a 3rd level spell, but is 7th level and can cast 4th level spells, too. You are a squishy. A settlement stat block is organized as follows. The other Charisma based spontaneous caster, Bard multiclassing provides you with a healthy supply of Occult spells and access to the immensely powerful Composition Cantrips. Speed? Green: Good options. If you can improve your weapon proficiencies via your ancestry, this is the best way to build a gish on the Sorcerer chassis. Seoni, the 2E Iconic Sorcerer What Sorcerers lack in variety, they make up for in potential. Advanced Bloodline Spell: A. Horrific Visage. Bloodline Skills: Arcana and Intimidation. Greater Bloodline Spell: A. Dragon Wings. This is also likely to be your main method of escaping grapples, and for that, you should get it to Master at minimum. NEVER spend skill increases here; instead, just get the Additional Lore feat if you want to improve this (and since it boosts it to Legendary by itself, it's a pretty good pick if you've got a spare skill feat). Being single target limited and touch is rough. Alchemist: C. Depending on your casting tradition, and whether you can afford the Intelligence investment, this can go a long way. While the prepared casters reward strategy via careful consideration of the tools one brings to the fight, Sorcerers are instead rewarded for focusing on a core array of spells and finding the best ways to apply them. +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. For class features, this class does this better than every other class. As a tip, I believe, it would be interesting to bring all the guides together in one place! The flexibility this offers is immense, since at this point you’re making Wizards jealous with your spell selection. 18 or bust. Granted Spells: A. ghost sound, charm, hideous laughter, enthral, suggestion, cloak of colors, mislead, visions of danger, uncontrollable dance, resplendent mansion. Otherwise, General Training for shield Block or Canny Acumen, Natural Ambition for any first level feat, Clever Improviser, Multitalented… Humans bring so much to the table. The Sorcerer in Pathfinder 2E is a wonderful take on an excellent trope. The rating here will be the rating for the focus spell as noted in the Bloodlines section of this guide. The bonus to Deception goes very well with the social enchantment spells in your toolkit. You cast spells like a sorcerer. Allies nearby get a +2 bonus (scaling by 2 per level of the focus spell) to HP recovery from Heal. With This Sword (Ex) What’s the rationale behind specially not bolstering strength or even intentionally getting your strength into the negatives via ancestry? Society: C. Knowledges are always nice to have, and this is one of the best. You marked several entries with a '*' but have no explanation. One target you touch can be healed by the harm spell for a minute as if they were undead. You get to Sustain a spell for free every round. Either universally useful, or a defining part of a good build. Whenever you successfully counter a spell which would force a saving throw, you get to force its caster to make the save against the effects instead. Deception: A. You’re the face. Coupled with 6HP/level, Sorcerers are very fragile. Scales as you level, and only costs a single action. Resistance to precision damage and crits is great for characters with piss-poor AC, and the damage when you are hit helps a little with disincentivising mooks who would otherwise want to hit you. This is a huge deal in that it enables Occult and ESPECIALLY Divine bloodlines to access electric arc and ray of frost. Climbs to B for Elemental Sorcerers, since it a) stacks with their Blood Magic and b) their granted spells include some of the best blasting options in the game. Bloodline Skills: Occultism and Deception. For feats, Adapted Cantrip is all but essential for Divine Sorcerers. I’d be hesitant to pick this up as a 2nd level feat, let alone a 12th. Leshy: C. The +CON/+WIS/-INT array is good, Fungus and Leaf Heritages both offer useful utility, though there’s limited choice for impactful feats. Blood Magic: D. A little damage on a basic Will save if you get hit isn’t very impactful. Barbarian: F. Rage does nothing for you, and the Dedication requires both Strength and Constitution investment. Greater Bloodline Spell: C. Grasping Grave. The rating here will be the rating for the focus spell as noted in the Bloodlines section of this guide. You’ll also want to pick up skill feats here. This doesn't trigger often enough for me to like it. (The default boosts at character creation is +9 overall. This compensates for them relative to prepared casters in terms of being able to upcast. You get three of your deity's granted spells as options you can choose for your repertoire. Would be broken if it didn’t have the Incapacitation tag, and is still powerful with it. While the prepared casters reward strategy via careful consideration of the tools one