Not only that, the swarms like you enough to do what you tell them AND give you a natural armor bonus! [Windcaller]: You get free uses of control winds, which is cool, but it doesnt help you get that precipitation you need for the boost in caster level, so it could be better. Eldritch Heritage - Feats - Archives of Nethys: Pathfinder RPG Database This is a great ability. This is a fun power, and youre getting access to giant form I SIX levels earlier than you normally would, so this is great. You actually dont get one. [Outer dragons Arcana]: Wow, this is pathetic. This is golden. Overall, I really like this bloodline, because of the Shroud of Vermin ability mostly, but it really seems to be meant for an evil character, and so most players arent going to get the chance to run it. Sadly, fire is the most likely resistance that youll come across, so this isnt the best out there. AND it entangles everyone else. Final Thought: Just looking at the spell and feat lists, I didnt think Id like this arcana, but after diving into the bloodline powers more, Im hooked. Blood Piercing - Reduce your target's energy resistance and spell resistance(!!!!) This is a HUGE boost for any Sorcerer, and makes taking Eldritch Heritage (Accursed) much more bearable for a non-Sorcerer. This one is another "meh" for me. Final Thought: If you are trying to play a melee-focused Sorcerer that is NOT going for Dragon Disciple, this is one of your best options, no question. You get darkvision, which is excellent, but you also get light sensitivity, which sucks. : If you are trying to play a melee-focused Sorcerer that is NOT going for Dragon Disciple, this is one of your best options, no question. The abilites granted by this bloodline are all space-related, obviously. [Envenom]: A decent ability, letting you poison someone a few more times than you would be able to otherwise. Several of the other spells require touch attacks, so that can be a little more tricky, but they have good effects, so theyre probably worth it. [Animal Companion]: This is the second best bloodline power in the game (right after Arcane Bond) and thats only because you need to use a feat to get the full benefit of this one. Spoiling Touch: Imposing the broken condition on an enemy's items or weapons doesn't sound that great, but I'm giving this green for what it can do to the firearms of enemy Gunslingers if you can get close enough to cause the broken condition on their gun, you're going to be the hero of the party! Linnorm is overall weaker than straight Draconic, so I dont recommend it. This bloodline is decent overall, and its got some fun abilities, especially the first-level one. Eldritch Heritage this one for your Rogue, Ninja, or Ranger, because everyone could use Shadow Well, and the prerequisites for it are less steep than the Shadowdancer PrC. Ascension: This is a fun and very thematic capstone. Elemental Resistance: You get the same resistance as the genie-based bloodlines, which Im a fan of. , which leaves your target PERMANENTLY sickened and shaken if they fail their save, or sickened and shaken for a bunch of rounds if they make their save. Breaking guns is pretty awesome for a front-line fighter, and the div resistances can come in handy as well, so I'd say this one is worth the investment if you can afford the feats. You get the option to create objects, animate them, and eventually just change anything into anything else. A blaster Wizard or Magus might consider picking up the Eldritch Heritage line of feats to get Elemental Blast, though itll take three feats to get there. Compared to other 20th-level Sorcerer powers, this one kinda falls flat. In combat, the Magus is defined by Spellstrike, which allows the Magus to deliver spells through a weapon attack. A pair of claws isnt as powerful as a two-handed weapon, for the most part. : Just looking at the spell and feat lists, I didnt think Id like this arcana, but after diving into the bloodline powers more, Im hooked. Expeditious excavation is a good early replacement for create pit. Class Skill: Knowledge (dungeoneering) - Sadly, this skill just doesnt come up that often unless you are in an underground-heavy campaign. An extra boost to your (or an allys) Stealth checks when in dim light or darkness? It only lasts 15 rounds, but WOW is that amazing. Not two points per damage dice, just two points. For a melee build, this is absolutely amazing. Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). A decent arcana, but nothing earth-shattering. You just made two of your spells completely useless (at least for yourself)! Which you will have done, because you're a Sorcerer. Bonus Spells: shocking grasp (3rd), invisibility (5th), fly (7th), minor creation (9th), overland flight (11th), chain lightning (13th), plane shift (15th), greater planar binding (17th), wish (19th). Confusion is pretty debilitating, so this is pretty good, but it does require a touch attack, which isn't ideal. Arcana: This ones very situational, but if you happen to cast a charm spell and then need to make some type of Diplomacy check to tell the subject to do something, this could come in handy. Change your energy spells into cold damage. Final Thought: If youre playing as a kobold Sorcerer, this bloodline deserves a look. Though many things are immune to poison, getting a +2 to the DCs of saves is pretty nice. I was just made aware of a small group of abilities that were published in the Magic Tactics Toolbox called Bloodline Mutations