ADDITIONS/ERRATA: -I didn't catch that the Demonic sorcerer's Glutton's Jaws and Draconic sorcerer's Flurry of Claws each have a 30' range! Definitely makes these more useful, and interestingly now doesn't require the squishy sorcerer to be in the front lines. -L1 feat Blood Rising lets you trigger your blood magic if ANY creature targets. So an ally casting Heal you, if you have Divine magic, will trigger your blood magic!
I'm sad about that, actually. Would've been more fun if they'd kept the unarmed attack and just let you use your Charisma to hit/dmg. I had a plan for a demonic Findahar leshy (PFS background) who ran around making scary jack-o-lantern faces and munching on it's enemies.
@@geraldstacy3658 yeah, sad that it’s not longer an option. I would have liked to have the choice (even if it’s only at character creation) Edit: I do like that Draconic sorcerer doesn’t low level characters to be in melee to use their focus spell now, however :)
A shame they're taking out native gish support from Sorcerer like this. Admittedly it's not a class that was built for it at all so they weren't very good to begin with, but I'd think that means these options should be buffed, not removed. Oh well.
@@daniellemurnett2534 We do know that a bloodrager archetype for barbarian is dropping with war for immortals. So I image the gosh sorcerer stuff is moving there.
@@benjaminrawls5479 Hmm, that's very possible, I hadn't thought of that. Even if, actually no, _especially_ if Sorcerer does get more martial capabilities there I'd find it strange that it was made non-core though.
Seems like an awfully missed opportunity that primal draconic sorcerers only can deal fire. Primal dragons encompass far more types than that, so I think I'll be houseruling the draconic damage types to be their draconic exemplar's type.
When you mentioned Angelic Sorcerers, and how they should be able to sanctify themselves, I have to agree with you on that one. They and Diabolic Sorcerers should have the ability to sanctify themselves as either Holy or Unholy. EDIT: Also, it looks like Glutton's Jaws and Flurry of Claws are no longer melee range, with a new 30ft range to keep the squishy casters out of hand-to-hand combat. Unless I'm missing something from the older Focus Spells. That's an incredible change, if I'm reading them right!
I think the changes to gluttonous jaws and dragon claws was to make the classes more beginner friendly no melee option for the classes who do a better job in staying out of melee also note that both spells have a 30ft range and are *NOT* melee only
I like the change to gluttonous maw but I’m honestly going to miss the old dragon claws from a flavor perspective You’re no longer turning yourself into a dragon and gaining the elemental resistance, you’re just summoning a bunch of dragon claws for some reason
@@ImranKhan-ty9ijI'm also going to miss the old Glutton's Jaw. I made a group of bosses in my setting who were all defined by being martials who could cast Glutton's Jaw on themselves because they were gluttony cultists
@@ImranKhan-ty9ij Also there goes my monk with the draconic sorcerer dedication build :( (Yeah I know I can still use the old version with GM permission, it'll just be weird to be a non remastered character in a remastered party)
Hey now. Wizard got Secondary Detonation Array at level 14. If you just wait for about 15 months of play Wizard also gets some fun stuff from the Remaster. /S-Tier
The granted spells / Sorcerous Gifts are too often complete garbage. I think they just put in whatever felt flavorful, without giving a single thought to the fact that Bloodmagic works only with those 9 granted spells (+ focus spells). Do they honestly expect a Wood Elemental Sorcerer to cast Cleanse Cuisine during combat to trigger their bloodmagic? Or the divine dragon spending 10min to cast Augury for that? This makes some bloodlines incredibly useless as they can't ever trigger their bloodmagic reliably, and all of those great, new bloodmagic feats are completely wasted on them. And just because of horrible granted spells. This is a nightmare for some bloodlines. Paizo should have really put more thought into designing the Sorcerous Gift spells, like at least remove all non-encounter spells from them and replace them with encounter spells. The Imperial bloodline however, wow! They're doing great. Not only is the new Ancestral Memories spell way more powerful, but as a 1-action focus spell you can easily trigger bloodmagic. And they keep Dispel Magic among their granted spells, which works really well with the Interweave Dispel spellshape to cast Dispel Magic as a free action: Shoot Force Barrage, trigger bloodmagic, cast Dispel Magic, trigger more bloodmagic. Also a note on Blood Rising: the trigger is not an ENEMY targeting you with a spell, but any creature. The party Cleric healing the divine Sorcerer? Give yourself or him a bloodmagic effect! This might not work with Ancestral Memories, since the spell has no target entry, but is self-targeting, though it's unclear imho. However, the Diabolic Sorcerer can absolutely use Blood Rising and will from now on just cast Diabolic Edict on himself every encounter: a 1-action focus spell to trigger bloodmagic twice.
Yeah, I think they should've scrapped blood magic rather than leaning into it as hard as they did. Or let you pick which spells you want to trigger it. Because so many bloodlines just don't have good bloodline spells - which is especially annoying since Paizo knows which spells are useful, and which basically never see play, and yet still kept them in without giving those bloodlines extra spells. The focus spells are also a huge issue with this. Diabolic for example only gets a useful bloodline effect if they target an enemy - but all their focus spells only target allies. And then to add insult to injury, I don't think any of their combat bloodline spells target an enemy till 10th level either. So basically diabolic bloodline sorcerers don't get a bloodline effect for the vast majority of players. I don't understand how a dev could miss that not once, but twice???
