SORCERER CLASS GUIDE - PATHFINDER 2E

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hey uh y'all remember class guides howdy my name is nonat and welcome to the slightly overdue deep dive into the sorcerer class for pathfinder 2e it's been a little bit but we're here and that's all that matters before jumping into the thick of it i do want to let you know that this video will not be covering bloodlines that will be coming out next week or if it's already out i will try to remember to put a link in the description to that video it's gonna be its own completely separate one going over the bloodlines their bonuses and their focus spells for the sake of my sanity and avoiding a two hour long video they will not be featured in this one i will go over what a bloodline is and then we'll jump right ahead into the rest of the class features with that being said go check out sinclair's library link in the description that's the entire sponsored segment you're welcome we're not wasting any more time let's put me in a little bubble in the corner of the page and get talking about the sorcerer the sorcerer is surprisingly a spell caster six hit points per level and a charisma focused caster much like the bard trained in perception trained in fortitude trained in reflex an expert in will much like a lot of spellcasters sorcerers are incredibly squishy and easy to take down at least with their base stats they only get two plus their intelligence modifier in skill trainings but they do get an additional skill based on their bloodline trained in simple weapons and unarmed strikes and only trained in unarmored defense your sorcerer likely will not be wearing any armor at level 1 you're really only looking at your bloodline and your spell casting that's about it it's an early game spellcaster and pathfinder 2e aside from your spell selection there's not going to be a lot of choice acting as a spell selection isn't a lot of choice but the big choice for sorcerers is their bloodline there are so many bloodlines i'll even put a list on screen so you can see why i'm not covering all of them in this video now the bloodline is probably the single most important thing you will pick as a sorcerer not only does it give you access to unique focus spells a specific skill training and a unique blood magic effect but it determines which spell list you can use the sorcerer is the only class in the core rulebook that can use any of the four spell lists arcane divine primal and occult as the same class it'll also grant you specific spells you add at each spell level and this is a heavy limitation of the sorcerer you can see over just here as the demonic bloodline as an example the granted spells such as acid splashes of cantrip and fear as a first level spell these are chosen for you and do count against your prepared spells per day not prepared but your repertoire looking at the sorcerer's spell list they typically know as many spells as they can cast per day and at level 1 they only get three first level spells and if you are demonic one of those has to be fear so you only get to choose two of them same goes for the kantra one has to be acid splash and the other four you get to choose this is true of every spell level up through ninth and you might already know this from how i just explained it but yes sorcerers are spontaneous casters meaning they do not need to prepare specific spells each day but they are heavily limited on the number of spells they know for example at first level you only know three spells you can cast any of them in any order or use all of your slots on the same one but you cannot change those spells without downtime or leveling up from there on they're pretty simple second level skill feats they get sorcerer feet starting at second level general feats at third level and the signature spell feature at third level all spontaneous casters get this and you get to pick a single spell from each spell level that can be freely heightened at will if you choose magic missile as your first level signature spell you can up cast to third level without adding it to your repertoire at third level this is not made super clear so let me just say it right here and now if you are a spontaneous caster and you have magic missile at first level if you want to cast magic missile with a third level spell slot you either need to make it a signature spell or learn it again this is something a lot of people don't understand about the sorcerer and it's fair it's a fairly complex facet of their spell casting but note how at level 5 they know four first level spells and three third level spells if magic missile is not your signature spell you can have magic missile count towards one of your first level spells but if you want it at third level it will also count against one of your third level spells they will count as two separate spells in your repertoire unless it is a signature spell skill increases ability boosts ancestry feats general stuff fifth level sees fortitude saves increased to experts seventh level scenes spell dc's and spell attack roles increase to expert and ninth level sees reflex saves increase to expert boys spellcaster level ups on base class features are boring level 11 perception is expert level 11 weapons are expert only simple 13 unarmored defenses expert 13 weapons deal plus 2 damage because you're just expert with weapon specialization level 15 you're a master spellcaster level 17 you are master will saves god this is simple and then finally level 19 you get legendary with spell casting and you get one 10th level spell slot to prepare now you only get one slot but you do get two spells you can learn any two tenth level spells from your bloodline spell list and cast one of them per day and that's it aside from bloodlines we're on to feats i'm sure i've said this in the past but spellcasters are pretty simple when it comes to leveling up class features their spell selection gives them their complexity so their base mechanics are not really even mechanics at all they're mostly just stat increases so let's talk class feet starting