Wrath of the Righteous Classes, Archetypes and Prestige Classes: Part 11, Sorcerer

This is a continuation of my main Pathfinder page, where I am documenting all of the changes to the classes, archetypes and Prestige Classes from the tabletop to the video game. If a feature or ability is the same as the tabletop game I will not list it here–assume it is present and unchanged. Any new archetypes will be denoted by an asterisk (*). So, to conclude the S’s with Sorcerer:

Sorcerer:  Sorcerers now have an additional bonus feat at first level. Available bloodlines include abyssal, arcane, celestial, draconic (10 of them), elemental (4 of them), fey, infernal, serpentine and undead. There are no bloodline mutations. There are three archetypes that were wildblooded on the tabletop.

BLOODLINES

  • Abyssal:  This bloodline has virtually no changes. The class skill is now Athletics, and there is only one bonus spell change:  greater teleport is now summon monster VII (15th). Arcana is unchanged. Demonic Might now no longer grants telepathy
  • Arcane:  The class skill is now any Knowledge or Lore skill. Identify is now magic missile (3rd), overland flight is now break enchantment (11th), greater teleport  is now banishment (15th), wish is now clashing rocks (19th). Arcana is unchanged
    • Improved Counterspell, Scribe Scroll, Still Spell feats are replaced by Reach Spell, Greater Spell Focus, Spell Penetration.  Metamagic Adept is now Combat Casting Adept, which grants a +2 bonus on concentration checks which scales at 9th, 15th and 20th level. Arcane Apotheosis is altered, all concentration checks when casting are automatically successful
  • Celestial:  The class skill is now Lore Religion. Magic circle against evil is now protection from energy (7th), gate is now summon monster IX (19th). Arcana is unchanged
    • Mobility and the mounted feats are replaced by Agile Maneuvers, Augment Summoning and Superior Summoning. Powers:  at 9th level you gain a new ability, Aura of Heaven. Wings of Heaven are removed, you do gain wings at level 15, however they grant +3 to AC vs melee and immunity ground-based effects such as rough terrain. Ascension is altered, you no longer gain the ability to speak with any creature.
      • Aura of Heaven:  The player gains a +4 deflection bonus of AC and a +4 resistance bonus to saving throws by attacks from evil creatures, usable a number of times per day equal to sorcerer level
  • Draconic:  Draconic options include 5 metallic and 5 chromatic. Altered bonus spells include:  fly is now dispel magic (7th), wish is now overwhelming presence (19th). Skill Focus (Fly) is now SF Mobility. Arcana is unchanged. Wings now grants the same abilities I listed in Celestial. Now at level 19 they gain the Overwhelming Presence ability, identical to the spell
  • Elemental:  Class skill is now Mobility. No bonus spells are altered, that’s rare. Feats, and powers are unchanged as well. Arcana is essentially removed, though the bonus spells are altered to your elemental type. Elemental movement is altered, and now means gaining immunity to grapple, entangle, slow and difficult terrain
  • Fey:  Class skill is unchanged. Altered bonus spells include:  tree stride is now vinetrap (11th), mislead is now greater dispel magic (13th), phase door is now changestaff (15th), irresistible dance is now summon nereid only from summon nature’s ally VIII (17th), shapechange is now summon hamadryad only from summon nature’s ally IX (19th)
    • Mobility feat is replaced by Agile Maneuvers. Arcana is unchanged. Fey Magic is altered, it now it gives +2 caster level to overcome spell resistance. Soul of the Fey is also altered, now instead of casting shadow walk you cast cloak of dreams
  • Infernal:  Class skill is now Knowledge (World). Altered bonus spells include:  suggestion is now hold person (7th), charm monster is now crushing despair (9th), dominate person is now mind fog (11th), planar binding is hellfire ray (13th), greater teleport is now firebrand (15th), meteor swarm is now polar midnight (19th). Feats and arcana are unchanged. Arcana is unchanged
    • You still gain wings at level 15, but see above for changes. Power of the Pit no longer grants the ability to see perfectly in darkness
  • Serpentine:  Class skill is now stealth. Altered bonus spells include:  mass suggestion is now transformation (13th), irresistible dance is now frightful aspect (17th), dominate monster is now polar midnight (19th). Arcana is unchanged
    • Silent Spell feat is replaced by Reach Spell, Skill Focus (Bluff) is now SF Persuasion. Bloodline power Serpentfriend is replaced by Hypnotism, same as the spell except enemies stop and stare blankly. Den of vipers is now den of vermin, but it’s the same difference as spiders are summoned. Scaled Soul is slightly altered, as it grants the ability to transform into a Spirit Naga (as Beast Shape III)
  • Undead:  The only changed bonus spell is chill touch is now cause fear (3rd). The Endurance feat is replaced by Great Fortitude, Still Spell is replaced by Greater Spell Focus. Arcana and bloodline powers are unchanged

ARCHETYPES

Crossblooded:  Crossblooded folks only receive a class skill and bonus spells from their second bloodline, not their bonus feats, arcana or bloodline powers. They no longer take a -2 on will saves. This can work great as a 1-level dip for rare abilities such as from Red Dragons, Fey and Undead, and you qualify for the mythic ability Bloodline Ascendance!

