Comprehensive Sorcerer BLOODLINE Guide - Pathfinder 2e

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all right we're doing this but if we're doing this i'm laying down some ground rules welcome one and all to the sorcerer bloodlines deep dive this is going to be a long video and a video that a lot of you have been desperate for because it's long overdue if you haven't already watched it check out my sorcerer class guide things will make a little bit more sense if you read that now bloodlines are a lot what does a bloodline do how much does it give you i'll be going over all of that here today but i want to make a few ground rules like i said before i am going to be speeding through a lot of this information namely the minor details such as tradition skill proficiencies and i'm not even going to be touching the granted spells section of the bloodlines this is because every single bloodline gives you 10 predetermined spells i'm not going to go over them i'm not going to go over what they do otherwise we're going to be here for a literal full day and i will never get this video done if you're curious about the granted spells they will still be on screen when i'm talking about a bloodline and you can look into them yourselves no most of the time spent in this video will be on the bloodline spells which are focus spells every single bloodline gets three bloodline spells and oh boy you do the math there are 15 sorcerer bloodlines i'm not counting the two that are in adventure pads i'm only covering core rulebook and advanced player's guide 15 bloodlines three focus spells each that is 45 focus spells i'll be covering here today on top of the details of the bloodlines themselves enough let's get into this otherwise i'm not gonna do it i can still stop recording but this video is like two months overdue without further ado howdy my name is nonat and welcome the sorcerer bloodline deep dive what is the source of our bloodline well it is your subclass chosen when you are creating a sorcerer at first level and it gives you a lot of different stuff first off the biggest thing it determines which of the four spell traditions you will be casting from you will be using either the arcane occult primal or divine spell lists based off of your bloodline this will also grant you a specific spell at each spell level as well as a cantrip that you cannot choose yourself it is predetermined for you based on your bloodline you will also gain skill proficiencies with specific skills based on your bloodline and then you get three well technically only one automatically bloodline spell these are focus spells depending on your bloodline and at higher levels you can take feats to access the second and third bloodline focus spell finally the blood magic is a passive effect that occurs whenever you cast either a bloodline focus spell or a spell in the granted spells list for example if you are a demonic sorcerer and you cast the fear spell that blood magic will engage and grant you the passive effect cool you got all of that because we're going on this tour bus does not stop for pictures we're gonna get started on the first bloodline which is aberrant the aberrant sorcerer casts using the occult spell list and grants train proficiency in intimidation and occultism their bloodline spells are tentacular limbs aberrant whispers and unusual anatomy and when you cast one of these or a granted spell you get the blood magic effect of a plus two bonus two will saves for one round this can also be granted to an ally instead of yourself tentacular limbs is a one action spell which turns your arms into big noodly tentacles with reach this allows you to make unarmed strikes and more importantly cast touch range spells up to 10 feet away now the tentacular limbs do not give additional reach to melee weapons only to your unarmed strikes and your touch spells very important even bigger is that when casting a spell if tentacular limbs is active you can spend an additional action on that spell to increase the range bonus of tentacular limbs meaning that for three actions as long as this is active you can make a touch spell suddenly have a 20 foot reach and this bonus reach goes up by 10 feet every two spell levels which means at level 20 or so you can actually start casting touch spells at a range of 60 feet which is awesome their second focus spell is aberrant whispers allowing you to create a five-foot emanation of chaotic maddening whispers around you that causes all targets affected to make a will save now you can spend two or even three actions on this to increase the range of the emanation so one action is a five foot emanation two action is ten foot and three actions is a 15 foot emanation now if they succeed at all on their will save nothing happens making this kind of a poor spell in a system like pf2 where a lot of success effects typically still have something happen but if they fail they are stupefied too making it much harder to cast spells but more importantly if they critically fail they are confused causing them to attack friend and foe alike depending on whoever is closer a very rare condition that players can actually apply usually it's safe for enemies so this spell is kind of a very big risk versus reward but if you get that reward it can be huge also at levels 11 and 17 this heightens by an additional 5 foot initial radius and their final focus spell is unusual anatomy for one action you turn yourself into basically an eldritch horror granting you three new benefits for one minute first you get resistance 10 to all precision damage from things like sneak attack and 10 extra resistance to critical hits you also gain dark vision and whenever you are attacked by a melee attack you ooze acid onto the attacker dealing 2d6 acid damage whenever you are hit gross every 2 spell levels you get 5 extra resistance and 1 d6 extra acid damage not a lot but hey at max level 20 resistance to precision and critical hits not bad especially because you don't have to sustain it this is one action critical hit resistance big something worth mentioning is the resistance to critical hits does only affect the bonus damage from a critical hit if someone hits you for 10 and criticals it to 20 even if you have resistance 20 you only remove the 10 critical hit damage not the base damage angelic sorcerers yes i've been recording for 10 minutes and i've finished one bloodline they cast using the divine spell list and get trained in religion and diplomacy their bloodline spells are angelic halo angelic wings and celestial brand and their blood magic whenever you cast one of the associated spells grants you or one target a plus one bonus to all saving throws for one round this might be one of the strongest blood magic effects angelic halo a level one focus spell for one action you give yourself a shiny halo that emits 15 feet of angelic light any ally within that emanation of light that gets healed by one of your heal spells receives additional healing equal to double the spell's level pretty interesting so if you're level 1 and you heal them for 1d8 plus 8 you get to add an extra plus 2 onto that actually it specifically states allies who are healed by a heal spell not your heal spell so if you have this on and you have a cleric in the party as well if they heal an ally the ally still gets the bonus healing this is fantastic and good pretty much through the whole game even at level five an extra six hit points is not anything to sneeze at again for a full minute duration no need to sustain fantastic angelic wings their second focus spell lets them fly for three rounds now it does take two actions to cast so kind of like two rounds and an action of flight but that's still not bad if you gonna get up uh whatever 90 foot cliff guess what you can fly and then stride three times per turn using your fly speed which is equal to your land speed so not bad the only quote unquote downside is your wings always glow a bright 30 foot radius of light so you can't do this stealthily but it's still fantastic and then at