with counterspell i'm not going over this watch it in that video i'll link it in the description it is complicated but i explained it really well like a year ago dangerous sorcery a really popular one when you cast a spell using a spell slot that spell deals bonus damage equal to the level of spell slot it's not a bunch of extra damage but if you want your acid arrow to deal one extra damage you can keep in mind this has some interesting interactions with something like magic missile magic missile if you shoot three missiles at the same target you still only get plus one damage from dangerous sorcery but because magic missiles damage is clumped together per target if you shoot magic missile at three different targets each of them gets plus one damage dangerous sorcery will only apply to a spell's target once so if you can target multiple things you will get much better rewards from dangerous sorcery familiar you get a familiar reach spell and widen the spell we've talked about these like six times and we'll keep talking about them you can make your spell reach 30 feet farther or increase the width of your spell's area of effect over in the advanced players guide we have ancestral blood magic which is literally useless until like fifth level or higher this is a really weirdly worded feat and nobody's been able to understand why it works so poorly with ancestral blood magic if you cast a spell slot spell from an ancestry or heritage feat you get your blood magic like you do with your sorcerer spells i don't know why this is a level 1 feat because no level 1 heritage or ancestry gives a spell slot spell tons of them give cantrips but this only works on non-cantrips so why this is level one is beyond me can't trip expansion you get to prepare two more cantrips and i won't badmouth it this time because the comments got really mad at me when i bad mouth can't trip expansion enhanced familiar here familiar gets two more abilities per day anoint ally for one action allows you to put a rune on an ally that lasts for one minute during that minute whenever you would cast a non-cantrip spell and activate your sorcerer's blood magic effect you can give the effect to your ally for example if something gives you plus one to diplomacy checks for one round you can give that to your ally instead of yourself you can only anoint one ally at a time if you anoint somebody else the original rune goes away entreat with four bears is really interesting especially if you're playing a sorcerer who is thematic with the campaign you're in while engaging with creatures of the same type as your bloodline for example if you have an undead bloodline and you're fighting undead you get plus one to diplomacy deception and intimidation as well as plus one to perception checks against them and plus one to all saving throws against effects originating from those targets level four already boy i forgot how few feet spellcasters get arcane evolution a really cool feat only available to bloodlines that offer the arcane spell list you get a receptacle similar to a wizard's spell book and using arcana and paying the appropriate gold cost you can copy down spells and add them to a book which normally sorcerers cannot do during your daily preparations you can pick one spell in your spell book quote unquote and add that to your repertoire now remember you have to pick a specific level for this but if you have a spell you already know like magic missile and you put magic missile in your book then magic missile can become a signature spell without counting against your normal signature spell allotment so this means you can have two signature spells of the same spell slot level i know this is getting really confusing trust me it's not that bad you just get an extra signature spell i like to over explain things and usually make things more complicated than they need to be but overall it's just a great way to get an extra spell in your repertoire which is usually super limited the spell weapon always one of my favorites to see on a spellcaster as a free action after casting a non-cantrip spell you imbue the weapon you're holding with a little bit of residual energy from that spell and your next attack with that weapon deals an extra 1d6 damage of the corresponding damage type depending on the school of magic cast which you can see in the feet oh it's actually not even just the next attack it is until the end of your turn so if you cast a single action spell like true strike and then attack i think that's enchantment or ab duration so you pretty good combo there true strike attack with advantage dealing 1d6 bonus damage and then if you're lucky enough to somehow hit on the second attack that's 2d6 extra damage you just did not bad the only downside is the spell weapon doesn't scale with level so whether you cast this at level 4 or level 20 it's still only 1d6 bonus damage divine evolution obviously only for the divine spell list you get one additional spell slot per day automatically at the highest spell level you can cast but it must be used to cast heal or harm this is fantastic it doesn't count against your repertoire so you don't even need to know how to cast heal or harm you just get an extra spell per day to heal someone or harm someone and it's your choice every day it's your choice if you need the healing on the spot you can use that if the fight's about to end and you can finish it you can just cast a max level harm it's amazing this feat is incredible for divine sorcerers occult evolution are you sensing a theme here you become trained in one skill of your choice for some reason not sure why and once per day during your daily preparations you can add one occult mental spell to your repertoire as though you know it and it does not count against your repertoire total it just specifically has to have the mental trait which luckily a lot of occult spells do and the primal evolution for the primal spell list similar to heal and harm you get one spell slot at your highest level that can only be filled with summoned plant or summon animal overall these evolution