For a Bloodline to work you really have to have one of the low level bloodline spells or bloodline focus spell to be useful and strong in combat. Imperial and Elemental especially so.
My friends and I are starting up another Pathfinder 2e Remastered campaign this year, and I'm super excited to try out Sorcerer! When I was reading Player Core 2, I spent a good 2 hours just absorbing Sorcerer because there's so much more to Sorcerer than Druid. Your video has helped tremendously!
I actually really like the Imperial changes. Now it really feels like you're using the magic of your powerful ancestor who lingers in your blood. Your magic is stronger than others for no apparent reason, you can make the magic that lasts a minute last ten times longer than it should. I really like this a lot more than "my ancestors told me how to do medicine so i can do that now."
I imagine we'll probably get an option for Sorcerers to Sanctify themselves in Divine Mysteries. Seems like quite a glaring ommission to not get eventually.
I feel like a lot of power of Sorcerer is not tied to the class but to APs themselves. Rarely do you need a massive array of spells - just a good toolbox is enough and very niche utility spells rarely get to shine in AP in a way that they shape story and flip encounters on their head. So in environment where fighting is most important.. Sorcerer thrives. Not to mention that quality of Focus Spells for Sorc is waaaay above that of Wizard or Cleric.
I agree for the most part, but Fire Ray goes hard after the remaster, 3d6/rank if the enemy can't move hits like a truck. Do wish we got "Fireball but Focus Spell" for cleric though. Seems like every other bloodline gets some massive cone or burst that is 1d6 less damage than a fireball.
Crossblood previously gaining spells from other traditions was a bit more appealing when casters did not have the universal spellcasting proficiency. Now, you can multi-class archetype, have the versatility of other traditions of spells, and cast them at full proficiency. That said it's still a tradeoff of investment vs. easy & flexibility.
This is grossly understating the value of the old Crossblooded Evolution. The old Crossblooded allowed you to poach spells from other traditions at whatever rank you wanted, and make the spell a Signature Spell using your spell slots and ranks, not the Archetype's slots and ranks. Take the classic example of an Arcane Sorcerer and Synesthesia. With the old Crossblooded, the Arcane Sorcerer could learn Synesthesia right at level 9. If they wanted to gain it from, say, Bard Archetype, the soonest they could lean Synesthesia would be level 14 Or take the same Arcane Sorcerer and the Heal spell. Crossblooded would allow you to learn Heal as a 1st rank spell and make it a Signature Spell for all of your available ranks (up to 4th at level 8) and all of your Sorcerer Slots (16 at level 8). If you were to take Oracle Archetype, at level 8, the highest rank you could cast it would be 3rd rank, and it's limited to your Oracle slots (4 total slots at level 8 if you took Mysterious Breadth) You just can't compare the old Crossblooded with Multiclass Archetyping, even with the universal proficiency change
@@SteveMan92 Yeah, Heal on the new Arcane Draconic Sorc would be nuts. All the blast potential with their Focus points, then Signature Heal to undo every crit from the enemy would be wildin'.
@@SteveMan92 Thanks, that's a better breakdown of when things come online in progression, and there's probably even more depth and interactions to consider. Perhaps Paizo saw that Heal/Synesthesia was all it ended up being (ab)used for in play, to an unhealthy extent, and decided the design change based on that.
The reduction of access to spells outside the tradition certainly hinders versatility and, as a result, party flexibility for parties with sorcerers. Getting access to key spells from another tradition was really useful.
Getting heal and making it a signature spell for Occult and Arcane sorcerer was the shit. The best spell from the divine and primal spell list easily accessible
I like the option for feats that really embrace the blood part of blood magic, they're perfect for a spookier sorcerer, the ones that allow you to share your gifts also make you like a patron for your party members.
As a former 3.5 and long term 5e player/DM I truly adore Pathfinder's sorcerer. It's how I've always felt they should be presented with their ability to learn from a different list depending on your bloodline.
crossblooded evolution giga-nerf... I used to play an Imperial bloodline battle-type sorcerer with Heal as one of my signature spells... can't do this anymore and delayed to lv.18 is damn hard.
@@KaiHouston-m6j If your grandpa is a lightning dragon you would be expected to have lightning abilities as well. But the option isn't there, so if you want your character to be accurate to its backstory, you need to receive explicit permission from the game master to change the damage type. We can't just forget that dragons are essentially elemental creatures, even if they're not really elementals.
@@KaiHouston-m6j Well promoting a new source of elemental damage by removing all other sources of elemental damage is not a very good design decision. When someone wants to do something, it is not good to say you only have one choice, and it's not in the flavor you want. So can you imagine, you're in the middle of a campaign and the game master comes in with the new Player Core book and says you all have to update your characters, and there will be no home brewing?
Honestly imperial sorceror or dip into one can be an easy tutorial dip for those who would want more oomph in their spells or increase the chance of them landing. Which naratively does make sorta sense that you can be a wizard and still benefit from a pedigree of descending from whatever turbo-powered spellcaster from ages past
I really like the bloodline changes they did with the Sorcerer. Just the draconic changes based on the new Dragons is really cool but everything else really makes Sorcerer stand out. Great video Ronald!