ninth character level it lasts a full minute so really good stuff here and celestial brand is good against evil creatures which is in line with the whole angelic bloodline and everything for one action you place a brand on an evil creature no saving throw or anything it is an automatic success and then for one round you and all of your allies attacking it get a plus one to their attack roles and skill checks so things like demoralize and faint also get a bonus and finally if your ally is a good aligned character they also deal 1d4 extra good damage which if the creature is evil is guaranteed to work the only downside is they're immune for one minute so you really can only use this for one round per fight per creature and it uses a focus point so if you have a big party especially if you're in something like almost like a raid with like 10 npcs fighting alongside you this will be insane if it's three party members versus a boss at the end of the day it's inspire courage with a little bit of bonus damage and then every two spell levels the damage increases by one demonic sorcerers also use the divine spell list and are trained in intimidation and religion demonic sorcerers learn glutton's jaws swamp of sloth and abyssal wrath and their blood magic causes a target to take a -1 penalty to armor class which is insanely good or you can give yourself plus one to intimidation nine times out of ten one of these is far stronger than the other glutton's jaws while not necessarily the strongest spell in the book is one of my personal favorite spells in all of pathfinder 2e for one action you turn your jaw into a massive maw of sharp demon teeth you deal one d8 piercing damage with this unarmed attack and if you hit you steal their life force getting 1d6 temporary hit points it's super cool you're still using your physical attack as a sorcerer and jaws are not agile so this is using your strength modifier but it's still really fun unfortunately unless you have hand wraps of mighty blows this doesn't really scale the hit points you get increased by 1 d6 every 2 spell levels which means even at max level i think you're getting 5 d6 temporary hit points at level 20 so it's not a good spell but it's so cool oh my god i just noticed that the bloodline spells are all sins gluttons jaws swamp of sloth and abyssal wrath gluttony sloth and wrath are three of the seven deadly sins that's a nice touch look at you piezo look at you think you're clever you are swamp of sloth has the olfactory trait which i don't know if i've ever seen before but i love that that's a trait swamp of sloth is okay i think it is a missed opportunity to utilize the sickened condition really well but let me explain for one to three actions you create a five foot burst of swamp land within 120 feet for every action you use beyond one this becomes a 10 or even a 15 foot burst of area pretty cool it also becomes difficult to rain most importantly though any creature that ends their turn in that terrain makes a basic fortitude save against 1d6 poison damage and a 15 foot burst is pretty massive that's a 30 foot cube on the field from end to end with difficult terrain you could trap someone in there for at least one turn now the damage doesn't scale super well 1d6 damage every two spell levels so again level 20 this is dealing 5d6 but the radius does also increase by five feet when heightened so it'll also be a 30 foot burst or 60 feet across at level 20 so it is cool to have the concept of basically just conjuring a massive 60 foot swamp as a focus spell that's neat diabolic sorcerers say it with me cast using the divine spell list they are trained in deception and religion and their bloodline spells are diabolic edict embrace the pit and hellfire plume yes i know you can see me reading it off the screen i am not ashamed this video has haunted me for four months i'm finishing it diabolic sorcerers have one of the only damage dealing blood magic effects which when you cast a spell that triggers it a target takes one fire damage equal to the level of the spell you cast or you can give yourself plus one to deception checks for one round so it's not a lot of damage but there is no saving throw this is basically just one or two free points of damage or if you cast a spell that already dealt fire damage it just increases the base damage of that spell which is great because it means it won't get separately reduced by resistance but it sucks because it won't get separately triggered on weaknesses diabolic edict is really weak in spire courage for one action you target a willing living creature within 30 feet you give that creature a command if they follow the order they get a plus one status bonus to attack roles in skill checks that involve that order if you tell your fighter hey stab that guy they get plus one to hit and unfortunately the second half sounds so cool but i don't think it'll ever happen the second half says if they refuse to perform the task you told them they take a minus one to attack roles and skill checks cool right well no because the target still has to be a willing living creature so you can't cast this on an opposing bandit to make them not attack you no they have to be willing so if they're already willing to let you cast this spell on them they're probably willing to do the task you tell them i guess the upside is there's no cooldown like inspire well not inspire courage doesn't either i guess inspire courage doesn't affect skill checks and this is a focus spell so it's a kind of a built-in 10-minute cooldown it's not very good embrace the pit is a little bit better this is another self-modification spell which is kind of a running theme of sorcerer bloodline spells for one action you basically take on the appearance kind of of a demon more so like a tiefling i guess you grow devil horns and a few other things that resemble demon-like physiology and gain resistance 5 to fire evil and poison damage as well as resistance 1 to physical damage which isn't a lot but hey one damage might save your life but this does come with a detriment saying you do take good damage even if your alignment is not evil and you get weakness 5 to good damage so if you're fighting anything good don't use this spell every two spell levels the resistance gets heightened by five except the physical resistance which only goes up by one and annoyingly the weakness to good goes up by five as well so again just don't use it against good creatures and this is just free damage reduction if you're fighting something that deals fire or poison damage which is honestly kinda common this is great resistance but let's be real if you're playing a diabolic sorcerer you're looking forward to level 10 when you can take hell fire plume for two actions in a 10 foot radius so that's 20 feet across and 60 feet tall you create a swirling pillar of hellfire 4d6 fire damage and 4d6 evil damage on a basic reflex save if you're fighting good creatures just don't activate your little good weakness and hit him with the hellfire plume to deal massive damage every spell level this heightens by one d6 fire and one d6 evil against the right target this is some of the highest damage from one spell in the maybe not the highest but it's a damn good spell and you can't go wrong with it but do keep in mind evil damage only hurts good creatures if they are neutral they do not take any draconic sorcerers also known as the one everybody plays cast using the arcane tradition and are trained in arcana and intimidation their bloodline spells are dragon claws dragon breath and dragon wings dragon and the blood magic when it's triggered grants you or one target a plus one to armor class for one round being able to grant a bonus to ac especially a status bonus is fantastic keep in mind raising a shield is a circumstance bonus so if your fighter or champion are on the front line with their shield up you can give them another bump just as a side effect of whatever other spell you cast draconic sorcerers are phenomenal they're a little balanced out by their level 