feats are fantastic i think arcane might actually be the weakest except maybe a cult there's arguments for both but arcane you need to find the spell even the occult one you can just add any mental spell to your repertoire for the day the primal and the divine have such just it's an extra spell slot it's just a straight up extra spell slot which is huge the arcane one just has the most limitations and that holds it back from the rest elaborate flourish is a cool concept that will almost never come up in execution for one action you use this meta magic and if your next action is to cast a spell opposing creatures have a minus two to their attempt to recall knowledge to identify the spell you're casting the most you can see with this is it gives you a higher chance to not be counterspelled remember counterspell is not automatic in pf2 there are opposing checks to your dc and it does give the penalty to both recall knowledge to identify it and -2 to the check to counter spell this is a meta magic just if you're really scared of getting counterspell and maybe on something like a divine sorcerer who focuses on healing this could actually be really good if you want to elaborate flourish and then heal the opposing clerics can't counter spells effectively but i'll say right now as a gm or as a player i've never seen a spell get counterspelled except maybe by a player once so counterspell doesn't come up a lot from enemies just gonna say that split shot's cool a lot cooler on paper than it is on practice but for one action you activate this meta magic and if your next action is to cast a spell that only deals damage and has zero additional effects you can instead shoot it at two separate targets using one attack roll against their acs and then if it hits it deals half damage to both targets if you're fighting a ton of enemies and you want to stay far away yeah you could split shot ray of frost and maybe snipe out two little goblins in a fight but overall this isn't gonna be super useful when you're level four next level you get fireball and you'll have plenty of other multi-target abilities it's cool not super effective advanced bloodline you get an extra focus point and a new bloodline spell steady spell casting really specific but really helpful when it comes in clutch from now on if someone uses a reaction and hits you like an attack of opportunity that interrupts spell casting rather than it automatically succeeding you get a 25 chance to succeed by rolling a dc 15 flat check if you succeed the spell still goes off pretty nice but also not as good as advanced bloodline like who's not gonna take advanced bloodline there diverting vortex is okay for one action if you just cast a non-cantrip spell you get plus one to ac only against ranged attacks not against spell attacks not against melee attacks strictly ranged weapon and unarmed attacks that's the only thing the ac bonus applies to for a level six feet just cast shield it's a cantrip almost everybody has shield unless you're primal now this does stack with shield as shield is a circumstance bonus and this is a status bonus so i guess if you cast a one action spell slot spell you could follow it up with shield and diverting vortex and get a pretty solid ac bump but that's a lot of hoops to jump through energetic resonance is cool it's a cool thing to have in your back pocket as a reaction if you would take energy damage which is acid cold electric fire sonic you can expend a spell slot of a level higher or equal to the spell that just hit you when you do so you gain resistance to that damage type equal to double the spell's level if you're being shot by a level 3 acid arrow you can expend a level 3 spell slot to reduce the damage by six it's really niche could come in handy but at the end of the day you're sacrificing an entire spell an entire level three spell at that to basically save six hit points it's just not that worth it even if you're like level 15 sacrificing a seventh level spell slot to save 14 hit points maybe if you're arcane and you have no other survivability that's worth it but if you're like a divine sorcerer you could just use that spell slot at level seven to heal for what 78 plus 56 a little better than 14 hit points i will say this is more useful if the spell somehow hits you multiple times and you gain resistance against every single hit that is better but it's incredibly niche spell relay is one of the coolest feats in the game and i've never seen anyone take it which makes me sad as a reaction your ally when they cast a spell can use you as the origin point of that spell it uses your reaction but if your wizard is 30 feet behind you they can cast fireball and it comes from you and can fly its full distance using you as the base point giving you almost a 30 range 30 range 30 foot range extension on the spells they cast this is also helpful if you're around a corner you're standing behind someone who has cover from the wizard the wizard can cast it from you removing that cover there's a lot of really cool ways to use this and i want to see it more it's one of the very rare teamwork feats in pathfinder 2e and i don't think there's enough of that bloodline resistance plus one status bonus to saving throws against spells and magical effects it's good it's boring but it's good cross-blooded evolution this is an entire feat which lets you take one spell from a spell list other than your own and add it to your repertoire and anytime you could swap spells like with downtime or leveling up you can swap in a new spell for example if you're arcane and you want a little bit of healing you could take cross-blooded evolution to add heal at your highest spell level and every time you level up just add it at your new highest spell level it's a great way to get some extra support for a spell list that might be lacking something safeguarded spell is a really cool way to get away with some like self-focused fireballs for one action meta magic if your next action is to cast a spell that has an effect in an area you are not affected this means you can safeguard cast fireball