It's not a particularly good spell, and doesn't really fit the theme. Power of Wyrms (Su): The immunities are nice, but the 60 foot blindsense is absolutely fantastic. At 1st level, you grow claws. Class Skill: Dungeoneering is one of the better knowledge skills, and allows you to identify a wide variety of very strong enemies. | GumshoeSRD | Starjammer SRD This is a weird infiltrator/shapeshifter bloodline, but not a polymorph bloodline. Bloodline Arcana: You should be spending a lot of time in shadows or darkness, so this is really helpful. At 1st level, you must select one of the chromatic or metallic dragon types. Bonus Spells: You only get a few really good options at very low and very high levels. You get to control water and even communicate with aquatic creatures telepathically. Bonus Feats: More options than most bloodlines, but most of the options are bad. Because they can make a new save every round, they will eventually return. Bloodline Arcana: Most of the time when you cast a spell, the effect takes place long before your enemies can act upon it. Bloodline Arcana: Unless you're casting spells during conversation, this will not get a lot of use. At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. Claws (Su): You should generally never be in melee combat long enough to need claws unless you're polymorphing into a dragon. Class Skill: Knowledge (Religion) is a very solid skill. This is the answer. Water's Fury (Su): Mediocre damage, but blinds the target for 1d6 rounds unless they pass the reflex save. Shop the Open Gaming Store! : The poison DC is fantastic, and it's constitution damage, but you give up a familiar for it. Bloodline Arcana: This limits your versatility, but it gives you quite a bit of extra damage. Voidfield: Instead of the weird fire wall effect, you get a scary combination of Ice Storm and Deeper Darkness. The morale bonus to your summons isn't going to get you a lot of mileage either unless you like summoning sharks. You give up the extended Polymorph spell duration, which hurts. I would take this over Acidic Ray any day of the week. Class Skill: Planes is a mid-range knowledge skill. Home / dragon barbarian pathfinder 2e. Class Skill: Knowledge (Dungeoneering) is one of the better knowledge skills. dragon barbarian pathfinder 2e. Very impressive. Elemental Resistance (Ex): Extra elemental resistances never hurt. Power of the Marid (Su): Because it's a spell-like ability, you don't need to provide the 1500 gp diamond to cast Limited Wish. You don't get all of the skill ranks from the Arcane/Sage bloodline, but you get insanely high will saves and you can build around a single spellcasting ability. Bonus Spells: You get some good compulsions effects, and a couple of other useful spells. The shape of the breath weapon depends on your dragon type (as indicated on the above table). Offense:Claws (x2 1d4) (2rp)Dragon magic: Dragonborn have potent draconic blood, dragonborn who take a draconic bloodline as a class feature treat their charisma as 2 higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Bloodline Arcana: Charm Person on zombies. Class Skill: Knowledge (Planes) is okay, but generally situational. Infernal Resistances (Ex): The resistances are nice, but situational. Storm Lord (Ex): Some cool resistances, better blindsight in weather effects, and you can heal yourself with lightning damage. Alter Self (Sp): Well if they're going to give it to you for free, there is no reason to not use it. Elemental Movement (Su): Burrows speeds are hard to find, and this gives you a great escape mechanism. Class Skill: Survival isn't a particularly import skill, and you don't get tracking, which is the most important use for it. Each of the draconic bloodlines below alters the bloodrager’s or sorcerer’s bloodline arcana. Thread starter Acolyte of Zothique; Start date Sep 24, 2019; ... He’s playing a sorcerer with a draconic bloodline. Draconic Source Core Rulebook pg. | d20HeroSRD It's inellegent, it's not versatile, and it's easily resisted and avoided. Class Skill: Perception is the most rolled skill in the game, and your wisdom should be passable. Wings of the Abyss (Su): By the time you get this ability, you can cast Fly. Aberrant Form (Ex): This makes you really tanky in melee, which makes polymorphing a really great option for you. At 20th level, you can use this ability three times per day. Breath Weapon (Su): This keeps pace with most of your damage spells, but the uses per day are very limited, and you have to be fairly close to use it. Bloodline Arcana: Interesting. Bloodline Arcana: Ring of Sustenance does basically the same thing. Heck - a PF1 blaster build with a Bard in the party could be doing as 1d3+4 damage with Acid Splash at level 2, and up to 1d3+7 by level 6 (though they're likely to have picked a draconic bloodline with fire instead of acid) which is still worth using against mooks when you're saving spells. With Sorcerer charisma, you shoulnd't have any problems in social situations. 196 2.0 The blood of dragons flows through your veins. Class Skill: Perform doesn't really do anything unless you're a bard. Beyond that, it is still only mediocre, and you can rarely justify doing this in combat instead of casting a spell which would do considerably more damage. Heavenly Fire (Sp): Offensively, this is really only nice because it doesn't allow resistance of any sort. Wretched Endurance (Ex): Bonus to saving throws against a nice list of effects. Improved Grapple may be a good option if you plan to polymorph into something that grapples. New Pages The feats are worse. Pathfinder Roleplaying Game: Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Despite the weak first level bloodline power, the Shadow bloodline has a lot to offer. The spell list is really the only redeeming quality of this bloodline, and even that is only average. Things are either fascinated, or they have to walk through a wall of cold damage to reach you. Bloodline Arcana: Shut down enemy casters for a round, then continue fireballing them. The bonus Shadow Walk is cute, but you've been casting it for 8 levels at this point. Bonus Spells: The spell selection is highly situational, but is fairly good if