Correct me if I'm wrong but I was looking at the new Sorcerer today and the 14th level feat Redirect Harm blood magic can be activated with Imperial Sorcerer's greater bloodline focus spell which is a reaction to a spell. If you crit fail despite doing "Arcane Countermeasure", you can make a spell attack roll and if you crit succeed that, the caster who hit you will take double the damage you took, which was doubled from a crit fail, which I think is the first 4x damage multiplier in PF2e
I agree that some kind of access to the holy or unholy trait makes sense for the divine bloodlines, but I think the reason the class doesn't mention anything about it is because sanctification is tied to deities. Oracles don't get it either. I hope Divine Mysteries clarifies this some, but also I think if I had a player that wanted to sanctify and they were following a deity that allowed sanctification I'd probably ok it.
I'm surprised (and fairly disappointed) that the Bloodlines from Advanced Player's Guide weren't remastered. Best I can tell in all other remastered clases they made sure to include anything new from APG with only a few exceptions (rest in peace Eldritch Trickster, may Avenger avenge you), I don't get why every Sorcerer bloodline is one. I was really looking forward to a remastered Genie bloodline especially since Arcane casting subclass options for any caster are generally few and far between, and Rage of Elements didn't touch it so it has no options for the new genies.
@@KaiHouston-m6j Did they though? Elemental bloddline has a different spell list, bloodline skill(s), granted spells, bloodline spells, *and* blood magic effect than Genie. Also, Nymph, Psychopomp, and Shadow didn't make the cut either, so I think this was a really weird blanket decision not to adapt the APG bloodlines, which just happened to affect Genie the most. Hate to see it when a class has _less_ things than it used to with no specific reason for it other than maybe page count or crunch. Okay it's not like the APG bloodlines are just vaporized or something (unlike some Mysteries and Patrons I could mention), but you'd still need to own the APG to use them in PFS (which I assume wouldn't be the case if they were in a book with Core in the title), they're not getting the same buffs to the blood magic effects unless they get errata'd, and Genie in specific will still not get options for Kizidhar and Zuhra. I still don't get why it and Genie-touched animal companions got no support in RoE.
Spell Relay is now 6th level. Cool, I had the idea it might be cool(for a higher level campaign) of having a frontliner witht the sorcerer archetype witht the feat.
A small note: the Sorcerers, maybe due to their magic being innate rather than learned, are the only casters without a Legendary saving throw. They get to Master and won't go any further.
What are your, or the Hive Mind's, thoughts on Oracle vs. Divine and/or Primal Sorcerer? Either just looking at having fun with the modern Divine list, or wanting a spontaneous caster with Heal as one in their "know spells"?
17:53 I actually read the arcane evolution feat as much less powerful. You have to use the learn a spell activity which requires a scroll or spell book to learn the spell from. This has to be repeated every day even if you keep the same spell. Because you don’t have your own spell book to copy these spells into, you have to keep all of these sources forever. You’ll end up with a bunch of scrolls you don’t want to use or multiple spell books you stole from various wizards.
I suspect that the changes to draconic and demonic bllodline spells were just to make them usable on a sorcerer. Demonic was interesting to steal for martials previously.
I wanted to understand propelling sorcery better, because it's interaction with force barage isn't clear to me. Force barage automatically hits and it can target up to 3 opponents -- and the Blood Magic rules mention successful attack or failed saving throw and the rules also mention single target vs area effect, but the rules don't cover automatic hits or spells that hit multiple chosen targets. (Blazing Bolt doesn't automatically hit, but has the similar issue of hitting multiple targets.) I want to interpret it as I can move any one target regardless of the number of targets attacked with force barrage (or blazing bolt) and that it's even an option to use, since it automatically hits. I would love your interpretation.
I'm a firm believer that angelic, demonic, and diabolic bloodlines should not only allow sanctification but require it. Sure, for clerics getting sanctified is signing up for the holy war, but sorcerers don't choose to be sorcerers! Obviously no angel or devil would get the choice to refuse sanctification, so if a sorcerer's tie to a planar force is so strong it gives them magic, they should be conscripted for the holy war by default. Not to mention all the interesting things it'd mean for demonic and diabolic sorcerers. They have all this wonderful flavour text about how their blood doesn't define them but not everyone will see it that way. And what better way to represent that than by the universe itself believing they're on the wrong side of the holy war?
Since Dangerous Sorcery is a part of the class now, other casters can't pick it via sorcerer archetype anymore. Any other blaster casters are now potentially weaker, that's pretty sad
Question: Creating a Catfolk/Dragonborn Sorcerer (Primal dragon bloodline), I have a Background that already gives me Intimidation, and my Bloodline also gives me Intimidation. Neither of those specifically say you can substitute the skill if something else gives it to you. Does the skill remain Trained, go up to Expert, or can I select a different skill in it's place as I have two things that give it to me?
You're always able to select another trained skill alongside the granted option if more than one feature grants you a trained skill. So you'd get Intimidation and a skill of your choice as trained skills.