1 focus spell being mediocre at best it's a cool spell dragon claws for one action your hands grow dragon claws i don't know what you expected these turn your unarmed strikes into finesse unarmed strikes that deal 1d4 slashing and 1d6 extra damage based on the element of the dragon of your bloodline all draconic sorcerers must pick one color of dragon to have their bloodline connected to and their bloodline spells might be altered based on it for example if you pick blue dragon you will deal 1d6 extra lightning damage dragon claws in my opinion is so much better than the demon jaws from earlier because these are at least finesse as a sorcerer dexterity is much more helpful to you than strength this gives you armor class because you have no proficiency in any kind of armor so you are relying on pretty much just your dexterity so that being able to be used for your unarmed attack role is not bad if you have a 14 or 16 dexterity you could realistically actually hit with dragon claws and one d4 plus one d6 ain't bad honestly if only it added your spell casting modifier then it would be amazing the final effect of dragon claws is that it also gives you resistance 5 to the damage type of your claws which is kind of counter-intuitive if you are activating dragon claws to deal lightning damage chances are you're not fighting something that uses lightning damage maybe it'll be helpful if you're fighting an opposing spellcaster and they happen to use lightning bolt but overall you're gonna use this either for the bonus damage or the resistance not both every four spell levels so that's every eight character levels at levels nine and seventeen you are going to increase the damage on your claws by an extra d6 and gain 5 extra resistance against the corresponding damage type their second spell is dragon breath which gives you dragon breath this is really easy for two actions you spin either a 30-foot cone or a 60-foot line depending on your colored dragon bloodline which deals 5d6 damage on a basic reflex save now this could also be a basic fortitude or will save reflex is by far the most common but there are a few that do otherwise such as the black dragon's poison being a fortitude save or the sovereign dragon's mental damage being a will save every spell level heightened gives 2d6 extra damage scaling incredibly well at the end game dealing math 19 d6 damage at level 20. as a draconic sorcerer this is a phenomenal option to have on hand spending all three focus points to use this three times once per turn is going to be honestly super effective and their final focus spell is a little less exciting but still useful dragon wings for two actions you grow dragon wings you get a 60 foot fly speed for one minute pretty much the end additionally most of the time you're probably not going to use this but if you spend two focus points to cast this spell you also get the effects of dragon claws this is basically just saving you an action for an extra focus point i mean it would cost an extra focus point anyway to use both so if you're going to cast both in the same combat you might as well save the action by doing them at the same time at character level 15 when this is heightened to eighth level the duration is 10 minutes 10 minutes of flight every 10 minutes that's not bad elemental sorcerers cast using the primal spell list and are trained in intimidation and nature intimidation is a really common skill for sorcerers honestly they're charisma casters so that actually makes a lot of sense their bloodline spells are elemental toss elemental motion and elemental blast two of which are reliant very similar to the dragon bloodline on what element is specifically your bloodline that could be fire water earth and air and let me tell you fire is the right choice i honestly wish i was memeing here but fire is the only element that deals a different type of damage everything else deals bludgeoning if you pick water earth or air they are all bludgeoning damage fire deals fire i don't know why water doesn't deal cold and air doesn't deal electric but here we are if you trigger the elemental bloodline blood magic you can either give yourself a plus one bonus to intimidation checks for one round or deal a target one point of bludgeoning damage per spell level of the spell cast or if you're a fire elemental bloodline fire damage because you're special level one's elemental toss is really good action economy for one action you throw a chunk of element that deals 1d8 bludgeoning damage or fire damage and the damage is doubled on a critical success it's okay it's very rare to have a one action offensive spell this is basically just a 1d8 ranged weapon that costs a focus point personally i wish it added your spell casting modifier because it costs a focus point as a kant trip this would be fantastic one action one d8 not bad but to cost a focus point and then roll a one would feel horrible but this is great synergy if you have something like electric arc which is a saving throw you could then also cast elemental toss right afterwards because the saving throw doesn't trigger the multiple attack penalty you get to do this and that all at full bonus fantastic every spell level the damage goes up by 1d8 so starting at level 3 i think this spells a little bit better because the chance of rolling two ones is really low you'll roll at least one of those dice on something decent elemental motion is really cool for two actions you get a special move speed based on your associated element if you picked air you get a fly speed equal to your land speed if you get earth you get a 10 foot burrowing speed which is awesome if you picked water you get a swim speed equal to your land speed and you can breathe underwater and of course fire makes you run faster right why does fire give you a fly speed fire is already better at dealing damage than the other elements why does it also let you fly that is air's thing these last for one minute at spell level six you'll go 10 foot faster with each of these and at spell level 9 you go 20 feet faster this makes me so salty they could have just been like oh fire gives you a 20 foot speed bonus for one minute that would have been awesome but no they made it fly for some reason piezo i called you clever why would you hurt me like this and elemental blast is fireball the focus spell for two actions you pick a 10-foot burst or to be fair a 30-foot cone or 60 foot line and it deals 8d6 bludgeoning damage this is huge you know that is a 10 foot burst that's a fireball or it's a burning hand or it's a lightning bolt and any element can pick any range or or area which is fantastic most spells don't let you pick the area it's a basic reflex save again you don't get to add any flat bonus from a modifier or anything but 8d6 you're bound to roll on average what 24 damage on average it's not bad for a focus spell that doesn't even cost a spell slot you can't go wrong with elemental blast it's way better than elemental toss as it should be it's basically a fireball you can keep getting back throughout the day it's just a shame they all do bludgeoning damage except fire scale is amazing too 2d6 extra damage every spell level amazing focus spell if you are making a purely blaster caster damage dealing sorcerer the elemental sorcerer is very likely the way to go the fae sorcerer also casts using the primal spell list and is trained in nature and deception because duh their blood magic when its triggers causes fae glamours to dance around you or a target causing them to be concealed for one round beep beep car senpai [Music] notice me car senpai please this is a clever one all the rest of these have been like numeric bonuses plus one to this skill plus one to ac a little bit of damage granting concealment is really really neat unfortunately it can't be used to hide but still it's a fun effect especially for fey on unfortunately their level 1 focus spell is really bad for one action you create a 5 foot burst within 30 feet of sparkly dust if a creature succeeds their will save in the dust