pathfinder eldritch heritage guide

For more, check out my Practical Guide to Celestial Armor. Youve just effectively doubled your own bonus from heroism, youre going to get extra bonuses from your partys bard, its just awesome! All in all, a very decent spell list. Heroic Recovery is also great, since you can choose to reroll a saving throw once per day, but at least you can eventually get the required +4 base Fort save for this one. This is how you do it. Trust me, Im playing one of these right now in PFS, and its AWESOME. (devils and creatures with the fiendish template only) (13th), (19th). Hey, you remember that awesome ability you got at 3rd level that let you add +1 to morale bonuses? In combat, the Magus is defined by Spellstrike, which allows the Magus to deliver spells through a weapon attack. [Groveborn Arcana]: This would be an excellent power if there were just more plant creatures out there. If your sorcerer is going into the arctic, this is the bloodline for you. VMC is ahead here by a feat, unless you really want that skill focus, or you're a human with the alternate racial trait, in which case you're dealing with some fraction of a feat. 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. Its thematic, though. Immunity to two elements is nice, but nothing really special at 20th level, and seeing in any type of darkness is super useful but still not powerful enough. Eldritch Heritage/VMC: This one is a really excellent option for a barbarian, alchemist, or any other natural attack combatant. +2 to compulsions is really excellent for a debuffer-focused Sorcerer. Heroic Echo: This is probably one of the best abilities in the whole game. Overall, this is sweet. Being a half-elf or human makes that a little bit easier to bear. Excellent to use on a strong melee bad-guy, or the BBEG if he exists. Arcana: Vermin are treated as animals for your spells. I'd like to give a special mention of mental barrier V and tower of iron will III here they're not very good, unless you're fighting against others using psychic spells then they're pretty awesome. : This is honestly one of the better bloodlines out there, and like I said in the intro paragraph, most people probably just gloss over it because they assume youd need to be in an aquatic campaign for it to be useful. Thats actually a decent ability, but itll make your allies hate you, most likely. This one is excellent. Eldritch Heritage/VMC: Gaining a bunch of undercast-able spells is nice, but you're waiting a long time to get that 9th-level power that will let you cast them at higher levels. Compared to other 20th-level Sorcerer powers, this one kinda falls flat. It's hard to find poison with a DC that scales with level, and a familiar can come in handy for anyone. The Marid bloodline is very similar to the other genie-based bloodlines I talked about earlier, like Djinni and Efreeti. I love hideous laughter and deep slumber as ways to remove an enemy from combat, and tree stride could be just what you need to get out of a tight spot. This list is a good mix of control spells, debuffs, and a litle bit of sonic blasting. A little situational, but a decent power. Consider trading it for. The lower level spells arent as exciting as the really high level ones, but its a pretty good list overall. Sickened is one of the weakest negative conditions, but its still great to be immune to it, and later on you get immunity to the nauseated condition, so this one keeps getting better. Now, you can help mitigate this in a few different ways. North/South Line: Archaeological gold mine | Heavenly Holland Arcana: This is the good-aligned version of the arcana for the Abyssal bloodline, and its just as good here for a summoning-focused build. at one level earlier than you normally would as a sorcerer, so enjoy it! Eldritch Heritage/VMC: A trapper ranger or any other character with access to ranger traps could benefit greatly from these abilities, though you will probably already have trap sense in that case, so skip the 3rd-level power if you can. This will come in incredibly handy, even though you can't use it if you already used it in the last 10 minutes. Immunity to two energy types and resistance to two others is excellent, and you can fly around constantly (Unless you chose to go Empyreal, which means you didn't get the wings in the first place!). Tough as Hell is nice, but there are other, better powers out there for melee-based builds. Being able to metamagic as well or better than a wizard is just amazing, and personally I love the flavor of a Sorcerer with a familiar. This is decent, since a natural armor bonus is always helpful. Scaled Soul: You can now turn into a snake of any size, a Kobold or a Serpentfolk, which is cool, though a few more options would have been nice. You can give yourself concealment without taking any of the penalties associated with it, then you can just sit inside blasting away, safe from archers. Amorphous Anatomy: Immunity to critical hits and sneak attacks, blindsight 60, and DR 5/-. Pretty cool, but way too late to save this bloodline. This could be very useful for a melee-focused build who likes to turn into a dragon or something. This is a solid ability, and another one that normally arcane spellcasters wouldnt be able to touch. That increases to +6?? Now THIS is what we're talking about. A pair of claws isnt as powerful as a two-handed weapon, for the most part. This one is a little strange for a standard Sorcerer, but with this bloodline, youre going to become really good at charming your way through situations which youd normally need to fight your way out of, so this skill will actually come in really handy. Tack on the elemental immunity and free. 