that COMPLETELY alter the world of bloodline powers. Burrow town 10 feet and sit there gaining 10 hp per round for a few rounds. Youre no longer going to be the party face for Diplomacy checks, but you can truly replace the Wizard thanks to this ability. Final Thought: This is a decent bloodline, and obviously if youre trying to go Dragon Disciple its the ONLY bloodline for you. Use this to lower your Int in battle. Let me also point that that a multiclass Magus/Sorcerer could make super great use out of this arcana. Just like all the other 1st-level ray powers, this ones lackluster. Notice that it doesnt say that you cant use it on yourself, and it adds to damage rolls, so heres another way to get a little more spell damage on top of what youre already getting, but only if you can then cast your damaging spell as a Swift action. : This set of feats is pretty nice. The only thing that really isnt good is the class skill, but thats trivial overall. Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th). Same as the others, you can change your energy-damage spells to acid. The only real issue is that you've got all three form of the dragon spells on the list, when really you would want to drop the lower-level ones when you get the higher-level. : Nothing to write home about. Arcana: If you're planning to fight a lot of incorporeal creatures, this is an amazing arcana but for a general campaign, this one is very lacking. Contents 1 Rankings explained 2 Races Overview 3 Tiefling Heritages. Still isnt that impressive. You have some of the power of air genies in your heritage, and it gives you power of the air and lightning. Only Profession (basketweaver) would be worse, but even then you could sell baskets. Having undead be affected by things like. I actually think this bloodline is one of those that works better for EH or VMC than it does as an actual bloodline Tremor is great, Rockseer and Crystal Shard are both excellent as well. Trap Rune: You can lay magical traps (which normally require much higher level spells, BTW), and they can last up to 24 hours. This is a good list of spells. Final Thought: This seriously is one of the better bloodlines for a straight Sorcerer, assuming that youll spend at least a fair amount of time underground. I can imagine someone using their familiar to deal a flat 1 point of nonlethal damage to them every round to keep the caster level up, though, so this might be a fun arcana to have. Blindsight?? You become immune to acid, petrification, and polymorph effects. Wow, these feats are really great! A swim speed can be very useful situationally, and natural armor and cold resistance is very nice. Either way, the first half of this power is where its at. Not being noticed by unintelligent undead is nice, but at 20th level, there are very few unintelligent undead that could be even a tiny challenge for you. Youre going to be sad during the first few levels, since your 1st-level bloodline power stinks in either case, but once you hit 9th level to get Voidfield I think itll all be worth it. Between the great bonus spells and the excellent bloodline powers, Ill be building a Daemon Sorcerer in the near future, no question. Hide Aura: Combine this with an invisibility spell and youll pretty much never be found by anyone. Immunity to electricity and poison, resistance to all the other elemental types, and telepathy. For a melee build, this list is excellent, otherwise its just decent. Youre going to be sad during the first few levels, since your 1st-level bloodline power stinks in either case, but once you hit 9th level to get Voidfield I think itll all be worth it. This ability is so unbelievably good for a first-level ability that I cant even see straight as Im typing this. For a debuffing-focused Sorcerer, the bloodline powers and spells here would be really good, but you are missing out on what could be a REALLY GOOD arcana for this crappy one. If you're looking to pick up claws, go look at the Ghoul bloodline instead, trust me. Arcana: This one is excellent. BOO! If you dipped a Cleric level to get the Aura class feature, you could combine this with the Sacred Summons feat to do some serious damage to evil outsiders, since your summoned creatures would then have DR /good AND could have good-aligned attacks. : This is an incredible power for a debuff-focused caster. Not a super great power, because it requires a melee touch attack and youre not going to want to get that close most of the time. I like this group of spells overall. No complaints here at all. Tack on the elemental immunity and free. The high level spells are completely non-combat, and if thats for you, cool, but I like to see my 8th and 9th level spells deal some damage or debilitate a whole slew of enemies. Grasp of the Dead: This is a cool power. And now youre vulnerable to it? I love this ability. You have a Daemon lurking somewhere along your family tree. This ones at least as good as Crystal Shard, and probably better, honestly. This is a decent damage-dealing bloodline power, and it doesn't say that it's a mind-affecting effect, so you could theoretically use it against undead or golems (expect table variation). Tough as Hell is nice, but there are other, better powers out there for melee-based builds. Look at how you can combine them to buff yourself to crazy levels: cast, . Source = Orcs of Golarion. Final Thought: This is a fun bloodline that really plays up the weirdness of a Sorcerer. Now, you might be thinking "but