nothing happens i've said this earlier in the video if nothing happens on a normal success it is already a weaker than average spell or it needs an insanely powerful failure or crit fail effect like the pre-mentioned confusion on the earlier one so what does fairy dust do well if they fail they can't use reactions and they take -2 to perception checks that minus 2 also applies to will save so this could be used to set up for something better if you have another spell caster in the party this comes a little bit more useful especially if it's like a cleric with days or something along those lines unfortunately fairy dust will not be useful to set yourself up as the penalty only lasts for one round now if they critically fail they do last for one minute albeit they're only a minus one they're still a minus two for the first round and then the next nine rounds are minus one that's it that's all this does is a penalty to perception and will saves and then they can't use reactions against the right creature maybe if you can get this to work on a dragon or a chimera or something that you know has attack of opportunity it can come in handy but remember attacks of opportunity are not automatically available to every creature in fact more than half the creatures in the bestiary i would argue maybe three quarters don't have an attack of opportunity at all at least it's only one action you can spend an extra action to increase the radius of the burst which to be fair a 15 foot burst is huge that's a 30 foot square area roughly so not bad but really weak compared to the other focus spells we've seen so far faye disappearance is a really good trump card to have in your back pocket for one action you turn invisible and ignore natural difficult terrain it doesn't even specify an environment if you're in the middle of a mountainside post avalanche with rocks everywhere you can move your full speed through those rocks as long as they're not actively tumbling this lasts until the end of your next turn so if you want to for one action you become invisible which means you're automatically considered hidden and that gives you five stride actions to book it granted three of those are on the next round but you can still fey disappearance and move 50-60 feet in that one round where they can't see you additionally at spell level 5 i don't know when this would come in super handy but now the invisibility continues even if you cast a hostile action i guess you could use this to make them flat footed to your spell attack rolls so if you one action fey disappearance you're hidden if you attack a target that can't see you they are flat-footed so you could fey disappearance ray of frost kind of deal just to get effectively a plus two to your spell attack roll and ranged flat footed is tough to come by so this actually might be one of the stronger focus spells glamour is an interesting one this is effectively two spells in one that already exist illusory scene and veil both cast at spell level four or always one level lower than fake glamour's level and it's a weird one you target up to 10 creatures if you use veil which is basically mass disguise this is basically you can affect up to 10 creatures to make them all look identical very cool what's even more interesting is using the effects of illusory scene fae glamour only costs two actions to cast and replicates the effect you can basically make a large area of terrain look however you want now normally illusory scene costs 10 minutes to cast it takes 10 minutes this takes two actions and nowhere does it say that it copies the cast time so this is a focus spell version that is literally 100 times faster to cast than illusory scene and illusory scene's great you can create fake enemies or allies fighting alongside you that aren't really there you can create a small waterfall nearby you can do a lot of different things that fit within a 30 foot burst area so really fun spell honestly putting that and veil all into one focus spell this is your ultimate fake it till you make it illusion option and i think it makes up for the level 1 fae focus spell being a little bit weak because this the more creative you get the better fae glamour becomes the hag source for a cast using the occult spell list and it gives you trained proficiency in deception and occultism their blood magic is also again super creative when you trigger their blood magic you pick two targets the first of those targets to damage you takes 2 damage per level of the spell you cast if you hit them with a level 2 magic missile you can spite them and their goblin ally if the goblin stabs you that goblin takes 4 damage not bad level one's jealous hex which existed before the witch class even did this honestly used to be and maybe still is my contender for at least my second favorite mechanically my favorite sorcerer focus spell at least at level one i know i love glutton's maw but this one mechanically is just so versatile for one action you pick a target and they make a will saving throw if they fail they gain clumsy stupefied or enfeebled based on their highest ability score you don't even have to guess the gm looks at their sheet and goes oh they have a 20 dexterity they're clumsy one on a fail or two on a crit fail and this lasts up to one minute sustained don't listen to him he's stupid it's not sustained they get a new saving throw every single turn and if they get a normal success it does end the effect so this can be amazing if they can reliably fail their save over and over and over again especially against a spellcaster where the stupefied is going to lower their will saves anyway this can be amazing but it's also another all or nothing focus spell if they just meet the dc and get that normal success nothing happens so it's rough luckily they don't get the saving throw until the start of your turn so if they fail it is a guaranteed one turn penalty to their best stat if it's an assassin dexterity if it's an ogre strength if it's a lich intelligence it's amazing because it's useful in literally every single situation it's one action it's not an attack role it just lines up so well with a spell casters action economy so i love jealous hex it's not probably quite as strong as i thought it was especially when i first started playing the game i made a video like two years ago ranking these focus spells and i put jealous hex way at number one i remember i still love it though i still love it just because it's an interesting thing to do that can do a lot never underestimate the power of a minus one horrific visage is plain and simple it's a two action 30 foot radius emanation frightened effect they make a will save if a creature is within that 30 foot radius of you which remember is 60 feet across on a fail their frightened one on a crit fail it's frightened too this is basically a two action 30 foot range aoe demoralize not bad at all in my opinion again it suffers from the normal success no effect normal successes are super common on enemies in pf2 and frightened one while it's good i feel like might not be enough for spending a focus point remember the demoralize action can do this for free now again this can affect up to as many creatures within the radius if you're fighting 30 goblins and they're all within 30 feet of you that is 30 demoralized actions at the same time which is super cool i also actually misread that it is only foes that attempt the will save this does not frighten your party members which is worth something now once you hit character level 9 and this is heightened to fifth level this becomes incredible at mid to late game this is one of the best level one focus spells because it now frightens one on a success frightens two on a failure and not only frightens three on a crit fail but they're also fleeing one this is amazing and they're only safe on a critical success in an aoe demoralize that's incredible it just sucks that you get this at level six and then you have to go through three levels of this kind of not living up to what it could be until it