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. The regular and Wildblooded versions of this bloodline are almost the same, though I do favor Umbral just a bit becuase of the superior 1st-level power. Eldritch Heritage/VMC: This bloodline's best powers are at the higher levels, so I would say it's only a mediocre choice for dipping into with EH/VMC. Arcana: +2 DC to charm effects is great, just like the +2 to compulsions was for the Fey bloodline. And, at 9th level, you can SHARE IT! This bloodline gives a sorcerer the powers of their ancestors raised on snowy mountains. You can cause an enemy to take 1d6 nonlethal damage per round, with an increasing Fort save each roung, until they pass out. Sadly, dazzled is the weakest of the negative conditions, so this just doesnt hold water as you get to higher levels. A note about RAI vs. These are just some of the words youll use to describe this bloodline power. Seriously. I wouldnt recommend this bloodline, but if you like it, go for it. You also gain DR 10/piercing, which is kind of weird for a high-level damage reduction. Change your energy spells into cold damage. Wings: Permanent ability to fly at 15th is a nice ability, and I like that you can dismiss the wings so that you dont look like a monster in cities and towns. Grasp of the Dead: This is a cool power. You can use it twice per day at 17th level and 3x per day at 20th level. Thumbs down. : Not so great, as a scroll can easily get you the same thing, and this only covers electricity, no other elemental types. as well as the incredibly useful Expanded Arcana. : 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. You can give an enemy two diseases at once, and this is pretty sweet. As a capstone, this ones just okay. The powers are fun, and the arcana is insanely good. Well, now you can give a morale bonus to saving throws everyone around you AND add +1 to it. You actually dont get one. Cold resistance is nice, but it would have been better to have resistance 10 instead of 5 to start off. There's really nothing bad about it, other than the emotional-effect dependency, and that's easy to get past. Wasting Ray: This is the reason you took this bloodline (or Eldritch Heritage). This is another of those energy resistance abilities that starts off a little weak and gets only marginally better. Climbing on the side of sheer icy cliffs would be super disorienting, but vastly cool. Eldritch Heritage/VMC: This gives you essentially the same exact powers as the djinni/efreeti/etc bloodlines, and it's no better than them either. This list of feats is all about using your Dex mod for as many things as possible, and I very much approve of it. Arcana: You'll want to focus strongly on damage-dealing necromancy spells to make good use of this arcana, and you've got both vampiric touch and wail of the banshee on your list to help out with that. Very nice. Along with that, I wish I could say this is a good bloodline to use with Eldritch Heritage, but the powers are just not that great. can be a serious boost to your utility as a caster. a small number of times per day. The capstone of this bloodline is really the only reason to choose it over the other two, so unless youre playing to at least 16th level (and want to spend some serious cash on a Robe of Arcane Heritage), Id say stay away. Dehydrating Touch: This is a nice power at low levels, because of the sickening ability that doesnt have a save associated with it. Since the effect is random, I dont recommend it. This is probably just a LITTLE bit better than the normal Aquatic arcana, since your summoned creatures wont do extra damage with this one. Even if you cant, it could be very useful for a melee-focused character. This is a decent, if a bit eclectic, group of spells. Well, thats it guys, thats all the bloodlines currently available. If you're not going for a melee build, trade this out for Blood Havoc. This means you can cast charm animal on that giant spider that was going to kill you, and tell it to knit you a sweater. 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. You could always trade it out for Blood Piercing, though! If youre going to be in an underground campaign (and honestly, if youre not then you shouldnt be looking at this bloodline) this becomes green. This is great for those make-it-or-break-it moments in the game, and can definitely make the difference between knocking out an enemy or being killed. These powers are not very exciting, though Diplomacy is useful so going into the EH feat line isn't too much of a tax. Ectoplasmic Reach: Getting to do touch attacks with some extra range is pretty cool. Immunity to electricity and poison, resistance to all the other elemental types, and telepathy. I don't think it's worth losing half your feats through VMC though.

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