and throw it at your feet and you will take no damage super cool soul sight if you can cast from the divine or occult spell list you gain spirit sense it's honestly pretty decent you gain a 60-foot emanation around you where you can just sense the spirits of living things if you are outside of an abandoned hut you can basically sign up to it and similar to trying to hear something inside your gm will be able to tell you yes you detect living spirits inside or no you do not you don't get any actual information about them but you know they're there very great for finding something around a corner or like i said finding out if there's someone inside of a house without actually going in greater bloodline you get the greater bloodline spell and your third focus point overwhelming energy one of the best metamagics for one action if your next action is to cast a spell that deals a specific type of damage you get to ignore an enemy's resistance equal to double the spell's level sorry equal to your level that'll typically be the same sometimes it'll actually be one higher an important thing it notes is that this applies to the damage as long as the spell lasts so if you use this metamagic and put it on something like wall of fire which lasts multiple rounds it overcomes the resistance the entire duration very nice for things that hit multiple times oh sorry i should clarify it only works for energy damage acid cold electric fire sonic and the level 10 feat most people will take is quickened casting as a free action once per day reduce the amount of actions needed to cast a spell by one to a minimum of one one action fireball followed by a two action fireball pretty good i will say the limitation is that it has to be two levels lower than your highest level spell slot if you're level ten you have level five spells so you get to throw out a level three fireball and then a level 5 fireball that's what 66 for level 3 10 d6 for level 5 so just 16 d6 damage in a 20 foot burst up to 500 feet away that's pretty good at level 10 and ancestral mage requiring the ancestral blood magic feet from level 1 is again it's okay but it's not great any spell slot spell you get from your ancestry or heritage is now officially part of your repertoire not counting against your total repertoire spells meaning you might be able to cast them multiple times per day if as a random example you're a dwarf sorcerer and your spell list doesn't have meld into stone well with this feat your repertoire now has meld into stone meaning you can cast it as many times as you have spell slots for at that level it's cool it's not that exciting but you might be able to get a spell you can cast multiple times per day that normally you couldn't energy fusion again really cool but costs a lot of resources for what it does for one action you activate this metamagic and if your next action is to cast a spell that deals energy damage you can sacrifice a spell slot and if you have a spell in your repertoire that deals a different type of energy damage you get to shoot the normal spell as is but the damage is divided in half and it becomes half energy type 1 half energy type 2. so it still does the full damage but it's half and half good for overcoming specific resistances or hitting two different resistances meaning you apply the weakness twice the spell slot expended does need to be the same level as the original one so this is really good if you want to use it on first or second level spells if you want to hit those weaknesses but it's not as worth it if you use it for your high level stuff oh the last thing i missed is that it does do bonus damage equal to the level of the slot you expended so it might deal five extra damage if you're doing this with your high level slots energy ward is actually fantastic as a free action once per turn if your most recent action was to cast a non-cantrip spell that dealt energy damage you gain resistance 5 to that element now the downside here is that unless you're fighting other spell casters chances are you're not going to be using the element of the target against them if you're fighting a fire elemental you're not gonna cast a fire spell on them so signature spell expansion isn't bad at all actually you gain two additional signature spells they must be for spells of third level or lower which sounds bad but remember a signature spell can be heightened at will so this can take something like magic missile i know i keep bringing up it's an easy example and now without spending any of your other signature spells you could raise it to fifth level without spending anything i mean except for a fifth level spell slot but yeah pretty cool bloodline focus when you refocus you get two focus points back instead of one magic sense you are permanently affected as though you were channeling a first level detect magic spell and whenever you take the seek action you are automatically affected by a third level detect magic spell is this amazing kind of it'll help you get not caught off guard as much by magical stuff because you don't have to actively cast the spell but these are just kant trips remember blood component substitution is really really cool it's not overpowered in any way but will be very useful in some role play situations if you sacrifice hit points equal to double the spell's level you remove any and all material somatic and verbal components meaning you also remove the manipulate trait now it does still have the concentrate trait but otherwise this is a silent spell it's like the silence spell meta magic but way stronger what this means is even if you are tied up and can't perform the somatic components you can still just like like anime style like bite your cheek sacrifice the blood and still cast the spell honestly super cool i will say though it does say that you will crackle with magical energy so maybe it won't cover the silent spell perfectly greater physical evolution is for primal and arcane sorcerers and does give you another spell in your repertoire technically a bunch of them if you have this feat you can cast any battle