finally hits its stride and becomes incredible you're mine the hag sorcerer's greater focus spell is so fascinating it is some of the most creative action economy control i've ever seen and this isn't the core rule book i actually overlooked this and i've never read it before for two actions you pick a creature within 30 feet and they make a will save easy if they succeed they're stunned one which means they only get two actions on their next turn if they fail they are stunned one and you get to decide what one of their two remaining actions is it is whatever you want it to be this is one action full control of a creature if they're being flanked by a fighter and a barbarian both with attacks of opportunity they miss their first action and you can make it so their second action moves them away they make a full stride action away they both get their attacks of opportunity your allies and then if they want to do anything else maybe they have to walk all the way back and their turn is over this can almost be considered failure skip their turn hell you could make it spend an attack action on its ally even if it wants to attack your allies with its third action it has a penalty now the multiple attack penalty is gonna give it a that's huge and if the crit fails you get to fully control it for one round you just get to decide all three actions this is the biggest swing focus spell i've ever read one of the biggest swing spells i've ever read even on a normal fail effectively skipping their turn and then on a crit fail just having an extra ally for a round this is incredible oh and did i mention once this is heightened to spell level seven the fail effect is controlled for one round and the crit fail is controlled for one minute sure they get another saving throw every turn but if they fail you just get to keep controlling them for one focus point this is nuts this is kind of insane okay i've been recording for an hour and we're about i think halfway done i think we have five six left maybe maybe almost two thirds maybe it won't be as long as i thought maybe maybe i've just been building it up in my head maybe it's been like a phobia where you're only scared of it until you actually experience it i have that with bees imperial sorcerers which i didn't realize what that meant at first it means your bloodline is connected to a powerful wizard so you just have magic in your blood they cast using the arcane tradition they are trained in arcana and society and their blood magic effect gives you a plus one bonus to skill checks for one round you can also give it to an ally this is good i remember way overvaluing this when i was first reviewing the class um again this is like two years ago now it's fine it's tough because it doesn't stack with status bonuses because this is also a status bonus so i guess you can almost use this this this is inherently better than some other blood magic like a blood magic that just lets you give plus one to intimidation when you activate this it could be to intimidation it could be to diplomacy it could be to deception it could be to that stealth whatever you want this is really really good honestly now ancestral memories this is the one i freaked out about two years ago and i'm about to freak out just the same because i still think ancestral memories is one of the strongest focus spells at level one i don't think it's the strongest but it is so good and it scales so well with pathfinder 2e's proficiency system ancestral memories for one action you get a non-lore or lore skill related to your bloodlines empire basically the origin of the magical user in your bloodline you then become trained in that skill for one minute i know this doesn't sound that crazy but think of this as potentially giving yourself plus four at level two remember proficiency is your level plus two if you're trained so even at level one this is one action give yourself plus three to a skill for a minute think about that and that stacks with your blood magic effect at level one for a focus spell you get plus four to a skill for one round and then plus three for the rest of that minute if you need to climb a wall real quick and you have a plus zero athletics suddenly you have a plus three that is such a big difference and that difference only gets more massive as you level up especially at spell level 6 when you become an expert in the skill of your choice that means if you're a level 11 sorcerer and you need to jump across a 15 foot wide chasm with a plus zero to athletics you cast ancestral memories and because you're level 11 suddenly you have a plus 15 to your athletics for a minute 16 for a round now you'll need to get a bit creative and possibly talk to your gm about the limitations of this how much non-lore or lore relates to your empire what constitutes relating to an empire was your empire built on the backs of its people at which point maybe you could use athletics otherwise this is going to be more useful for things like arcana society a specific lore like sailing or something like that but again if your empire has something behind it that can apply to the specific situation that lines up with a skill you're not trained in this is amazing also amazing is extend spell for one action this is a meta magic focus spell which is very rare for one action and a focus point if your next action is to cast a spell with a single target in a one minute duration it lasts 10 minutes instead if you know you're going into an extended altercation against some enemies that's gonna last more than 10 rounds boom extend spell enlarge or extend spell heroism or something like that on a single target 10 minute heroes i'm already last 10 minutes doesn't it right 10 minute haste end of story the limitation on this is that it can only be cast on spells weaker than your highest level spell slots when you get this at level six you can only use it on level two or one spells unfortunately sorcerer focus spells are some of the most creative design i've ever seen in the system so i've never really looked much past the first and only a few third level focus spells for sorcerers so most of these greater focus spells i've never read before an arcane counter measure is so cool this is a reaction focus spell that if a creature within range you see casts a spell you activate this and there's no saving throw there's no counter rack check you just reduce the spell's level by one and grant all targets a plus 2 to ac or saving throw against that spell if your entire party is about to be engulfed by a level 6 fireball you get arcane countermeasure that becomes a level 5 fireball reducing the damage to everybody by 2d6 and everyone gets plus 2 to their reflex save that is amazing so if there's four of you not only did you just negate potentially 8d6 or if everyone crit fails 16 d6 potential damage you might have just turned someone's fail into a success or a success into a crit success all on a reaction and i've never seen anything else in pathfinder 2e reduce an opposing spell's level why hasn't there been more of that that's such a cool effect range is 120 feet that's amazing there is a caveat here though you cannot reduce the level of a spell that is already at its lowest level the example it gives is cone of cold is a fifth level spell so you can't reduce it to fourth level because there is no fourth level version undead sorcerers casters in the divine spell list are trained in intimidation and religion their blood magic effect also is fine you can either gain temporary hit points equal to the spell's level for one round and weirdly this is one of the only effects that can only be on you you can't give the temp pinpoints to an ally or a target takes one negative damage equal to the level of the spell you cast so you better hope you're fighting living creatures because that ain't gonna do anything to undead on death's blessing is a big hoop to jump through to either be able to heal a living creature with harm or hurt a living creature with heel it's cool i won't lie but for one action the creature is