Cartmanbeck, you told me not to take Cast Without Hands, but when I take Naga shape I can't cast my spells!" In fact, thats better than the alignment-based DR that some of those other arcana give them, because youre likely to fight creatuers that can actually bypass it. This means that you can choose the. : CRAP! In fact, thats better than the alignment-based DR that some of those other arcana give them, because youre likely to fight creatuers that can actually bypass it. Consider trading it for. Multiclassing with this bloodline could be very interesting, however. Source = Haunted Heroes Handbook. This arcana just BEGS to be used along with the Arcane Trickster PrC, so go to town! If only you could combine this with the Elemental Blast power, then youd be the absolute KING of your element! Eldritch Heritage/VMC: This bloodline has useful early powers and limited blindsense is extremely nice. All of the awesome in this bloodline is in the bloodline powers, which is what you're looking for from the EH feats or VMC sorcerer. Bonus Spells: ray of enfeeblement (3rd), touch of idiocy (5th), ray of exhaustion (7th), bestow curse (9th), feeblemind (11th), eyebite (13th), insanity (15th), dimensional lock (17th), energy drain (19th). The really good powers really arent eady to get with Eldritch Heritage, so I wouldnt recommend it. Also remember that you can cast spells on your familiar that normally would not affect creatures of its type, so if you get Improved Familiar later on you can do things like cast Form of the Dragon on your mephit familiar and it can become a decent frontline fighter for a while. Pretty nice overall. It gets better when you realize that the arcana that comes with it lets you treat vermin as animals. : This is a great ability, because you can use it to retreat from a battle youre having trouble winning, you can walk over to a stone wall, go inside it, and move up to the ceiling to fire at enemies, or you can just use it to get through that cavern wall into the treasure chamber without setting off the trap on the door. : This is just an overall weak bloodline, and even the fluff text is weak and doesnt have much in the way of flavor. NPC's. Prestige Classes. It's only considered magical if your normal natural attacks are considered magical, same thing for any other kinds of DR-bypassing. Eldritch Heritage misses out on the better parts of this bloodline (spells and arcana), so unless you REALLY want to grow angel wings, Id stay away from it. Honestly, this bloodline is probably best for the big bad evil guy in your campaign, but check it out anyway, because some of these abilities are really excellent. As it is, it can be useful. [Sage arcana]: This arcana is just crazy good. Very nice. You can lay a bunch of traps, and thats always cool. Protean Resistances: Resist acid 5 is decent, but nothing exciting. This ability is so unbelievably good for a first-level ability that I cant even see straight as Im typing this. Actually, a half-elf Summoner might find it very useful too, so that you can debuff enemies while your Eidolon does his thing. Outsider: This ones full of RP potential and flavor, so I like it. . Melee is still hard for a sorcerer though, so I cant rate it too high. If it makes sense in your campaign, this one might be a great choice, because the spells and abilities are pretty excellent. If they do pass out, theyll DIE from thirst in a few minutes. Just like all the others, this doesnt provide enough versatility to be exciting. I like this list. This is another one of the genie-themed bloodlines, and its pretty similar to the others, so if you liked those but really wanted something earth-themed, this ones for you. You want this. Class Skill: Knowledge (religion) - This is a great skill for anyone because of the plethora of undead that are out there. An alternate means of transportation is always good, though I prefer a fly speed to a burrow speed. Acidic Ray: Only very slightly better than Acid Splash, which you can choose as a cantrip. This is a cool ability, and definitely better than that other Arcana, though youll probably hope that you wont have ot use it that often. If you like changing shapes, this is for you. : This list has a few gems and a few strange ones in it. As a capstone, this one is alright, but not great. If only you didnt have to wait til 20th level for it! If they do pass out, theyll DIE from thirst in a few minutes. Shepherd of the Trees: You essentially become a plant. Aquatic Telepathy: I like this power also, even though its definitely situational. Tough as Hell is nice, but there are other, better powers out there for melee-based builds. - Not a terribly important or useful skill for an arcane spellcaster, sadly. One Body, Two Minds: Free Silent and Still spell, and also free Extend Spell if the spell is mind-affecting. : Now you get to have DR/adamantine yourself? Eye of Somnus: This is a great ability, because you can not only affect a large number of enemies, but the save DC is going to be higher than the spell version AND they cant wake each other up, unlike normal sleep spells. BOOORING! Sickened also isn't the strongest debilitating effect to add to an opponent. , and when youre in the water (like when you use Raise the Deep), you gain blindSIGHT 120. Otherwise, obviously itll be useless. Even if youre in a regular game, summoning water elementals and having them do extra damage AND stick around for extra rounds is nice. (19th). This could be a great