I do hate how they gave sorcerer extra damage on every ranked spell as a base class feature when psychic has that as a feature that only happens when they unleash their psyche. And have the added huge drawback of it only lasting 2 rounds and then are stupidified for two rounds. That always came off as overly harsh to me anyway. Psychics are gonna have some pretty sore toes after this.
My Phoenix Sorcerer who literally lives from picking up invisibility from another bloodline and he uses it every single combat is heavily nerfed by these changes. Ge is sthe pre fight scout, healer, damage dealer, crowd controller and now dead if he does it the same way as before. :/
So can anyone explain why on earth they mention that you can step for Tap Into Blood (Divine)? (19:36) You can always step as an action, this feat just does it with style?
Why did they give aberrant sorcerer blood magic the ability to inflict -1 status penalty to will saves, when the spells they grant already do that exact same thing? Lol
Gotta love Paizo delaying what was once given at 8th level a full ten levels, despite not being overpowered at all. Nothing beats chipping away at that versatility you’re always going on about.
I agree with some other UA-camrs I’ve seen that sorcerers now outstrip Wizards; expect a party with a sorcerer and a wizard in it for the sorcerer to outshine a wizard now. Even the wizards versatility is outshone by sorcerers with scrolls and wands. 😟
Fully optimized Wizard still demolishes it mid to late game as it should, Sorc is legit for people who are new to arcane casters or dont wanna do the extra thinking/strategy involved to play correctly, aka 5e players. Wizard uses Staffs better period, wizard has better higher level slot usage which is waaay more important than anything the sorc does and as a reminder "old" content is still 100% legal and valuable especially Wizards Schools, the remaster crap is ass dont even bother using it unless its Protean form just use Divination, Enchantment, or the remaster Protean form or your basically crippling yourself, Evocation can work later on if your feeling brave and wanna dip into Sorc dedication to finalize it, im convinced over 90% of the "fanbase" if you can call them that dont know wtf theyre doing or how to play classes properly and its shown.
Absolutely not. Sorc has Better feats overall . Preremastered crossblooded was too busted, arcane sorcerer with heal and synesthesya, that your wizard misses. Arcane evolution let the sorcerer prepare spells and unless you are playing quest' of the Frozen flame or a low resources campaign, if you have time to prepare the right spell, you often have enough time to buy a scroll of it. Then i can heightened any damage spell to the right level, if It is a signature spell and i don't Need to prepare It in the highest slot unlike your wizard, who has more slot used to prepare spells that i have on my lower ranks as signature. Than as always spontaneous vs prepared, unless you know what you ll face and the number of times you ll cast the same spell, spontaneous has the advantage. My arcane sorcerer was Always Better than a wizard (except at lv 20). I could cast quickened heignened slow into heignened synesthesya, then outheal the boss dmg the next turn , while your wizard coudnt do half of what i' ve done. That's an optimized sorcerer
ADDITIONS/ERRATA:
-I didn't catch that the Demonic sorcerer's Glutton's Jaws and Draconic sorcerer's Flurry of Claws each have a 30' range! Definitely makes these more useful, and interestingly now doesn't require the squishy sorcerer to be in the front lines.
-L1 feat Blood Rising lets you trigger your blood magic if ANY creature targets. So an ally casting Heal you, if you have Divine magic, will trigger your blood magic!
I'm sad about that, actually. Would've been more fun if they'd kept the unarmed attack and just let you use your Charisma to hit/dmg. I had a plan for a demonic Findahar leshy (PFS background) who ran around making scary jack-o-lantern faces and munching on it's enemies.
@@geraldstacy3658 yeah, sad that it’s not longer an option. I would have liked to have the choice (even if it’s only at character creation)
Edit: I do like that Draconic sorcerer doesn’t low level characters to be in melee to use their focus spell now, however :)
A shame they're taking out native gish support from Sorcerer like this. Admittedly it's not a class that was built for it at all so they weren't very good to begin with, but I'd think that means these options should be buffed, not removed. Oh well.
@@daniellemurnett2534
We do know that a bloodrager archetype for barbarian is dropping with war for immortals. So I image the gosh sorcerer stuff is moving there.
@@benjaminrawls5479 Hmm, that's very possible, I hadn't thought of that. Even if, actually no, _especially_ if Sorcerer does get more martial capabilities there I'd find it strange that it was made non-core though.
Flurry of claws now has 30ft range, so it’s no longer pushing the caster to be in melee anymore.
Didn't catch that! Thanks
@@TheRulesLawyerRPG no, YOU thanks for the great video!! ❤️😊
Wait wait wait, long range claw attack?! Dude! That's so freaking anime I love it.
Seems like an awfully missed opportunity that primal draconic sorcerers only can deal fire. Primal dragons encompass far more types than that, so I think I'll be houseruling the draconic damage types to be their draconic exemplar's type.
I think...a Lot of folks will be doing that.
Agreed, that feels like a no-brainer TBH.
they also have draconic exemplars for the dragons in Monster Core, in a sidebar which Ronald showed
@@KaiHouston-m6j good news, Paizo already did it! 9:30
When you mentioned Angelic Sorcerers, and how they should be able to sanctify themselves, I have to agree with you on that one. They and Diabolic Sorcerers should have the ability to sanctify themselves as either Holy or Unholy.