form polymorph spell like dragon form for example and just have it in your repertoire as a signature spell it doesn't count against your total spells known and you can cast it at any appropriate level now the big thing here is it does need to be a common spell but if you have arcane evolution you can choose any battle form spell even if it's uncommon and if you have primal evolution you can just use the extra spell slot that you get from primal evolution for the polymorph on the other hand spiritual evolution for divine and occult get a really interesting and drastically different effect from now on all of your spells are affected by the same effects as the ghost touch weapon rune meaning they deal bonus damage to anything with a weakness to ghost touch additionally you can both damage creatures on the ethereal plane and damage creatures who have a projection of themselves before you if an enemy is hiding in a tower somewhere but they've cast project image and are talking to you with basically a hologram your spells if you know it's a projection can still hurt the original body very cool feat very very neat that was a rhyme i didn't expect it to be 14th level we're getting into some really unique stuff now like interweave dispel for one action you activate the metamagic and if your next action is to cast a single target spell and that spell hits the target you get to cast dispel magic on that target as a free action now it still consumes the extra spell slot but this is two spells for the price of one so it's one action and then two actions but you're still saving an action and casting two two action spells on the same turn it has to be dispel magic but the spell magic is great and it's not like a once per day it's pretty dang good honestly get rid of that shield spell on the target get rid of anything giving them bonus armor class or flight or anything of the sort dispel magic is underutilized reflect spell your counter spell now turns the effect back on the caster even if it's an area of effect like a fireball it still only hurts the original caster and the caster does get a chance to make a saving throw or roll their own spell attack role against their own ac really cool really fun i don't know how often you'll be able to do it but being able to counterspell something and turn it right back at the original source is super satisfying consume spell is less cool than reflect spell but is really fun for certain character concepts when you successfully counterspell you eat it i'm not kidding if you successfully counterspell a spell you gain the nourishment as though you had just eaten a meal and you regained hit points equal to double the level of the spell it's funny honestly this is a funny feat i'm not even mad about it it's not that powerful but it'd be really cool to see the lich cast uh the ray of enfeeblement and you counterspell and just eat it spell shroud another metamagic you activate it and then if your next action is to cast a spell then the residual energy of that spell creates a dense magical mist that emits 15 feet around you effortless concentration once per day as a free action you can auto sustain a spell as a free action rather than spending the required action greater mental evolution is okay you get an extra spell at every single level of your repertoire this does not give you any more spell slots but it does give you more options personally greater vital evolution for divine and primal casters are way better twice per day if you run out of spell slots from a single spell level you can cast you can just cast another one that's simple if you're level 16 and you run out of 8th level spell slots you get another 8th level spell now the second one has to be a different level you can't do 8th again but there's no level requirements so as long as you use all your 8th and all your 7th level spells you get another one of both which is huge and i'm way ahead of you you cannot use this feat to get an extra 10th level spell slot tenth level spells specifically cannot be used for abilities that let you cast spells without expending spell slots because specifically the feat we're talking about doesn't give you another spell slot it just lets you cast a spell for free which cannot be done with 10th level spell slots scintillating spell is okay only because it still works on cantrips you activate the metamagic for one action and then for your next action if you cast a spell a big burst of light accompanies it now this only works on spells that require a reflex save such as fireball but any creature affected by the spell has an additional effect depending on the result of their reflex save if they fail they are dazzled for one round not a big deal but if they crit fail they are blinded for one round the most useful i can think of this is basically making electric arc better for an extra action electric arc now dazzles and blinds it's cool on something like a fireball but with the duration only being one round it's not that crazy especially when you compare it to the other level 16 spells of just extra spells or extra spells in your repertoire this is a lot weaker terraforming spell also fine i guess for one action you activate the meta magic and if your next action is to cast a non-cantrip spell specifically for this one then either every space adjacent to you becomes difficult terrain or if it already was it is no longer difficult to rain that's it it doesn't work on cantrips like removing a couple spaces of difficult terrain isn't that big a deal maybe it would let you step but i see very few uses for this and again compared to extra spells it's just not worth it level 18 bloodline wellspring now you get three focus points back when you refocus greater cross-blooded evolution is actually kind of insane you need to have taken cross-blooded evolution earlier but now you get three extra spells in your repertoire from spell lists other than your own now each of these spells has to be at a different level but they can all be from different lists you can take three divine spells you can take two primal and an occult spell