Empyreal Sorcerer:  This was originally a type of wildblooded sorcerer. The arcana is the same, your spellcasting ability is now wisdom, not charisma. Sacred cistern is retained it’s just called channel positive energy. This archetype is essentially unchanged.

*Geomancer *DLC only*:  This is a new archetype just for the game, and works very well as a 1 level dip. Geomancers give up three bloodline feats. I’ll go over what Geomancers get in exchange:

  • 1st level:  Geomancy. It works like blood magic in a way, in that you take 1d8 damage when you cast your next spell. Adding geomancy can either benefit all allies, or punish all enemies depending on the type of terrain. There are six terrains which I’ll detail below. Abyss, Underground and Urban are the main terrains in the game
    • Abyss:  all enemies take 1d6 damage per spell level, and make a Fort save or become corrupted. “Corruption” is a curse effect that means a -2 to everything. Awesome
    • Desert:  enemies take 1d6 slashing damage/spell level, must make a Ref save or are blinded for 1dr rounds
    • Forest:  PC and allies regain 1d6 HP’s/spell level
    • Highlands:  for 1 round PC and allies gain DR N/-, N is = to twice the spell level
    • Underground:  enemies take 1d6 piercing dmg/spell level, must make a Ref save or be unable to move for 1 round
    • Urban:  enemies take 1d6 bludgeoning dmg/spell level, must make a Fort save or be stunned for 1 round. Also awesome
  • 7th level:  Favored Terrain. Select a terrain and gain a +2 initiative, Lore (nature), Perception and Stealth. At 13th and 19th select an additional terrain, and the bonus increases by +2 each time

Nine-Tailed Heir:  This Kitsune-only racial archetype gets a bit of an upgrade. Now at 3rd level and every 2 levels they gain the Magical Tail feat, instead of every 4 levels.

  • The Magical Tail spells are altered:  1. vanish, 2. sleep, 3. blur, 4. invisibility, 5. deep slumber, 6. displacement, 7. confusion, 8. dominate person

*Overwhelming Mage:  This is a new archetype for the game. The description says, “Innate magical powers are always a tempting phenomenon, and many people are content with the extent of their powers, but overwhelming mages strive to improve the sheer capacity of their powers.” They give up the initial sorcerer bonus feat and bloodline feats at levels 7, 13 and 19 for the following abilities:

  • 1st level:  Overwhelming Penetration. An OM gains a +1 bonus on all caster checks to overcome a target’s spell resistance. This increases by +1 every 6 levels
  • 6th level:  Overwhelming Spell. Sacrifice a spell slot of 3rd level or higher to increase the DC of the next spell he casts during the next two rounds, equal to one third of the sacrificed spell level

Sage Sorcerer:  This was originally a type of wildblooded sorcerer. The arcana is identical, SS’s use intelligence, not charisma, for their spellcasting. Arcane Bolt is slightly altered in that you use this ability a number of times per day equal to 3 + your Intelligence (not Charisma) modifier. That makes a lot more sense. Otherwise this archetype is unchanged.

Seeker:  Tinkering is renamed Seeker’s Trapfinding, but it’s still there. Seeker Lore and Seeker Magic are removed. Seekers now gain bonus feats at levels 5, 10 and 15 in addition to level 1 and their bloodline feats. These new bonus feats must be summoning, spell focus, spell penetration or metamagic related. Minor spoiler:  if you have the Through the Ashes DLC, you may recuit a companion with this archetype.

Sylvan Sorcerer:  This was originally a type of wildblooded sorcerer and is probably the best archetype for the class, in large part due to getting an animal companion from level 1. Your companion advances the same as you (it’s not your level -3 anymore), but Fey Wings is removed. While SS’s have to select the Sylvan bloodline, if you take the Second Bloodline mythic ability you can get another one without the reduced spellbook, which is the Crossblooded Sorcerer’s drawback.

I was really hoping I could do both sorcerer and warpriest on the same post, but it would just end up too long. I hope this is helpful as a quick reference for those familiar with the Pathfinder tabletop system, I’ve certainly learned a lot in doing it. My next post will be covering the Warpriest and possibly Witch classes.

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