EDIT: Also, it looks like Glutton's Jaws and Flurry of Claws are no longer melee range, with a new 30ft range to keep the squishy casters out of hand-to-hand combat. Unless I'm missing something from the older Focus Spells. That's an incredible change, if I'm reading them right!
That's a really good point about Flurry of Claws Suddenly having the manipulate trait doesn't seem so bad.
They can't? Really....
the changes to Glutton's Jaws and Flurry of Claws are the highlights for me, the original being unarmed strikes felt so janky and unpleasant to use
Thanks! I added the correction to my pinned comment
I am guessing you need a Dedication Feat now?
I think the changes to gluttonous jaws and dragon claws was to make the classes more beginner friendly
no melee option for the classes who do a better job in staying out of melee
also note that both spells have a 30ft range and are *NOT* melee only
Yes, I added to my pinned comment
I like the change to gluttonous maw but I’m honestly going to miss the old dragon claws from a flavor perspective
You’re no longer turning yourself into a dragon and gaining the elemental resistance, you’re just summoning a bunch of dragon claws for some reason
@@ImranKhan-ty9ijI'm also going to miss the old Glutton's Jaw. I made a group of bosses in my setting who were all defined by being martials who could cast Glutton's Jaw on themselves because they were gluttony cultists
@@ImranKhan-ty9ij Also there goes my monk with the draconic sorcerer dedication build :(
(Yeah I know I can still use the old version with GM permission, it'll just be weird to be a non remastered character in a remastered party)
I love how one minor buff in giving Sorc dangerous bloodline+ for free just propelled the class into S tier lol
Hey now. Wizard got Secondary Detonation Array at level 14. If you just wait for about 15 months of play Wizard also gets some fun stuff from the Remaster. /S-Tier
Imperial Sorcerer, my favorite, getting buffs was not something I was expecting at all.
The granted spells / Sorcerous Gifts are too often complete garbage. I think they just put in whatever felt flavorful, without giving a single thought to the fact that Bloodmagic works only with those 9 granted spells (+ focus spells). Do they honestly expect a Wood Elemental Sorcerer to cast Cleanse Cuisine during combat to trigger their bloodmagic? Or the divine dragon spending 10min to cast Augury for that?
This makes some bloodlines incredibly useless as they can't ever trigger their bloodmagic reliably, and all of those great, new bloodmagic feats are completely wasted on them. And just because of horrible granted spells. This is a nightmare for some bloodlines. Paizo should have really put more thought into designing the Sorcerous Gift spells, like at least remove all non-encounter spells from them and replace them with encounter spells.
The Imperial bloodline however, wow! They're doing great. Not only is the new Ancestral Memories spell way more powerful, but as a 1-action focus spell you can easily trigger bloodmagic. And they keep Dispel Magic among their granted spells, which works really well with the Interweave Dispel spellshape to cast Dispel Magic as a free action: Shoot Force Barrage, trigger bloodmagic, cast Dispel Magic, trigger more bloodmagic.
Also a note on Blood Rising: the trigger is not an ENEMY targeting you with a spell, but any creature. The party Cleric healing the divine Sorcerer? Give yourself or him a bloodmagic effect! This might not work with Ancestral Memories, since the spell has no target entry, but is self-targeting, though it's unclear imho. However, the Diabolic Sorcerer can absolutely use Blood Rising and will from now on just cast Diabolic Edict on himself every encounter: a 1-action focus spell to trigger bloodmagic twice.
Yeah, I think they should've scrapped blood magic rather than leaning into it as hard as they did. Or let you pick which spells you want to trigger it.
Because so many bloodlines just don't have good bloodline spells - which is especially annoying since Paizo knows which spells are useful, and which basically never see play, and yet still kept them in without giving those bloodlines extra spells.
The focus spells are also a huge issue with this. Diabolic for example only gets a useful bloodline effect if they target an enemy - but all their focus spells only target allies.
And then to add insult to injury, I don't think any of their combat bloodline spells target an enemy till 10th level either.
So basically diabolic bloodline sorcerers don't get a bloodline effect for the vast majority of players.
I don't understand how a dev could miss that not once, but twice???
For a Bloodline to work you really have to have one of the low level bloodline spells or bloodline focus spell to be useful and strong in combat. Imperial and Elemental especially so.
Can I just say that the new PDF screenshots are so much easier to read than AoN/old book? Great job on typesetting the new books, Paizo
Agreed, although I'll add that I find AoN much easier to read in the 'dark' theme available in the Shelyn's Corner settings.
My friends and I are starting up another Pathfinder 2e Remastered campaign this year, and I'm super excited to try out Sorcerer! When I was reading Player Core 2, I spent a good 2 hours just absorbing Sorcerer because there's so much more to Sorcerer than Druid. Your video has helped tremendously!
I actually really like the Imperial changes.
Now it really feels like you're using the magic of your powerful ancestor who lingers in your blood.
Your magic is stronger than others for no apparent reason, you can make the magic that lasts a minute last ten times longer than it should.
I really like this a lot more than "my ancestors told me how to do medicine so i can do that now."
I imagine we'll probably get an option for Sorcerers to Sanctify themselves in Divine Mysteries. Seems like quite a glaring ommission to not get eventually.