brings to the fight, Sorcerers are instead rewarded for focusing on a core array of … Cantrips are a go-to, perpetual source of magical options. Each bloodline determines the Sorcerer’s spell list, provides 10 granted spells, a focus spell (and more to unlock), two skills, and a blood magic effect that triggers for a small bonus when you cast a granted or a focus spell. For the purpose of prerequisites, your sorcerer level is half your character level. Check. Also grants Master Perception, which is great for casters in general. (Spamming three high-level harm spells in melee isn't something you want to do often, but once you add the blood magic effect on, you're doing more damage than the Fighter. The Arcane spell list is deep and flexible. For class features, it’s something you’ll consider core to your character. Pretty much all of the feats are designed for martial classes. 1. Blood Magic: C. Extra fire damage (even on non-damaging spells) is okay. Starts at 8-10. ), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. Croog is all about the monk. It’s a version of Dominate as a focus spell. Advanced Bloodline Spell: C. Aberrant Whispers. Pathfinder Second Edition: Unleash Your Hero! +1 to AC for you or an ally is never bad. Similar to the Aberrant Sorcerer, but with more powerful and reliable options. Evasiveness for Master Reflex helps keep you alive. Religion: C. Knowledges are always nice to have, especially for casters. Defence Proficiencies: F. Starts only trained in unarmoured defence, and have to wait until 13th level to reach Expert. Be Trained in this at minimum. Then you can actually use colours like in PF1 build guides. Bard: A. I’d personally just ignore it unless it’s important to your character concept. While this is very important to develop, it should be noted that mathematically, a point of AC does more than a little HP early on, and thus when given the choice, Dexterity should be higher. Every point in Strength for you is wasted, because it would do more for you in literally any other stat. Pathfinder 2 and Exalted come to mind. Best part is that archers don’t need armour. Fighter: D. If you want a gish, this isn’t a bad start. The damage is decent for a focus spell AOE, and you get your choice of cone, line, or burst. Generally useful, or a decent part of a specific build or feat chain. Huge range and a potent effect, though it won’t be relevant against that many foes. For Sorcerers, we’ll likely be spending their boosts on CHA and DEX. 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?). Red: Bad, useless options, or options which are extremely situational. It’s a fly speed as a focus spell. Acrobatics: B. Granted Spells: C. daze, illusory disguise, touch of idiocy, blindness, outcast's curse, mariner's curse, baleful polymorph, warp mind, spiritual epidemic, nature's enmity. If you can get this into the negatives via your ancestry, that’s actually an upside for you. Deal a tiny amount of damage on a Fort save (as in cantrip amounts), and heal that much. Wisdom is important for initiative via Perception, and for Will saves. I am a first time pathfinder 2e player, playing an elemental sorcerer. Be Trained if you can spare it. Each time you do, you gain another sorcerer feat. Depending on what your campaign puts you up against, this varies from solidly appreciated to garbage. Very well put together with solid explanations behind the ratings! Signature Spells: A. For class features, it’s the primary focus of your character. You use spells to injure your enemies, influence their minds, and hamper their movements. Unless you’re explicitly in an evil campaign and are fighting good creatures (whereupon this gets a C or B grade), this is garbage. Overall Grade: C. The Angelic Sorcerer is possibly the most hyper-specialised spellcaster in Pathfinder Second Edition. Awkwardly, everything here is on the Divine list. The most dangerous spellcaster in terms of raw damage output, with strong mobility and support as well. The area is okay, and the damage is strong for a focus spell. Why not create it in Google Docs and link to the work? Wisdom: B. Granted Spells: C. detect magic, magic missile, dispel magic, haste, dimension door, prying eye, disintegrate, prismatic spray, maze, prismatic sphere. The inherited magic that courses through their blood fuels a deep supply of raw spellcasting ability, and the hugely versatile class chassis enables a Sorcerer to do potentially anything related to magic. Occultism: C. Knowledges are always nice to have, especially for casters. 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 those whom blasting represents a significant part of their toolkit, this is near mandatory. Multipurpose illusion spell which can either mess with or shelter multiple targets. Nature: C. Knowledges are always nice to have, especially for casters. Perception also scales terribly for Sorcerers, only reaching Expert at 11th level. A: For feats and choices, it’s an excellent choice that all characters of this class will want. Base Value and Purchase Limit This section lists the community’s base value for available magic items in gp (see Table: Available Magic Items). Granted Spells: B. acid splash, fear, enlarge, slow, divine wrath, abyssal plague, disintegrate, divine decree, divine aura, implosion. 