treated as undead for the effects of harm and heal additionally if you use harm to heal them after this they do heal for two extra hit points neato the downside of this is that if you're trying to make someone able to be hurt they're going to try to resist it which means they get a will save so if they succeed their will save this does nothing so the most reliable thing this can kind of do is that you use this as an undead sorcerer who only has harm and maybe doesn't have heal in their repertoire you use undeath's blessing on your fighter who to make them treated as undead so you can heal them for two actions it's rough it's kind of a cool way to say i don't need heal on my repertoire i only need harm and i can do both things at the cost of a focus point it's just not super efficient so it'll come down to you what's more worth it taking up a second part of your limited repertoire with a heal spell or just keeping undeath's blessing on hand to have harm do both functions and every time the spell level's heightened it heals two extra hit points which is not bad level five ten extra hit points i was saying how good it was on the angelic halo so i guess it's good here too drain life is fine one action fortitude save against 3d for negative damage plus three negative damage with your blood magic i suppose and any damage the target takes from this spell you gain as temporary hit points so it could be cool one action and a focus point for a 30 foot range this ain't bad you could gain potentially like 10 to 15 temporary hit points off this for one action which can be followed by a two action attack roll spell because this doesn't have the attack trait it's another good action economy penalty management combo spell to combine you know one action saving throw with a two action attack roll sometimes you might wanna do a one action attack roll versus a two action saving throw there's a lot of ways to mix and match your spells for the best penalty management uh temporary hit points aren't bad level 3 10 temporary hit points for a focus spell and some damage all for one action not terrible the downside is that fortitude is typically the highest saving throw you will encounter especially if you're fighting monsters not people so that will unfortunately get in the way and it does only heighten by 1d4 per spell level and does not add your spell casting modifier so again you can get really lucky and roll all ones and it's gonna be a little bit weak this is a weird sentence but grasping grave is a bigger undead fireball for two actions you pick a spot within 60 feet and a 20-foot radius area around where you select erupts from the ground dealing 6d6 slashing damage to all creatures in the area and attempts to hold them in place so if they succeed their basic reflex save of course they take half damage if they fail they take full damage and take a minus 10 foot speed penalty if they crit fail double damage or and immobilized for one round but they can escape against your spell dc the damage heightening by 2d6 ain't bad for a fifth level focus spell 66 is a bit weak i think a fifth level fireball is dealing 10d6 so i guess it's about half as strong as fireball again no flat damage bonus so it's gonna come down to your luck of the roll of the d6s but it is really cool just the idea and imagery of a massive area of skeletal hands coming up and swiping at people really cool undead might have some of my least favorite focus spells of all the sorcerer subclasses unfortunately but they are at the very least flavorful into the apg i believe only four to go the genie bloodline casts using the arcane spell list and gives you train proficiency in arcana and deception their blood magic either gives you or a target a plus one bonus to deception checks or a target a minus 1 penalty to perception pathfinder 2e loves throwing around these perception penalties and it's just not that useful perception is not used for much in combat sure it can be used to find an unseen foe i guess but nothing is avoided using perception no attacks rely on perception if you're using it in combat they've already rolled initiative with perception so a penalty to perception really isn't gonna do much especially against monsters perception is much more useful for players so giving it to monsters just isn't that great genie's veil a reaction focus spell at first level that if you or an ally within 30 feet have been targeted by an attack you spend your reaction and they become concealed against the triggering attack and concealed until the end of the current creature's turn so if a bandit's about to stab your wizard as a reaction you spend a focus point and suddenly that attack has a 20 chance to miss as well as all other attacks by that creature is this amazing no 20 chance to miss isn't great but i suppose it's still good you know a one in five chance to just negate the attack altogether especially as a reaction is pretty fine heart's desire for two actions you pick one target within 60 feet and they make a will save against you trying to distract them with the single thing they want most in the world and this is an amazing anti-spell caster option they make their savings throw and if they normal succeed they are stupefied too and take a minus two status penalty to any check regarding a reaction for one round this is all on a success so not only are they less accurate with the tax of opportunity but they are also at -2 for spell attack rolls their spell dc's their will saves amazing if they fail stupefied 2 for a full minute and they can't use their reactions this very much feels like the level one fey focus spell on steroids this is fantastic this is much stronger and a little bit more reliable so no reactions stupefied two for one minute with no way to remove it unless they have something like a champion's mercy and if they crit fail this one's weird if they crit fail all spaces are considered difficult terrain i guess this is to sort of represent them struggling to move while being so distracted by their heart's desire i feel like this could have been worded better or had a different effect it kind of comes out of left field and it's up to the reader to really interpret how that works but i guess it's a good crit fail effect and every two spell levels you can target an additional creature meaning that spell level five and seven this thing gets even better if there's one or even two or three opposing enemy spell casters just being able to stupefy all of them for two actions amazing wish twisted form is fun you are just corrupting an enemy lowering their defenses granting them weaknesses it's a lot of fun for two actions the target makes a will save and even on a success they suffer the following penalties they gain a weakness five to one energy type of your choice nine times out of ten if you can make it work this will probably work best with fire because you can inflict a lot of persistent fire damage and remember persistent damage also triggers weaknesses also all resistances are reduced by five that's massive especially if it's something like an ooze is a bad choice but like a golem who has resistances to like physical bludgeoning piercing a physical uh slashing bludgeoning piercing being able to reduce all of them by five at the same time makes your marshals so happy additionally they are ten foot slower to all their speeds and a minus one penalty to all saving throws you're helping your marshals you're helping your spell casters you're helping yourself as long as they fail their save again all of this on a successful save for one round is great for one minute on a failure is incredible and if they crit fail as icing on the cake you also reduce their ac by one this is spectacular there's just so much to love here you are everyone's best friend if you're breaking this out and if you can get the boss the big bad boss of the chapter to fail their save against this focus spell well you just made the fight so much easier oh and whenever this heightens up a spell level the weakness and reduction goes up by one