I feel like a lot of power of Sorcerer is not tied to the class but to APs themselves. Rarely do you need a massive array of spells - just a good toolbox is enough and very niche utility spells rarely get to shine in AP in a way that they shape story and flip encounters on their head. So in environment where fighting is most important.. Sorcerer thrives.
Not to mention that quality of Focus Spells for Sorc is waaaay above that of Wizard or Cleric.
I agree for the most part, but Fire Ray goes hard after the remaster, 3d6/rank if the enemy can't move hits like a truck. Do wish we got "Fireball but Focus Spell" for cleric though. Seems like every other bloodline gets some massive cone or burst that is 1d6 less damage than a fireball.
Crossblood previously gaining spells from other traditions was a bit more appealing when casters did not have the universal spellcasting proficiency. Now, you can multi-class archetype, have the versatility of other traditions of spells, and cast them at full proficiency. That said it's still a tradeoff of investment vs. easy & flexibility.
This is grossly understating the value of the old Crossblooded Evolution. The old Crossblooded allowed you to poach spells from other traditions at whatever rank you wanted, and make the spell a Signature Spell using your spell slots and ranks, not the Archetype's slots and ranks.
Take the classic example of an Arcane Sorcerer and Synesthesia. With the old Crossblooded, the Arcane Sorcerer could learn Synesthesia right at level 9. If they wanted to gain it from, say, Bard Archetype, the soonest they could lean Synesthesia would be level 14
Or take the same Arcane Sorcerer and the Heal spell. Crossblooded would allow you to learn Heal as a 1st rank spell and make it a Signature Spell for all of your available ranks (up to 4th at level 8) and all of your Sorcerer Slots (16 at level 8). If you were to take Oracle Archetype, at level 8, the highest rank you could cast it would be 3rd rank, and it's limited to your Oracle slots (4 total slots at level 8 if you took Mysterious Breadth)
You just can't compare the old Crossblooded with Multiclass Archetyping, even with the universal proficiency change
@@SteveMan92 Yeah, Heal on the new Arcane Draconic Sorc would be nuts. All the blast potential with their Focus points, then Signature Heal to undo every crit from the enemy would be wildin'.
@@SteveMan92 Thanks, that's a better breakdown of when things come online in progression, and there's probably even more depth and interactions to consider. Perhaps Paizo saw that Heal/Synesthesia was all it ended up being (ab)used for in play, to an unhealthy extent, and decided the design change based on that.
The reduction of access to spells outside the tradition certainly hinders versatility and, as a result, party flexibility for parties with sorcerers. Getting access to key spells from another tradition was really useful.
Well, you can still Dedicate, can't you?
@@KaiHouston-m6j yes. That being said, it doesn't let you use Sorcerer spell slots for the spells learned from Dedication.
Getting heal and making it a signature spell for Occult and Arcane sorcerer was the shit. The best spell from the divine and primal spell list easily accessible
I like the option for feats that really embrace the blood part of blood magic, they're perfect for a spookier sorcerer, the ones that allow you to share your gifts also make you like a patron for your party members.
As a former 3.5 and long term 5e player/DM I truly adore Pathfinder's sorcerer. It's how I've always felt they should be presented with their ability to learn from a different list depending on your bloodline.
Wham Bam, You're Welcome, Ron.
crossblooded evolution giga-nerf... I used to play an Imperial bloodline battle-type sorcerer with Heal as one of my signature spells... can't do this anymore and delayed to lv.18 is damn hard.
I wish the draconic Sorcerer had more elemental versatility like it used to.
I think they wanted Elemntal options to be a thing Elemental Sorcerers to do. IMHO
@@KaiHouston-m6j If your grandpa is a lightning dragon you would be expected to have lightning abilities as well.
But the option isn't there, so if you want your character to be accurate to its backstory, you need to receive explicit permission from the game master to change the damage type.
We can't just forget that dragons are essentially elemental creatures, even if they're not really elementals.
@@FluffyFailure0 Yeah, but They might have wanted to make Elementels more of a "Thing".
@@KaiHouston-m6j Well promoting a new source of elemental damage by removing all other sources of elemental damage is not a very good design decision.
When someone wants to do something, it is not good to say you only have one choice, and it's not in the flavor you want.
So can you imagine, you're in the middle of a campaign and the game master comes in with the new Player Core book and says you all have to update your characters, and there will be no home brewing?
@@FluffyFailure0 Well, you are not wrong....
UNNNNNNNNNNNNNNNNNLIMITEEEEEEEEEEEEEEEEED POWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEER
Calm down Palpatine
Honestly imperial sorceror or dip into one can be an easy tutorial dip for those who would want more oomph in their spells or increase the chance of them landing. Which naratively does make sorta sense that you can be a wizard and still benefit from a pedigree of descending from whatever turbo-powered spellcaster from ages past
I really want to try an Imperial Sorc. with Wizard dedication. :)
@@KaiHouston-m6j That's literally what my first real pathfinder character is, and I made her two weeks before player core 2 ^w^
I really like the bloodline changes they did with the Sorcerer. Just the draconic changes based on the new Dragons is really cool but everything else really makes Sorcerer stand out. Great video Ronald!
yeah draconic exemplars and elemental influences are great
It feel right that a charactet that has magic as a natural part of there being would have an easyer time useing it then other spellcasters
RIP my Champion with Glutton's Jaws. Its a buff for Sorcerers and a nerf for the archetype
And my monk with draconic claws + dragon discipline :(
Correct me if I'm wrong but I was looking at the new Sorcerer today and the 14th level feat Redirect Harm blood magic can be activated with Imperial Sorcerer's greater bloodline focus spell which is a reaction to a spell.