you're underground. Bonus Spells: You get several excellent save-or-suck spells, as well as delay poison and the ability to summon dinosaurs. Stormchild (Ex): Resistance to sonic is rare, and two energy resistances is nice. Death's Gift (Su): Resistance to cold is nice, but resitance to nonlethal damage will probably never matter. Mobility in combat is too important for you to sit there soaking up dirt. At 16th level, your natural armor bonus increases to +4. Why are mounted combat feats here? Bloodline Arcana: Increasing the DC of your spells is always nice. Picking a character class is possibly the most important choice you’ll make when playing Pathfinder second edition (2E). Warp Touch (Sp): Dazed is a good condition, and the DC for this ability scales as you level to remain useful. Bloodline Arcana: The bonus to caster level is nice, but water spells aren't particularly impressive. Bonus Spells: Some really great options in here, but I'm not sure why Call Lightning Storm is on the list. You already have Arcana, so Dungeoneering or Religion are good options. The class abilities are somewhat dull, but they're not all terrible. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. Bonus Feats: Most of the feat options give you bonuses on conversation skills, which helps you to serve as the party's Face. Massmorph (Sp): The description doesn't list a limit on the number of times you can affect plant life, which is scary. It doesn't scale much with level, but healing abilities for arcane casters are very hard to come by. Class Abilities: Bloodline: Sorcerers are completely defined by their choice of bloodline, at it represents a large amount of their power. If you polymorph into something without a bite attack, you can use this to add a bite attack, which is likely your best way to use this ability. So, does the draconic bloodline give you permanent claws or do you only get them when raging? Bloodline Arcana: Some extra damage is nice if you want to do a lot of blasting. Keep in mind that this will enhance existing darkvision, so you can stack it with the Darkvision spell to get darkvision beyond 60 feet. You can give yourself immunity to fire witha spell, so the vulnerability is negligible. Bonus Feats: You want Silent Spell. You suddenly have a flood of skill ranks, but likely lose all of your sorcerous charisma. | d20PFSRD dragon barbarian pathfinder 2e. Tremor (Sp): Your CMB keeps pace with a fighter of your level, which can make this a fantastic support option. The Aberant bloodline gives you a diverse set of bonus spells, and some rather odd bloodlines powers. Class Skill: Pick any knowledge. Class Skill: Identify animals and fey. Bloodline Arcana: Changing the energy type for energy spells really helps the versatility of your spell list, but fire is also the most commonly resisted energy type in the game. Fey Wings (Su): This would be great if it was constant or if the duration was better. Celestial Resistances (Ex): Two resistances is pretty nice, but resisting 5 points of damage likely won't change much. Power Attack might be good if you spend a lot of time in Form of the Dragon. The blindsense is situational, but fairly nice if it comes up. Also note that many colored items are also links to the Paizo SRD. Child of Ancient Winters (Su): Nice resistences. Den of Vipers (Sp): Swarms are brutal enemies, and adding constitution damage poison to them is just cruel. School Power (Ex): +2 DC to your favorite save or suck spells. Avatar of Chaos (Ex): The resistences are nice, but the effects are fairly uncommon. This essentially means you can walk through the area with impunity murdering people for 10 minutes per caster level. You don't need to concentrate, which is nice, but it's still a cantrip. Bonus Feats: Unless your DM allows you to take Leadership, your options are almost all bad. Bloodline Arcana: Better than charming mindless undead. Bonus Feats: Some interesting feats for conversation skills, and and some weird feats which really don't make sense of a Sorcerer. Quicken Spell is crucial at high levels, and craft rod can be really nice if you like rods, but everything else is situational at best. This isn't a combative bloodline, so I don't know why that would be the case. Plus, you can harvest poison from your familiar. The rippling waves of fear, the rustling of thick scales, and the beat of immense wings signal the arrival of a great dragon. Eye of Somnus (Sp): Arcane Eye is a fantastic scouting spell, and the added Symbol of Sleep effect makes it a remote-controlled bomb. The spells don't work to buff the Sorcerer, the feats provide no options which a Sorcerer should consider (except possibly Toughness), and the bloodline powers are weak and easily replicated with spells available long before the Sorcerer gets the abilities. Draconic. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. These beasts are both fearsome in combat and skilled at magic. Character Sheets As somebody who has only seen Sorcerers portrayed as party of the Draconic bloodlines, I was quite intrigued by the wide range of bloodlines Sorcerers had access to in this game. Bloodline Arcana: Miles worse than the default Bloodline Arcana. Strength of Stone (Su): Dr 10/adamantine and resistance to several very pesky combat maneuvers. He likes to play gishes, so he wants to do stuff with his character’s dragon claws, but the options aren’t there. planar binding (devils and creatures with the fiendish template only), call lightning storm (dealing fire damage, damage increased outdoors at night), I support a limited subset of Pathfinder's rules content. This bloodline attempts to turn the Sorcerer into a semi-melee DPS, and fails horribly. Spell List arcane Bloodline Skills Arcana, Intimidati Now, the sublime monster’s ancient power fuels your bloodrage. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit. Bonus Spells: Bless is a decent first level buff, and unless you have other morale bonuses available, it never stops being useful. Presented below are expanded options for the existing draconic bloodlines, increasing the selection of heritages to include the numerous new true dragons presented in the many Pathfinder RPG Bestiary volumes.