Eldritch Heritage for a ranged Fighter or Ranger, because the Tanglevine ability could really come in handy for distancing yourself from an enemy while simultaneously shutting him out of the fight with a trip or disarm. Youve got something dark and shadowy in your ancestry, letting you sneak around unseen and blend into the shadows more easily than others. All-in-all, this is a nice bloodline. Arcana: Raising your caster level by one is really great, but its not cool that you have to take damage to do so. Sadly, dazzled is the weakest of the negative conditions, so this just doesnt hold water as you get to higher levels. You can use it twice per day at 17th level and 3x per day at 20th level. How cool is that? This is a decent list of feats, with Dodge, Empower Spell, Improved Initiative, Power Attack, and Weapon Finessse all being very likely useful for your character. This is awesome! Just a quick look through the list of sor/wiz spells that could theoretically cause precipitation yields the following: (that ones a cantrip that lasts 1 round, so if you cast it the first round on yourself you could theoretically cast another spell the following round before it expires), . These are decent spells, though unseen servant is pretty weak for your 1st-level bonus spell. Oh well, Quicken Spell and Spell Focus are here, those are enough on their own to give this a blue rating. This is a really excellent set of spells if you're planning to transform into creatures. and if you weren't planning to do that, go pick another bloodline! This skill comes up pretty often, so its a decent one to have. This power, seriously. This is probably one of the best abilities in the whole game. Bonus Spells: endure elements (3rd), surmount affliction (5th), heroism (7th),blessing of fervor (9th), greater heroism (13th), joyful rapture (15th), mind blank (17th), overwhelming presence (19th). If youve ever wanted to be a giant, this is a great way to do it. This archetype essentially takes your chosen bloodline and mutates it, replacing some of the bonus spells and some of the bloodline powers, just like a subdomain does to a cleric domain. The Orc bloodline is all about savagery and carnage, when it comes right down to it. Aquatic Adaptation: Again, this is pretty sweet. This is a decent ability, and can save your partys butt in a real sticky situation. For a battlefield controller build, this might even be sky blue. Arcana: This might be one of the most significant bloodline arcana, because it lets you cast all your spells as psychic spells, which means you can ignore arcane spell failure chance! The high level spells are completely non-combat, and if thats for you, cool, but I like to see my 8th and 9th level spells deal some damage or debilitate a whole slew of enemies. Its a good ability, but since it doesnt stack with other natural armor bonuses, it can become quickly useless at higher levels. Which you will have done, because you're a Sorcerer. Gain an intimidate bonus after you cast a spell? Enlarge person is a good start, and theyre mostly very good spells, until you hit veil :-( . Burrow town 10 feet and sit there gaining 10 hp per round for a few rounds. Ghoulish Claws: This is an excellent power, as the claws that this power grants cause paralysis which scales with level. The requirement of taking Skill Focus (Perception) for the EH feats is honestly not at all detrimental, since Perception is the best skill in the game. Avoid at all costs. The only real issue is that you've got all three form of the dragon spells on the list, when really you would want to drop the lower-level ones when you get the higher-level. This list of spells is obviously very necromancy-heavy, but its got some good spells on it. Eldritch Heritage/VMC: This one has a terrible 1st-level power, though it might be worth your while to pick up voidwalker or aurora borealis. As you can see, the Fey bloodline is a really good one, and Sylvan is even better. Overall, this is sweet. I'll briefly describe each of them here: Blood Havoc - Add 1 point of damage per damage die to all of your damaging bloodline spells OR spells of a school that you've selected with Spell Focus. Does it look like your fighter might be going down in one round, but youre flying safely above the battle? Pretty nice overall. Source = Blood of the Beast. You're getting free spell upgrades at every level when you gain new spell levels to cast, which is awesome. Eldritch Heritage/VMC: I could see a rogue or other infiltrator character picking this up as a VMC option for the altered form power, and touch of agony could come in handy as well. [Cloak of Shadows]: An extra boost to your (or an allys) Stealth checks when in dim light or darkness? Sadly, this bloodline wont work with the Dragon Disciple prestige class, which is what most melee-focused Sorcerers are going to be aiming for. A decent power. : Incredible. On Dark Wings: A constant flight speed is always good, and in this case youre not stepping on the toes of one of your bloodline spells. Immunity to cold and blindness, you can see perfectly in any type of darkness, and you gain fast healing when under the stars at night. (19th). That aside, there are some good options. This list of feats is great if your character has a decent Dexterity score, with Agile Maneuvers and Defensive Combat Training, but otherwise the only good one left is Toughness. This bloodline gives you access to a bunch of spells that you might not get otherwise, as well. Resist