so this ain't bad if you're level 20 being able to reduce resistances by 10 granting a weakness of 10 which by the way in case you didn't know you can apply a weakness of something it resists if you're fighting something that has resistance 10 to fire not only is that fire resistance being reduced by 5 you can also give it weakness 5 fire effectively negating it completely keep that in mind you can do some really cool stuff with this oh i forgot to mention but when you pick the genie bloodline you pick one of five different types of genies and they will affect your granted spells again we're not covering granted spells but i will have it on screen now if you want to pause and check out which spells are affected based on which genie you pick i am so sorry i don't know what this is but apparently it's been visible the whole time if you haven't noticed it now you have if you have i'm sorry i'm not re-recording this not a chance i'm almost done the nymph bloodline casts using the primal spell list and is trained in diplomacy and nature their blood magic either grants you a plus one status bonus to diplomacy for one round or reduces a target's will saves by one for one round which again not super useful for yourself but helpful for an ally and i did just double check unfortunately the blood magic effects only take effect after the spell has resolved so they do not take the penalty to will saves before the spell goes off only after nymph's token is cute i wouldn't necessarily call it a great spell but it is fun and flavorful for two actions you imbue a little token it could be a little piece of hair a stick you picked up off the ground something flavorful you then also for free pass it to an adjacent ally as long as they are holding it up to the duration of one minute they get a plus one bonus to their performance checks and will saves the bonus to will saves is really good especially you don't need to sustain it if you do this before combat starts that's a really good way to get a little bit of bonus in there the bonus to performance checks outside of maybe doing this in some kind of fun role play setting isn't going to come in handy too much but i guess you could give it to your bard at spell level 4 it gets an additional effect where as long as they are holding the token you can cast touch spells on that creature up to a range of 30 feet which does have its uses that's really really fun but again it only lasts one minute it'd be really cool to see a heightened version that allows it to last a full day that way you can give it to them at the start of the day and maybe make this at like level six or seven spell level but to give an ally a permanent plus one to will saves for 24 hours that'd be a really cool focus spell blinding beauty is i'm not a fan of its design it could be so much better for one action in a 30 foot cone all enemies make a will save just having a cone is good if they succeed they're dazzled meaning all creatures are concealed to them if they fail they're blinded meaning all creatures are hidden to them sounds amazing right all their attacks are going to be less accurate well no because it lasts until the start of its next turn this means that concealment doesn't really do much it does mean that you can hide from them the rogue could spend one action to take the hide action because they're concealed from the dazzled condition if they succeed they can sneak attack cool and if they're blinded every they are flat-footed to all of your allies attacks that round which has its merit this works the best if they crit fail and are blinded for one minute that's really huge i think i would have preferred taking the failure effect and making that the success effect and then making the failure effect blinded until the end of its next turn having dazzled in there just doesn't feel great and dazzled until the start of its next turn doesn't do much though to be fair having this cost one action is incredible economy this is another way that you can one action make someone blind and then attack with a spell attack role which they're flat-footed to because they're blind this does have the incapacitation trait though so don't try to use it on bosses establish ward is really cool but feels like it should be on an enemy not a player for two actions you create a 30 foot burst in an area so that's 60 foot square of area while within the area you are permanently quickened one and can only use that extra action to make nature's wrath attacks these attacks don't have a range and can attack any other creature currently within the burst of area so if there is any enemy anywhere within this 60 foot square you can attack them these deal 2d8 plus spell casting mod which first doesn't cost a spell slot it's one action spell attack roll that's fantastic and you don't need to sustain this for two actions it's there for a full minute plus you just get to do it as a free bonus action every single turn the downside of this is if you are ever outside of this area you are slowed one while it's active now if you are out of the area and can get back in before the end of your turn that doesn't do anything remember slowed only affects the actions you get back at the start of your turn if you become slowed mid-turn you don't lose an action but keep in mind this means if the enemies can tell what's going on and they push you out of the area then at the start of your turn you will get one less action same goes for quickened if you walk into the area you don't get your free action it's only at the start of your turn in that area and unfortunately the damage scales pretty poorly it only goes up by 1d8 damage every two spell levels but the area gets bigger as well meaning that at the end of the day at level 20 i think that's a what 40 foot burst for 4 d8 damage attacks not great but they're free psychobomb sorcerers two more divine spell lists intimidation religion their blood magic's actually super cool you either give yourself a plus two bonus to fortitude saves i don't know where that came from every other bloodline has been a plus one to whatever it's affecting but this is a plus two to fortitude saves or a target takes one point of damage per spell level cast what's cool is that if you're targeting a living creature this is negative damage if you're targeting an undead creature it's positive damage really great at taking advantage of weaknesses and could be worth a lot more damage than at first glance so bulk royal mask is cool you manifest a little dark psychopomp funeral mask on your face for two actions and in a 5 foot emanation any creature that starts their turn basically adjacent to you makes a will save against 1d4 mental damage this is a basic reflex save and if they fail they take a -1 status penalty to will saves for one round or if they grip fail that lasts for one minute on top of all of this you give yourself a plus one status bonus to will saves against emotion effects the damage does scale by 2d4 every two spell levels not the worst scaling in the world and the radius increases that's very important meaning that at spell level 357 starting at those points it's no longer just being adjacent to you but being within 10 15 or even 20 feet of you granting that damage at the start of their turns and like most sorcerer focus spells this doesn't need to be sustained this is just free automatic area damage around you at the start of creatures turns that you don't need to waste actions keeping up that's something that has really gone unsung about the sorcerer that i didn't realize until i started reading these is most of them don't need to be sustained which makes them incredibly powerful spirit veils kind of weird for two actions you become concealed to all creatures keep in mind this means your allies which means something like a targeted heel can miss you but more importantly you become hidden to all undead creatures having the same effects as invisibility on top of that you are hidden regardless of their sense even if they have tremor sense or something like that you are still