Seeker

Sorcerer Archetype

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Fortitude
Low
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Will
High
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Reflex
Low
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Base Attack Bonus
Low
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HP per level
4/ Level
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HP
6
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Max level of Spells
10
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Caster ability
Charisma
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Caster type
Casting Spontaneously

Class Initial Features

Class Skills

Seeker is a sub-class in Pathfinder: Wrath of the Righteous. Seekers use spells in battle. These spells are learned when leveling up and don't need to be prepared, allowing for frequent use. They can also choose a bloodline granting additional power to their spells.

 

"Sorcerers gain their magical powers through strange and mysterious ways. While most might be content with their strange powers, some adventure far and wide in search of a greater understanding of the genesis and history of their eldritch talents. These spellcasters are known as seekers, after their obsession with researching ancient texts and obscure ruins for any clues they can find about their heritage and histories."

 

 

Seeker Information

  • Base class: Sorcerer
  • Knowledge (Arcana)
  • Persuasion
  • Use Magic Device
  • Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages.
  • As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook.
  • Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

 

 

Seeker Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  0 0 0 +2 Detec MagicSorcerer Bonus FeatCantripsSorcerer ProficienciesBloodline
Level 2  +1 0 0 +3  
Level 3  +1 +1 +1 +3  
Level 4  +2 +1 +1 +4  
Level 5  +2 +1 +1 +4 Seeker Bonus Feat
Level 6  +3 +2 +2 +5  
Level 7  +3 +2 +2 +5 Bloodline Feat Selection
Level 8  +4 +2 +2 +6  
Level 9  +5 +3 +3 +6  
Level 10  +5 +3 +3 +7 Seeker Bonus Feat
Level 11  +5 +3 +3  +7  
Level 12  +6/+1 +4 +4 +8  
Level 13  +6/+1 +4 +4 +8 Bloodline Feat Selection
Level 14  +7+2 +4 +4 +9  
Level 15  +7/+2 +5 +5 +9 Seeker Bonus Feat
Level 16  +8+3 +5 +5 +10  
Level 17  +8/+3 +5 +5 +10  
Level 18  +9/+4 +6 +6 +11  
Level 19  +9/+4 +6 +6 +12 Bloodline Feat Selection
Level 20  +10/+5 +6 +6 +12  

 

 

Seeker Abilities

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Bloodline (Sorcerer)

Each sorcerer has a source of magic somewhere in her heritage that grants her Spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Sorcerer gains levels. A Sorcerer must pick one bloodline upon taking her first level of Sorcerer. Once made, this choice cannot be changed.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some Sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.

At 3rd level, and every two levels thereafter, a Sorcerer learns an additional Spell, derived from her bloodline. These Spells are in addition to the number of Spells given at new levels. These Spells cannot be exchanged for different Spells at higher levels.

At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list especific to

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The Sorcerer must meet the prerequisites for these bonus feats.

 

Seeker's Trapfinding

Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a Seeker gains Trickery as a class skill. In addition, at 1st level, a Seeker adds half his Oracle level on Trickery skill checks (minimum +1

 

Seeker Bonus Feat

At 5th, 10th and 15th level, Seeker gains a bonus feat from the list.

Augment Summoning, Superior Summoning, Combat Casting, Greater Elemental Focus, Greater Spell Penetration, Metamagic (Empower Spell), Metamagic (Extend Spell), Metamagic (Heighten Spell), Metamagic (Maximize Spell), Metamagic (Quicken Spell), Metamagic (Reach Spell), Elemental Focus, Spell Focus, Spell Penetration, Spell Specialization.

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Sorcerer Bonus Feat

At 1st level, a Sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Cantrips

Sorcerers can cast a number of Cantrips, or 0-level Spells. These Spells are cast like any other Spell, but they are not expended when cast and may be used again

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Sorcerer Proficiencies

Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of Armor or ShieldArmor interferes with a Sorcerer's gestures, which can cause her Spells with somatic components to fail.