If you crit fail despite doing "Arcane Countermeasure", you can make a spell attack roll and if you crit succeed that, the caster who hit you will take double the damage you took, which was doubled from a crit fail, which I think is the first 4x damage multiplier in PF2e
I agree that some kind of access to the holy or unholy trait makes sense for the divine bloodlines, but I think the reason the class doesn't mention anything about it is because sanctification is tied to deities. Oracles don't get it either. I hope Divine Mysteries clarifies this some, but also I think if I had a player that wanted to sanctify and they were following a deity that allowed sanctification I'd probably ok it.
I'm surprised (and fairly disappointed) that the Bloodlines from Advanced Player's Guide weren't remastered. Best I can tell in all other remastered clases they made sure to include anything new from APG with only a few exceptions (rest in peace Eldritch Trickster, may Avenger avenge you), I don't get why every Sorcerer bloodline is one. I was really looking forward to a remastered Genie bloodline especially since Arcane casting subclass options for any caster are generally few and far between, and Rage of Elements didn't touch it so it has no options for the new genies.
I as well miss Genie Bloodline. I guess they folded Jinn into Elemental now?
@@KaiHouston-m6j Did they though? Elemental bloddline has a different spell list, bloodline skill(s), granted spells, bloodline spells, *and* blood magic effect than Genie. Also, Nymph, Psychopomp, and Shadow didn't make the cut either, so I think this was a really weird blanket decision not to adapt the APG bloodlines, which just happened to affect Genie the most. Hate to see it when a class has _less_ things than it used to with no specific reason for it other than maybe page count or crunch.
Okay it's not like the APG bloodlines are just vaporized or something (unlike some Mysteries and Patrons I could mention), but you'd still need to own the APG to use them in PFS (which I assume wouldn't be the case if they were in a book with Core in the title), they're not getting the same buffs to the blood magic effects unless they get errata'd, and Genie in specific will still not get options for Kizidhar and Zuhra. I still don't get why it and Genie-touched animal companions got no support in RoE.
I think you meant they added Metal and Wood, not Water and Wood 12:55
Spell Relay is now 6th level. Cool, I had the idea it might be cool(for a higher level campaign) of having a frontliner witht the sorcerer archetype witht the feat.
A small note: the Sorcerers, maybe due to their magic being innate rather than learned, are the only casters without a Legendary saving throw. They get to Master and won't go any further.
What are your, or the Hive Mind's, thoughts on Oracle vs. Divine and/or Primal Sorcerer?
Either just looking at having fun with the modern Divine list,
or wanting a spontaneous caster with Heal as one in their "know spells"?
17:53 I actually read the arcane evolution feat as much less powerful. You have to use the learn a spell activity which requires a scroll or spell book to learn the spell from. This has to be repeated every day even if you keep the same spell. Because you don’t have your own spell book to copy these spells into, you have to keep all of these sources forever. You’ll end up with a bunch of scrolls you don’t want to use or multiple spell books you stole from various wizards.
The debut of Ronald The Rules Lawyer From Down Under at 6:40 was unexpected!
Or is it the Return? And I've just missed earlier appearances? :thinking:
First time mate, I reckon
I suspect that the changes to draconic and demonic bllodline spells were just to make them usable on a sorcerer. Demonic was interesting to steal for martials previously.
How does Sorcerous Potency apply to spells with multiple damage types? I'm thinking Thunderstrike.
I feel like if an angelic bloodline sorcerer wanted to be sanctified they could easily take a cleric or paladin dedication.
I wanted to understand propelling sorcery better, because it's interaction with force barage isn't clear to me.
Force barage automatically hits and it can target up to 3 opponents -- and the Blood Magic rules mention successful attack or failed saving throw and the rules also mention single target vs area effect, but the rules don't cover automatic hits or spells that hit multiple chosen targets. (Blazing Bolt doesn't automatically hit, but has the similar issue of hitting multiple targets.)
I want to interpret it as I can move any one target regardless of the number of targets attacked with force barrage (or blazing bolt) and that it's even an option to use, since it automatically hits.
I would love your interpretation.
If a bloodline or a deity gives you Tailwind, what spell do you substitute tailwind with at your tables?
There's Fleet Step that increases your speed 30 feet for a minute.
Why doesn't air element let me do electric damage? >:/
Reasons! Lol
I'm a firm believer that angelic, demonic, and diabolic bloodlines should not only allow sanctification but require it. Sure, for clerics getting sanctified is signing up for the holy war, but sorcerers don't choose to be sorcerers! Obviously no angel or devil would get the choice to refuse sanctification, so if a sorcerer's tie to a planar force is so strong it gives them magic, they should be conscripted for the holy war by default.