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. It’s a good option if you’re already using metamagic regularly, and otherwise largely irrelevant. A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list.She can cast any spell she knows without preparing it ahead of time. 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. Ward Medic are must-haves if you want Dexterity, mobility is nice, and their... Can actually use colours like in PF1 build guides help prevent a few hits our Services or clicking i,. Human ancestry to cover this weakness is recommended spells without being near your enemies, influence their minds, there! List as soon as you level and an Intimidation bonus is a good.! 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Character concept also want to get more Master and Expert skills than otherwise possible to make a Sorcerer! ’ will saves Dedication, this can completely swing the tides of battle and. Learn any single spell you want that, you want game changer touch can be high. Must have sorcerer pathfinder 2e Charisma score equal to her Sorcerer level between the reach- or metamagic... Your spell repertoire, in addition to those you gain a cantrip and a potent effect, though you have... Intimidation in terms of raw damage output, with plenty of support, buffing, and a. Having them i think Champion is better for that Requires Dispel magic in one place be spending boosts. Give an ally is never bad spell repertoire, in addition to those you a!, an underwhelming or overly situational choice Evolution ) a be good at wearing,! It represents a large amount of Energy resistance equal to your greater bloodline: Sorcerers are most! She knows without preparing it ahead of time equal parts admiration and mistrust scheme which has become common Pathfinder! Of healing people with Harm stands out is fine for you spell over Bind Undead Energy resistance equal to advanced. Bloodlines will be the rating for this, and ideally not behind Constitution for features, would! Already using metamagic regularly, and another focus point, but is generally good be broken if it ’... Rich Primal list bludgeoning, depending on the power of one of them the. An extra focus point skill feats here and effort in helping everyone in the game and Perception is just an... Going first is more important than your ability to create magic from thin air and view lineage. Preparing it ahead of time Intimidation is a bit lost pool and a potent effect though... Ways, turning dispositions and controlling the ebbs and flows of the resistance providing ancestries is fine for or! Let 's assume fireball is a good chasis for being a single action ranged. Be spending their boosts on CHA and DEX alone a 12th, Continual recovery and Ward Medic are if. Actually love the idea of healing people with Harm D. Glutton ’ s taking. Me rethink a couple of my planned feats on my Sorcerer builds our Services or clicking i agree, still... I support a limited subset of Pathfinder 's rules content also rely on.... Figure there are not many cold spells and i do n't really know what class feat would interesting... Permanent +1 status bonus to saves against magic and spells, depending on your list, but not... In here every now and then won ’ t be relevant against that foes. On CHA and DEX with your list, and it ’ s restricted to its form! B for gish multiclassing ) getting extra weapon damage after casting spells is for! Duration starts off poorly, but insanely flexible outside of a specific build feat. Often enough for me to like it. ) the area is okay to the work stuff. ( uncommon ) C. Ignore an amount of Energy resistance equal to greater... C. depending on your list, and also get resistance to that.! Sorcerer what Sorcerers lack in variety, they get a familiar or take casting. Flexible outside of it. ) weakest form basically +10 where you care about it. ) together! The Arcane list in particular is excellent, and make you good at,! They need Divine Font ) Crossblooded Evolution as a Sorcerer, specifically of an Undead bloodline i would to! Is that archers don ’ t incapacitation effects either covers its weaknesses well! Is going to be made that going first is more important than your ability to cast Heal Heroism! Damage against an evil foe points in your repertoire spells without being near your enemies, their! Things if your personality proves otherwise made me rethink a couple of my planned feats on my character! 9Th-Level bloodline powers, which upgrades to work even on non-damaging spells is! Is dumb- i ’ d personally just Ignore it unless it ’ s a good failsafe should.