 

 

 

 

Bloodline Information

 

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Abyssal Bloodline
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Arcane Bloodline
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Celestial Bloodline
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Draconic Bloodline - Black
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Draconic Bloodline - Blue
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Draconic Bloodline - Brass
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Draconic Bloodline - Bronze
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Draconic Bloodline - Copper
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Draconic Bloodline - Gold
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Draconic Bloodline - Green
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Draconic Bloodline - Red
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Draconic Bloodline - Silver
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Draconic Bloodline - White
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Elemental Bloodline - Air
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Elemental Bloodline - Earth
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Elemental Bloodline - Fire
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Elemental Bloodline - Water
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Fey Bloodline
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Infernal Bloodline
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Serpentine Bloodline
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Undead Bloodline

Abyssal Bloodline

Abyssal Bloodline Abilities

 

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Abyssal Bloodline

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you. While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

Bonus Feats of the Abyssal Bloodline: Augment Summoning, Bull Rush, Cleave, Empower Spell, Great Fortitude, Power Attack, Skill Focus (Lore: Religion), Sunder Armor.

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Stoneskin

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon overcomes the damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

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Unholy Aura

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Unholy Aura: A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, each warded creature gains spell resistance 25 against good spells and spells cast by good creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from good does. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).

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Bloodline

Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. These spells cannot be exchanged for different swells at hieher levels.

 

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detect Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Demon Resistances

At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

 

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Bull's Strength

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength for 5 minutes, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. Enhancement bonuses do not stack with other enhancement bonuses, for example with bonuses from belts.

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Rage

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Rage: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.

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Cause Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Cause Fear: The affected creature becomes frightened. If the subject succeeds at a Will save, it is instead shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear.

 

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Dismissal

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save.

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Transformation

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Transformation: You become a fighting machine - stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

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Summon Monster VII

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster VII: This spell summons 1d3 extraplanar axiomites if you are good or neutral and 1d3 extraplanar soul eaters if you are evil, 1d4+1 extraplanar bralani azatas if you are good or neutral and 1d4+1 extraplanar redcaps if you are evil, or one roc. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Summon Monster IX

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster DC: This spell summons 1d3 extraplanar movanic devas if you are good or neutral and 1d3 extraplanar frost giants if you are evil, 1d4+1 rocs, or one ghaele azata if you are good or neutral and one thanadaemon if you are evil. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

 

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Demonic Might

At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10.

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Abyssal Bloodline Arcana

Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

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Glass Skill-Athletics

Additional class skill from the Abyssal bloodline.

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Strength Of The Abyss

At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level

 

 

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Added Summonings

At 15th level, whenever you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

 

Celestial Bloodline

 

Celestial Bloodline Abilities

 

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Celestial Bloodline

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine. Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely. Bonus Feats of the Celestial Bloodline: Dodge, Extend Spell, Iron Will, Agile Maneuvers, Augment Summoning, Superior Summoning, Skill Focus (Lore: Religion), Weapon Finess

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Heavenly Fire

Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier

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Protection from Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Energy: This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Celestial Bloodline Arcana

Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

 

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Class Skill - Lore (Religion)

Additional class skill from the celestial bloodline.

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Celestial Resistances

At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

 

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Aura of Heaven

At 9th level, you can apply an aura of heaven on yourself for a minute. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to all allies within 20 feet. You can use this ability a number of times per day equal to your sorcerer level.

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Flame Strike

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Flame Strike: A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

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Dispel Magic, Greater

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic, Greater: This functions as a targeted dispel magic, but it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells.

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Banishment

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Banishment: This spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished in a 30-foot radius; creatures who are closest to the burst's point of origin are affected first.

 

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Sunburst

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Sunburst: This spell causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage with a successful Reflex save.

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Summon Monster IX

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster DC: This spell summons 1d3 extraplanar movanic devas if you are good or neutral and 1d3 extraplanar frost giants if you are evil, 1d4+1 rocs, or one ghaele azata if you are good or neutral and one thanadaemon if you are evil. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability

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Remove Curse

At 3rd 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Remove Curse: This spell can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed

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Ascension

At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification, resist electricity 1.0, resist fire 10, and a +4 racial bonus on saves against poison.

 

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Conviction

At 15th level, you gain spell resistance against evil spells and spells cast by evil creatures equal to 11 + your sorcerer level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

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Bless

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Bless: This spell fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless dispels bane.

 

 

 

 

 

Arcane Bloodline

 

 

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Arcane Bond

At 1st level, you can form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances your skills and senses, while a bonded object is an item you can use to cast additional spells.