Not to mention all the interesting things it'd mean for demonic and diabolic sorcerers. They have all this wonderful flavour text about how their blood doesn't define them but not everyone will see it that way. And what better way to represent that than by the universe itself believing they're on the wrong side of the holy war?
I'm confused though.. can you stack dangerous sorcery with the new sorcerer?
I understand wanting to differentiate each of the Elemental bloodlines from one another, but I'll really miss my Waterballs :'(
2:40 is that screenshot from PC2? Draconic still says it grants you arcane spells, but it now lets you choose your tradition. Silly Paizo!
This video was...Magical! Lol
Since Dangerous Sorcery is a part of the class now, other casters can't pick it via sorcerer archetype anymore. Any other blaster casters are now potentially weaker, that's pretty sad
Question: Creating a Catfolk/Dragonborn Sorcerer (Primal dragon bloodline), I have a Background that already gives me Intimidation, and my Bloodline also gives me Intimidation. Neither of those specifically say you can substitute the skill if something else gives it to you.
Does the skill remain Trained, go up to Expert, or can I select a different skill in it's place as I have two things that give it to me?
You're always able to select another trained skill alongside the granted option if more than one feature grants you a trained skill. So you'd get Intimidation and a skill of your choice as trained skills.
@@kenkoopa7903 awesome! Thanks!
nice job!
"We don't have good and evil anymore, we just have Holy and Unholy."
Yeah, it's totally different.
I do hate how they gave sorcerer extra damage on every ranked spell as a base class feature when psychic has that as a feature that only happens when they unleash their psyche. And have the added huge drawback of it only lasting 2 rounds and then are stupidified for two rounds.
That always came off as overly harsh to me anyway. Psychics are gonna have some pretty sore toes after this.
I must say that I fundamentally despise the dragon rework.
My Phoenix Sorcerer who literally lives from picking up invisibility from another bloodline and he uses it every single combat is heavily nerfed by these changes. Ge is sthe pre fight scout, healer, damage dealer, crowd controller and now dead if he does it the same way as before. :/
What happen to the Shadow Sorcerer?
So can anyone explain why on earth they mention that you can step for Tap Into Blood (Divine)? (19:36) You can always step as an action, this feat just does it with style?
i think it's a free action Step?
@@lawrl777 The feat is one action, so I don't think that's the case.
Also demoralise with nature when you're a charisma caster...
This feat is poorly written.
Why are there first level class feats if you don't get your first class feat until level 2?
Humans can get them at level 1 with their Natural Ambition Ancestry feat
My Demonic Sorcerer Cant Cast Invisibility now. :,)
No Shadow bloodline. Crossblooded got shafted.
You can become sanctified if you pick up a dedication no?
Why did they give aberrant sorcerer blood magic the ability to inflict -1 status penalty to will saves, when the spells they grant already do that exact same thing? Lol
Gotta love Paizo delaying what was once given at 8th level a full ten levels, despite not being overpowered at all. Nothing beats chipping away at that versatility you’re always going on about.
I agree with some other UA-camrs I’ve seen that sorcerers now outstrip Wizards; expect a party with a sorcerer and a wizard in it for the sorcerer to outshine a wizard now. Even the wizards versatility is outshone by sorcerers with scrolls and wands. 😟
The more i think about it, more i realize that paizo hates wizard players
Can you Blame them? Those nerdy pointy hat wearing.... Lol
Really they hate all caster players. Which is why they STILL have not made to-hit spells garbage you should never take
Oh I used to like your content and I just realized you went political. Guess you're off my watch list.
"Went political"
You noticed he's darker than eggshells and now you're mad, we get it.
@@weetdirt oh please that's beyond pathetic
Fully optimized Wizard still demolishes it mid to late game as it should, Sorc is legit for people who are new to arcane casters or dont wanna do the extra thinking/strategy involved to play correctly, aka 5e players. Wizard uses Staffs better period, wizard has better higher level slot usage which is waaay more important than anything the sorc does and as a reminder "old" content is still 100% legal and valuable especially Wizards Schools, the remaster crap is ass dont even bother using it unless its Protean form just use Divination, Enchantment, or the remaster Protean form or your basically crippling yourself, Evocation can work later on if your feeling brave and wanna dip into Sorc dedication to finalize it, im convinced over 90% of the "fanbase" if you can call them that dont know wtf theyre doing or how to play classes properly and its shown.
Absolutely not.
Sorc has Better feats overall . Preremastered crossblooded was too busted, arcane sorcerer with heal and synesthesya, that your wizard misses.
Arcane evolution let the sorcerer prepare spells and unless you are playing quest' of the Frozen flame or a low resources campaign, if you have time to prepare the right spell, you often have enough time to buy a scroll of it.
Then i can heightened any damage spell to the right level, if It is a signature spell and i don't Need to prepare It in the highest slot unlike your wizard, who has more slot used to prepare spells that i have on my lower ranks as signature.
Than as always spontaneous vs prepared, unless you know what you ll face and the number of times you ll cast the same spell, spontaneous has the advantage.
My arcane sorcerer was Always Better than a wizard (except at lv 20). I could cast quickened heignened slow into heignened synesthesya, then outheal the boss dmg the next turn , while your wizard coudnt do half of what i' ve done.
That's an optimized sorcerer
This is very elitist