acid 5 is decent, but nothing exciting. This bloodline has very nice powers overall, and its cool to turn into a god of storms, so I recommend it. Determining what animals and magical beasts are and what their weaknesses and resistances are can be very useful. You should consider replacing this one with. (19th). This is AWESOME. This is another of those energy resistance abilities that starts off a little weak and gets only marginally better. (19th). (19th). It does not list collections for lower jurisdictions. Make sure to take the trait, I like this power because it makes direct use of the harrow cards which this book was based on. Theres one huge disadvantage to this capstone, though you become immune to polymorph effects meaning you can NEVER cast form of the dragon, cats grace, or any of those other really awesome spells on yourself. Its important to note that burning hands and scorching ray always deal damage based on your chosen element when cast in this way. Fearsome Spell is a great debuff option, Selective Spell is almost necessary for combat-type casters, Spell Focus is always solid, and Traumatic Spell is just plain fun. Turn the druids animal companion into a Treant! Wizards have to work their whole lives to learn how to become immortal you just say hmm, look how awesome I am, I think Ill stop aging now. And then you do. Arcane Ambush: This is decent, but youre probably better off casting a blast spell at the enemy instead of using your standard action to give a small boost to your allies attack and damage that only works if theyre flanking. Age out is also really good, so I'd say this is even a good candidate for VMC as well, if you're interested in not being affected by ANY debilitating conditions, and the flavor is very strong as well. It deals decent damage in a large range, and can save you a few spell slots on things like. Just for that ability alone, it might be worth an Eldritch Heritage for a rogue or ninja, and Windborne would then just be an added bonus. [Esoteric dragons Arcana]: This alternate bloodline arcana is fabulous, making all of your spells treated as psychic magic instead of arcane magic. There are lots of reasons that you might want to use ectoplasm, the biggest one being when fighting incorporeal creatures. As a capstone, this ones just okay. Regeneration is always great, it would just be nice if it went into effect before you hit 0 or less hit points. Class Skill: Knowledge (history) - This one doesnt come up too terribly often, but you will probably find a use for it. Im not a huge fan of divination spells, because they generally leave too much interpretation up to the GM (plus it makes their job harder since they have to come up with information for you to gain from the spell). This is awesome! Let me point out that if youre in a campaign with the Leadership feat open to you, and youre playing a Witch, you should definitely have a Sorcerer with this bloodline (or even just have any other class with a one-level dip) as your your cohort so that he/she can spend a standard action every round boosting your spells by one caster level. To consider this bloodline for Eldritch Heritage, youll probably want to be a caster who can deal some serious damage or deliver some serious de-buffs with touch-range spells. This ones a no-brainer based on the fluff, and itll be very useful to you as you gain your sweet bloodline powers. Not a bad blasting ability, but if youre a blaster you want to use spells to do it since you can boost the damage more easily. The ability to sneak up on your enemies can make all the difference in some combat situations. You get to become a nanite swarm! You also gain DR 10/piercing, which is kind of weird for a high-level damage reduction. I highly recommend taking Spell Focus and Improved Spell Focus (Illusion) if you pick this bloodline. Sadly, as we talked about earlier, you cant technically use a Wildblooded bloodline with Eldritch Heritage. In the Pathfinder RPG, a Sorcerer can fulfill many different roles in a party. Final Thought: On first glance, I thought I was really going to dislike this bloodline, but its got some great abilities that would be useful in pretty much any campaign. Power of Wyrms: You get several immunities, and blindsense 60 feet, which is pretty sweet. No complaints here. You also become immune to poison and paralysis, AND you can use your snake bite at will now. It also doesn't give you a lot of combat options other than going melee, which you'd be very good at, but really if you want to be a melee character, you should be a different class, in my opinion. All in all, a very decent spell list. Arcana: DR/good for your summoned creatures will be very useful at lower levels for keeping those summoned creatures around, and since its /good it would be excellent for a game in which you fight a lot of demons or devils. Seriously, as disgusting as it it, this is a sweet power. However, the best part of this arcana is you get to add +1 damage per dice to ANY damaging spell. could be just what you need to get out of a tight spot. The only issue here is, suddenly no one else in the party can cast polymorph effects on you yeah Im not a fan of this one at all. This one has a terrible 1st-level power, though it might be worth your while to pick up voidwalker or aurora borealis. Since the effect is random, I dont recommend it. Essentially, they are three alternate bloodline powers that are hands-down some of the best bloodline powers ever created.