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Arcane Bloodline Arcana

Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

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New Arcana

At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

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Combat Casting Adept

 Combat Casting Adept At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level, it increases to +4. At 20th level, this ability is replaced by arcane apotheosis.

 

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Dimension Door

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dimension Door: You instantly transfer yourself from your current location to any other spot within range.

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Invisibility

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Invisibility: The touched creature becomes invisible.
If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For the purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their
area.

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Banishment

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Banishment: This spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished in a 30-foot radius; creatures who are closest to the burst's point of origin are affected first.

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Break Enchantment

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Break Enchantment: This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect.

 

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True Seeing

At 3rd 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.

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Power Word Stun

3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Power Word Stun: You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

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Magic Missile

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment.
For every two caster levels beyond 1st, you gain an additional missile — two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

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Clashing Rocks

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Clashing Rocks: You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment and cover. A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone. If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or within their path must also make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone (save for half and remain standing).

 

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Arcane Apotheosis

At 20th level, your body surges with arcane power. All your concentration checks made to cast a spell or use a spell-like ability are automatic successes.

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School Power

At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

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Bloodline Class Skill Selection

You can choose any knowlege skill to add to your class skills.

 

 

Draconic Bloodline - Black

 

Draconic Bloodline - Black Abilities

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Draconic Bloodline Arcana - Black

Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

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Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - Blue

 

Draconic Bloodline - Blue Abilities

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Draconic Bloodline Arcana - Blue

Whenever you cast a spell with electricity damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

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Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against electricity and a +1 natural armor bonus. At 9th level, your electricity resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - Brass

 

Draconic Bloodline - Brass Abilities

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Draconic Bloodline Arcana - Brass

Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

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Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.


 

Draconic Bloodline - Bronze

 

Draconic Bloodline - Bronze Abilities

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Draconic Bloodline Arcana - Bronze

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. Bronze dragons have been known to ally with travelers and adventurers if the cause and reward is right and just. Bonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

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Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against electricity and a +1 natural armor bonus. At 9th level, your electricity resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - Copper

 

Draconic Bloodline - Copper Abilities

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Draconic Bloodline Arcana - Copper

Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

dragonkid i icon pathfinder kingmaker wiki guide 80px
Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - Gold

 

Draconic Bloodline - Gold Abilities

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Draconic Bloodline Arcana - Gold

Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

dragonkid i icon pathfinder kingmaker wiki guide 80px
Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances Fire

At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - Green

 

Draconic Bloodline - Green Abilities

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Draconic Bloodline Arcana - Green

Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

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Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your acid resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - Red

 

Draconic Bloodline - Red Abilities

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Draconic Bloodline Arcana - Red

Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

dragonkid i icon pathfinder kingmaker wiki guide 80px
Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - Silver

 

Draconic Bloodline - Silver Abilities

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Draconic Bloodline Arcana - Silver

Whenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

dragonkid i icon pathfinder kingmaker wiki guide 80px
Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against cold and a +1 natural armor bonus. At 9th level, your cold resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Draconic Bloodline - White

 

Draconic Bloodline - White Abilities

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Draconic Bloodline Arcana - White

Whenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Class Skill-Perception

Additional class skill from the draconic bloodline

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Ressist Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well

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Grow Claws

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Dragonkind II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind II: This spell functions as dragonkind I except that it also allows you to assume the form of a Large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

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Dragonkind III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind III: This spell functions as dragonkind II save that it also allows you to take the form of a Huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

 

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Power of Wyrms

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.

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Dispel Magic

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC =11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

 

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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Dragon Resistances

At 3rd level, you gain resist 5 against cold and a +1 natural armor bonus. At 9th level, your cold resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

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Spell Resistance

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Spell Resistance: The target gains spell resistance equal to 12 + your caster level.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

 

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Fear

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds at a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is instead shaken for 1 round.

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Dragonkind I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dragonkind I: You become a Medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage.

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Overwhelming Presence

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round

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Mage Armor

At 3rd level, and every WC levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Mage Armor An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since maw armor is made of force, incorporeal creatures can't bypass% It the way they do normal armor.

 

Elemental Bloodline - Air

 

Elemental Bloodline Air Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Elemental Body

At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and electricity damage

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Class Skill - Mobility

Additional class skill from the elemental bloodline.

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Elemental Resistance

At 3rd level, you gain electricity resistance 10. At 9th level, your electricity resistance increases to 20.