any mix you want this is the ultimate spell customization that you can get in pathfinder 2e echoing spell is okay for one action as a meta magic if your next action is to cast a fourth level or lower spell then before the end of your next turn you can cast it again without spending a slot this means all of your spells of fourth level are lower you can almost double your spell slots which is cool don't get me wrong that keeps you going especially for spells that just require a spell dc that's pretty good but for most offensive spells you know you're level 18 you have access to ninth level spells fourth level and lower is not going to do all that much damage but you might be able to put on some cool status effects and conditions so for those for something like fear echoing spell is actually pretty good and level 20 what do we got for capstones we have bloodline conduit once per minute you can activate this metamagic and if your next action is to cast a spell a fifth level or lower it doesn't consume the spell slot very similar to the one we just talked about you can use this to sort of double your total spell slots but it's only once per minute i actually think the one at level 18 was better because at least you can do that as many times as you want this one it's not great i think i would have preferred once per day of any level than once per minute of fifth level this is fantastic for out of combat things like healing if you're a divine sorcerer and you have bloodline conduit sure you can wait a little bit but that means once per minute you can just infinitely heal over 10 minutes you can cast ten fifth level heal spells for free bloodline perfection you get a second tenth level spell slot not to be undersold it's pretty good it's pretty simple it's fun meta magic mastery is fine your meta magics now are free actions instead of one action the problem is you still only have three actions on a turn and most spells cost two so maybe you can get away with meta magic 2 action spell meta magic one action spell but they're very few and far between the one action spells that are incredibly effective there's not that many of them sure there's shield and maybe you can do something cool with metamagic on shield but nothing i can think about the top of my head it's a cool idea and concept but i just don't think there's enough unique meta magics to make it work i will say this does allow you to move into position meta magic and cast a two action spell and that's really good that shouldn't be undersold because typically you can't move metamagic spell and bloodline mutation is it's good for role play you take on the traits of the source of your bloodline for example if you are angelic bloodline you might grow angel wings you get low light or dark vision depending on what your bloodline creature would have and choose one of the following if the creature associated with your bloodline can fly like angels you gain a fly speed equal to your land speed not bad by any means but you can also just cast fly if the creatures when your bloodline are amphibious or aquatic you can breathe underwater and gain a swim speed equal to your land speed there's also really low level spells for that and if your bloodline has some connection with a specific type of energy like elemental you gain resistance 20 against that one type of energy which is fine i guess but what would you rather have resistance 20 against one type of damage or an extra 10th level spell slot or infinite fifth level spells this is not good i'm sorry i don't see why anyone would ever take bloodline mutation over like if you take uh what is it if you take the infinite fifth level spells what's it called if you take bloodline conduit you can just cast fly or water breathing or i'm sure there's a fifth level or lower spell that gives you resistance to energy right yeah resist energy is a level 2 spell that lasts for 10 minutes and if you cast it as a fourth level spell it targets two creatures so you could just cast it on yourself and an ally wait a minute on two other people and then you've still got like nine minutes left on the spell you it's just worse literally every effect of bloodline mutation can be mimicked with a fifth level or lower spell which you can have infinite of with bloodline conduit i hate to say it this might be the worst level 20 feet in the game i might be wrong i might be forgetting something else that's even worse but this is rough bro and i hate to leave it on such a sour note but that's the sorcerer overall they have a lot of really cool stuff i love the focus on meta magic and using spells in new and creative ways with a little different effects of the metamagic i just wish there was more honestly and maybe there is that i'm missing out i only covered the core rule book and advanced players guide in these videos if they added something in like secrets of magic or gods and magic that i'm missing let me know down in the comments i would love to hear from you are you playing a sorcerer right now if so tell me about your character you know i love hearing about your characters or if you're planning to play a sorcerer what kind what kind of bloodline be on the lookout next week for my bloodline guide because boy that's gonna be a long video i think we're gonna be covering no less than like 60 70 spells like the video leave a comment subscribe if you haven't already shout out to my patrons on this list you guys are amazing and thank you for keeping me uh doing what i'm doing don't forget to check out sinclair's library using the link below and i'm done listing off things you should do i'm just gonna tell you that i hope you have a wonderful rest of your day and until next time no nat ones
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Channel: Nonat1s (On Hiatus)
Views: 45,371
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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: zZaR0NuCoaM
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Length: 37min 46sec (2266 seconds)
Published: Mon May 09 2022
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