hidden no matter how they can try to sense you if you use a hostile action on anybody or even interact with an undead creature the entire spell ends but every level this gets heightened you can target an additional creature meaning that if you have this at level six your four-man party might be able to sneak through an entire crypt undetected granted you'd need to re-up this every minute shepherd of souls is a very rare hit point resource management spell and i'm all about it for a focus point and a reaction if a target within 30 feet of you takes damage you sacrifice up to 15 hit points to negate twice as much damage as the hit points you sacrificed if your ally takes 20 points of damage you can sacrifice 10 hit points to negate all of it additionally if you so choose let's say they're taking 20 damage you can still sacrifice 15 hit points to negate 30 damage since they only took 20 any excess counts as healing and they actually restore 10 hit points very cool very cool to manage it's got a lot of flexibility and versatility letting you sacrifice as little up to 15 as much as you want and every two spell levels the max hit point sacrificed goes up by five as a sorcerer this is amazing it would be a little less useful on something up in the front lines already but if you're safe and you're not in any danger yourself but your fighters getting his face kicked in throw him a bone save him 30 hit points that could make her break an entire fight and finally shadow uses the occult spell tradition and starts train proficiency in occultism and stealth their blood magic when activated either gives you or a target a plus one bonus to stealth or imposes a -1 to perception which we all know my opinions on that dim the light is cool as a reaction you lower the light so you become concealed and you can use this concealment to hide in fact you get to make a hide check as part of this reaction the hard part about this is that you can't just use this like it says it's a reaction and you need to have specifically cast a darkness or shadow spell before using dim the light this doesn't seem horrible at first before you realize the text saying at the end of your turn if you're not behind cover you're not gonna be hidden or concealed anymore and in order to use dim the light you'll need to have cast probably a two action spell use your reaction to dim the light and then a one action hide to become hidden well you don't have any more actions to move so you probably weren't already behind cover because if you were you could have hidden anyway so you're just gonna become visible again i suppose i did misread a little bit you get to hide for free so if you two action spell reaction dim the light then make your stealth check you do still have one action left to sneak which remember if you're sneaking you only get to move half your speed so dim the light only works if you are within 15 or for most cases 10 feet because half of 25 is 10 in pathfinder from cover to remain hidden it's just so situational i don't see it being that useful and it doesn't do enough but that's okay because steel shadow is so stupid cool and flavorful for two actions you steal the target's shadow you were peter panning this they make a fortitude save if they succeed they're enfeebled one for one round not great but at least it's something if they fail they take 3d4 negative damage and they're in feeble 1 for up to 1 minute you do need to sustain this as you rip their shadow away holding it in your hand every turn when you sustain this spell you squeeze and throttle their shadow dealing 3d four more negative damage on a basic reflex save you are choking them through their shadow and on crit fail they're in feeble two instead of enfeebled one they don't get to make another saving throw they don't get to end this you just get to keep sustaining this every single turn one action 3d4 negative damage basic reflex save that's so cool like it's not the most damage in the game but if they fail that is amazing just extra action economy damage it's gonna do more than your basic unarmed strikes it's gonna do pretty i guess not on par damage with your can trips but it's not an attack roll so every turn you just throttle the shadow produce flame or something you can do some really cool stuff and this 100 makes up for the weaker first level focus spell and every spell level the damage goes up by a d4 nothing super marginable but it's something marginable's not the not a word marginal is a word and consuming darkness as rad flavorful and cool as it is is okay at best for two actions your shadow stretches out and becomes a 10 foot emanation around you any creature that enters the area or starts its turn in the area makes a reflex save against 2d6 negative damage on top of that if they fail they take a 10 foot movement speed penalty even if they succeed they take a 5 foot movement speed penalty and if they critically fail on top of obviously taking double damage they are sucked into the shadow they are stuck beneath it oddly enough not becoming prone or anything but they do become immobilized personally i think that should restrain especially for a level 5 spell restrained it would be so much better if they're stuck inside the shadow how are they attacking you you can still attack while immobilized you can't attack while restrained come on that should have been restrained and they can also make an escape check but again it's whenever they enter the area or start their turn this means as an emanation that walks with you you can walk up to someone bringing the area with you dealing the damage potentially immobilizing them and at the start of their turn it all happens again three more big things one it doesn't hurt allies it only targets enemies two each time you sustain it it goes up by five foot radius meaning this thing will be massive later in the combat and three the damage goes up by 1d6 per spell level nothing spectacular but 2d6 damage potentially twice per turn because if you think about it you could sustain it for one action move far enough away that all the enemies are out of it and then move back in to re-enter them into it dealing damage then and at the start of each of their turns it's a little cumbersome but i think you get creative with it and that's it i'm done every single focus spell from every single bloodline of sorcerer covered this is the comprehensive sorcerer bloodline guide for pathfinder 2e and if you made it this far please like the video because my god my voice is so tired this has drained me horribly but it's done and i feel amazing for getting this done shout out to my patrons who have been so patient while i've been away at gen con and haven't been uploading as much y'all are amazing y'all are incredible thank you to everyone who watched thank you to you for being patient if you were waiting for this video or watching the entire probably hour and 15 minutes of this monster i appreciate y'all i'm gonna go refill my drink i'm actually gonna make some tea tea sounds fantastic thank you so very much for watching where'd my brain go how do i end these it's been two weeks i hope you have a wonderful rest of your day that's the one that's the line and until next time no now once do you hear how gravelly my voice is oh my god
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Channel: Nonat1s
Views: 44,642
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Keywords: Pathfinder, Pathfinder 2e, Pathfinder Second Edition, Advanced Player's Guide, Pathfinder 2e APG, Nonat1s, Pathfinder 2e Nonat1s, Pathfinder 2e Level 1, Pathfinder 2e new features, Pathfinder 2e New Ancestries, Pathfinder 2e Gamemastery Guide, pathfinder 2e sorcerer guide, 2e sorcerer guide, pathfinder sorcerer, pathfinder 2e blood magic, 2e blood magic guide, nonat1s sorcerer, pathfinder 2e metamagic, sorcerer class guide, sorcerer 101, nonat1s sorcerer 101
Id: 0uPNYIxNpI4
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Length: 72min 55sec (4375 seconds)
Published: Mon Aug 15 2022
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