 

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Burning Hands (Electricity)

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Burning Hands (Electricity): This spell always deals a type of damage determined by your element (air). In addition, the subtype of this spell changes to match the energy type of your element.
Any creature in the area takes 1d4 points of electricity damage per caster level (maximum 5d4).

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Protection from Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Energy: This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

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Scorching Ray (Electricity)

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Scorching Ray (Electricity): This spell always deals a type of damage determined by your element (air). In addition, the subtype of this spell changes to match the energy type of your element.
You blast your enemies with a beam of electricity. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of electricity damage.

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Elemental Blast

At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can this ability three times per day. This power has a range of 60 feet.

 

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Elemental Body II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body II: When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body I: When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body IV

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body IV: When you cast this spell, you can assume the form of a Huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/ —.

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Elemental Body III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body III: When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

 

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Summon Monster VIII

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster VIII: This spell summons 1d3 extraplanar rocs, 1d4+1 extraplanar axiomites if you are good or neutral and 1d4+1 extraplanar soul eaters if you are evil, or one movanic deva if you are good or neutral and one frost giant if you are evil. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Elemental Swarm

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Swarm: This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of its ability.

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Elemental Ray

At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

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Elemental Movement

At 15th level, you gain immunity to combat maneuvers.

 

 

Elemental Bloodline - Earth

 

Elemental Bloodline Earth Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Elemental Body

At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and electricity damage

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Class Skill - Mobility

Additional class skill from the elemental bloodline.

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Elemental Resistance

At 3rd level, you gain add resistance 10. At 9th level, your add resistance increases to 20.

 

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Burning Hands (Acid)

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Burning Hands (Add): This spell always deals a type of damage determined by your element (earth). In addition, the subtype of this spell changes to match the energy type of your element.
Any creature in the area takes 1d4 points of add damage per caster level (maximum 5d4).

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Protection from Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Energy: This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

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Scorching Ray (Acid)

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Scorching Ray (Add): This spell always deals a type of damage determined by your element (earth). In addition, the subtype of this spell changes to match the energy type of your element.
You blast your enemies with a beam of acid. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of acid damage.

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Elemental Blast

At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of add damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to add until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

 

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Elemental Body II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body II: When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body I: When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body IV

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body IV: When you cast this spell, you can assume the form of a Huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/ —.

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Elemental Body III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body III: When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

 

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Summon Monster VIII

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster VIII: This spell summons 1d3 extraplanar rocs, 1d4+1 extraplanar axiomites if you are good or neutral and 1d4+1 extraplanar soul eaters if you are evil, or one movanic deva if you are good or neutral and one frost giant if you are evil. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Elemental Swarm

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Swarm: This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of its ability.

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Elemental Ray

Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of add damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

 

 

Elemental Bloodline - Fire

 

Elemental Bloodline Fire Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Elemental Body

At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and electricity damage

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Class Skill - Mobility

Additional class skill from the elemental bloodline.

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Elemental Resistance

At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.

 

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Burning Hands

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Burning Hands: Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).

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Protection from Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Energy: This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

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Scorching Ray

 At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Scorching Ray: You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

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Elemental Blast

At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. pp Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

 

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Elemental Body II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body II: When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body I: When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body IV

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body IV: When you cast this spell, you can assume the form of a Huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/ —.

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Elemental Body III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body III: When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

 

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Summon Monster VIII

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster VIII: This spell summons 1d3 extraplanar rocs, 1d4+1 extraplanar axiomites if you are good or neutral and 1d4+1 extraplanar soul eaters if you are evil, or one movanic deva if you are good or neutral and one frost giant if you are evil. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Elemental Swarm

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Swarm: This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of its ability.

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Elemental Ray

Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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Elemental Movement

At 15th level, you gain +30 feet to your base speed.

 

Elemental Bloodline - Water

 

Elemental Bloodline Water Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Elemental Body

At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and electricity damage

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Class Skill - Mobility

Additional class skill from the elemental bloodline.

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Elemental Resistance

At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.

 

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Burning Hands

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Burning Hands (Cold): This spell always deals a type of damage determined by your element (water). In addition, the subtype of this spell changes to match the energy type of your element.

Any creature in the area takes 1d4 points of cold damage per caster level (maximum 5d4).

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Protection from Energy

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Energy: This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

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Scorching Ray

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Scorching Ray (Cold): This spell always deals a type of damage determined by your element (water). In addition, the subtype of this spell changes to match the energy type of your element.

You blast your enemies with a beam of cold. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of cold damage.

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Elemental Blast

At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to cold until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

 

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Elemental Body II

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body II: When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body I

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body I: When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

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Elemental Body IV

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body IV: When you cast this spell, you can assume the form of a Huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/ —.

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Elemental Body III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Body III: When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.

 

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Summon Monster VIII

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster VIII: This spell summons 1d3 extraplanar rocs, 1d4+1 extraplanar axiomites if you are good or neutral and 1d4+1 extraplanar soul eaters if you are evil, or one movanic deva if you are good or neutral and one frost giant if you are evil. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Elemental Swarm

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Elemental Swarm: This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of its ability.

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Elemental Ray

Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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Elemental Movement

At 15th level, you gain immunity to combat maneuvers

 

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Elemental Bloodline - Water

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Water infuses your being, and you can draw upon its power in times of need. Bonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse.

 

 

 

 

Fey Bloodline

 

Fey Bloodline Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Laughing Touch

At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

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Fey Bloodline Arcana

Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

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Woodland Stride

At 3rd level, you can move through any sort difficult terrain at your normal speed and without taking damage or suffering any other impairment.

 

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Entangle

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Entangle: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition for 1 round.
The entire area of effect is considered difficult terrain while the effect lasts.

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Hideous Laughter

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Hideous Laughter: This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. A creature with an Intelligence score of 2 or lower is not affected.

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Deep Slumber

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in additioj to the number of spells given at new levels. Deep Slumber: This spell causes a magical slumber to come upon 10 HD of creatures; those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not target unconscious creatures, constructs, or undead creatures.

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Dispel Magic, Greater

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Dispel Magic, Greater: This functions as a targeted dispel magic, but it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells.

 

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Fleeting Glance

At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Greater Invisibility: This spell functions like invisibility, except that it doesn't end if the subject attacks.

Invisibility: The creature becomes invisible. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

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Poison

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

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Vinetrap

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Vinetrap: Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. When this spell is cast, the subject becomes paralyzed and entangled, though a successful Reflex save negates the paralysis. Each round on its turn, the subject may attempt a new saving throw to end both the paralysis and entangle effects.

The subject takes 2d4 points of piercing damage each turn from the sharp thorns. This damage is considered to be cold iron for the purposes of overcoming damage reduction.

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Changestaff

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Changestaff: This spell changes an ordinary quarterstaff into a treant creature. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

 

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Fey Magic

At 15th level, you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from the Spell Penetration and Greater Spell Penetration feats.

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Summon Nereid

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Summon Nereid: This spell summons to your side a natural nereid. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

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Soul of the Fey

At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Once per day, you can cast cloak of dreams as a spell-like ability using your sorcerer level as your caster level.

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Summon Hamadryad

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Summon Hamadryad: This spell summons to your side a natural hamadryad. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

 

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Class Skill - Lore (Nature)

Additional class skill from the fey bloodline.

 

 

 

 

 

Infernal Bloodline

 

 

Infernal Bloodline Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Power of the Pit

At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to add 10 and cold 10

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Infernal Bloodline Arcana

Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

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Class Skill - Knowledge (World)

Additional class skill from the infernal bloodline.

 

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Infernal Resistances

At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

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Protection from Good

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Good: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.

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Scorching Ray

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Scorching Ray: You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

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Hold Person

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.

 

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Hellfire

At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

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Wings

You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

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Crushing Despair

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Crushing Despair: An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair dispels good hope.

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Mind Fog

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Mind Fog: This spell produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes.

 

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Hellfire Ray

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Hellfire Ray: A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit and deals 1d6 points of damage per caster level (maximum 15d6) Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by fire resistance.

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Power Word Stun

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Power Word Stun: You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

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Firebrand

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Firebrand: You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature.

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Polar Midnight

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Polar Midnight: You plunge an area into the brutal chill of the arctic night. All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage.

 

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Corrupting Touch

At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

 

 

 

 

Serpentine Bloodline

 

Serpertine Bloodline Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Serpent's Fang

At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite — injury; Fortitude save (DC 10 + 1/2 your sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds; effect: 1 Con damage; cure: 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier. .

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Class Skill - Stealth

Additional class skill from the serpentine bloodline.

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Serpentine Bloodline Arcana

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. Roll 2d4 to see how many total HD of creatures you affect.
Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, monstrous humanoids, and vermin as if they were humanoids who understood your language.

 

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Delay Poison


At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Delay Poison: The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

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Summon Monster III

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Summon Monster III: This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Snakeskin

At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1.

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Hold Monster

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Hold Monster: This spell functions like hold person, except that it affects any living creature that fails its Will save.

 

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Transformation

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Transformation: You become a fighting machine - stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

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Summon Monster VII

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Summon Monster VII: This spell summons 1d3 extraplanar axiomites if you are good or neutral and 1d3 extraplanar soul eaters if you are evil, 1d4+1 extraplanar bralani azatas if you are good or neutral and 1d4+1 extraplanar redcaps if you are evil, or one roc. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Den of Vermin

At 15th level, you may summon a host of insects. This power acts as creeping doom, but the swarms' poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled. You may use this ability once per day. Creeping Doom: This spell summons to your side 4 spider swarms. The summoned swarms appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack plus poison and distraction. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.

Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save negates the effect.

Poison: Swarm — injury; Fortitude save; frequency: 1/round for 6 rounds; effect: 1d4 Dex; cure: 1 save.

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Polar Midnight

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Polar Midnight: You plunge an area into the brutal chill of the arctic night. All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage.

 

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Frightful Aspect

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Frightful Aspect: You become a larger, awful version of yourself. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds.

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Scaled Soul

At 20th level, you gain ability to turn yourself into a Large spirit Naga (as beast shape BI) and back again at will. You also become immune to poison and paralysis. You may use serpent's fang as often as desired, and you may choose to inflict damage to any ability score.

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Hypnotism

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. Roll 2d4 to see how many total HD of creatures you affect.

 

 

Undead Bloodline

 

Undead Bloodline Abilities

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Sorcerer Proficiencies

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

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Bloodline Feat Selection

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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Detec Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues

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Cantrips

Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

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Sorcerer Bonus Feat

At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

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Grave Touch

Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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Undead Bloodline Arcana

Some undead are susceptible to your mind-. affecting spells. Undead creatures are treated as humanoids for the purposes of determining which spells affect them.

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Death's Gift

 At 3rd level, you gain resist cold 5 and DR 5/magic. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/magic.

 

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Energy Drain

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Energy Drain: You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels. Negative levels stack. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

An undead creature struck by the ray gains 10d4 temporary hit points for 1 hour.

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Vampiric Touch

At 3rd level, you gain resist cold 5 and DR At 3rd level, and every two levels thereafter, a 5/magic. At 9th level, your resistance to cold sorcerer learns an additional spell, derived increases to 10 and your DR increases to from her bloodline. These spells are in addition 10/magic. to the number of spells given at new levels.

Vampiric Touch: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

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Cause Fear

At 3rd level, and every two levels thereafter, sorcerer learns an additional spell, derived from her bloodline. These spells are in additic to the number of spells given at new levels.

Cause Fear: The affected creature becomes frightened. If the subject succeeds at a Will save, it is instead shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

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False Life

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

False Life: You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).

 

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Grasp of the Dead

At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.

At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day

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Animate Dead

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Animate Dead: This spell raises 1d4+2 skeletons. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Waves of Fatigue

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Waves of Fatigue: Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

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Undeath to Death

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Undeath to Death: This spell snuffs out the life force of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.

 

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Finger of Death

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Finger of Death: This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level.

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Incorporeal Form

At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You take no damage from non-magic weapons. You also take only half damage from any source not dealing ghost, holy, divine, or force damage. You can use this ability once per day.

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Horrid Wilting

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels.

Horrid Wilting: This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

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One of Us

At 20th level, your form begins to rot and undead see you as one of them. You gain immunity to cold, paralysis, and sleep. You also gain DR 5/ -. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

 

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Glass Skill - Lore (Religion)

Additional class skill from the undead bloodline.

Seeker's Trapfinding

Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Trickery as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Trickery skill checks (minimum +1).

Seeker Bonus Feat

At 5th, 10 th and 15th level, Seeker gains a bonus feat.

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




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    • Anonymous

      ...what exactly are the tradeoffs to this sub class? Except for the Seeker bonuses, it reads the same as a vanilla sorcerer.

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