Sunday, November 22, 2015

Zenith's Guide to the Alchemist, Part I: Introduction, Attributes, Races & Archetypes

Zenith's Guide to the Alchemist
Part I: Introduction, Attributes, Races & Archetypes

What is the Alchemist?

The alchemist is a powerful damage dealer, crowd controller, and debuffer all in one (and often all at once), a versatile ranged combatant with plenty of trackable resources.

Your main gimmick is bombs, thrown explosives which attack touch and harm the enemy's ability to do combat at the same time.  However, you've also got a plethora of skills, access to up to 6th level self-buffing spells, a tank mode, a buff mode, and bonuses to poison and alchemy. If you want to be the ultimate pathfinder blaster (with a strong martial mode), forget about those full casters - the alchemist is where its at.

Part I: Introduction, Attributes & Races
Part II: Discoveries
Part III: Feats & Traits
Part IV: Extracts
Part V: Equipment, Multi-Classing & Builds


About the Guide

Within this guide, I will be addressing the best ways to make your Alchemist do what you want.  In general I will not be addressing terrible choices, so you should consider the feats, skills, and tricks within the guide before looking outside of it.  I will be using a ranking system that Treatmonk pioneered in his guides:

Red (*): Signifies a terrible choice.  Except in very specific circumstances, I'll be excluding these altogether.
Orange (**): Signifies a mediocre choice. Not recommended unless you are going for a specific build.
Green (***): Signifies a good choice. Most Alchemists should consider this.
Blue (****): Signifies an excellent choice.  Except in unusual circumstances, all Alchemists should have this.
Pink(*****): Signifies a no-brainer.  Regardless of who you are or what you do, you must take this.  There are only a few of these.

Note that this guide will not cover the Vivisectionist archetype.  A melee alchemist using the Vivisectionist archetype can be extremely effective, but it is such a change in pace that would requires a different guide entirely. To learn about the Vivisectionist, check out N. Jolly's Alchemist Guide here!


Sub-Roles

Your main role is going to be ranged damage dealing and debuffing with bombs.  You can hand out a ton of damage, accurately hit, and weaken enemies to basically-dead levels.

You have two main sub-roles to choose from in combat: Melee/Tank or Buffer.

Melee/Tank: As a tank, you have a high Dexterity, a mutagen, and self-buffing.  While devoting your resources on bombs, you can be reasonably distracting and a viable target.  You could try a reach weapon, or simply be a tactical distraction and flanking machine for your more melee focused buddies.  Go Beastmorph, extract up, and give them hell.  But if you focus is melee, you should really be a Vivisectionist.
Transforming from an effective tank to an awesome melee character is all about buffing with extracts.  Make sure to have plenty of hour/level extracts up at all times, and pop those 10 min/level or 1 min/level extracts when you get the chance.

Buffer: In general, you cannot use your extracts on your friends. This changes with the Infusion discovery.  Once you gain that discovery, your buddies can benefit from your buffs.  You're not going to be as effective as a wizard or cleric, who can multiple allies from a distance, but it's still a good use of your extract.

There are also plenty of places to dabble.  Poison and summons, are two big options, and you can make an excellent scout and trap finder.


Let's Talk About Bombs...

Bombs are your bread and butter, your damage dealers and your debuffers.  Here's a few things to keep in mind when making your build and chucking your bombs.

First, Bombs attack touch AC: Attacking touch AC is what brings bombs from "Hey these are pretty good" to "I'm not sure the developers thought this all the way through."  Attacking touch means you are probably going to hit with every single bomb you throw past 5th level or so.  Let me put it in perspective for you.  The median AC of an enemy climbs from 14 at level 1 to 37 at level 20.  The median touch AC of an enemy stays the same from 12 at level 1 to 12 at level 20 (falling a bit in between before hopping up at level 20).

In some ways, this is like gaining a +2 bonus to attack at level 1, a +12 bonus to attack at level 10, and a +25 bonus to attack at level 20. Throw in the fact that most boss fights are big creatures with lower than average touch AC, and you are golden.  You get a good bonus to hit early on, and are going to hit basically all the him past level 5 or so.

Second, Bombs are limited: You get a number of bombs equal to your class level + your Intelligence modifier, and once they are gone, they are gone.  I recommend you do whatever you can to get more - the Extra Bombs feat and alternate racial traits that give more bombs are both excellent.

How to ration your bombs then?  Well, from level 1 - 20, the average number of combat rounds in a day isn't going to change much.  You can expect to see 3-4 encounters of about three rounds each. That's 9 - 12 combat rounds a day. Up until 6th level or so, you'll need to ration.  From 9th level on, you'll be looking for ways to spend as many bombs as quickly as possibly (hint: it's Fast Bombs).

Third, Bombs impose status effects: Damage is only half of what a bomb can do.  The other half is debuffs, status effects like entangled, nauseated, or confused.  Try to spread these debuffs around.  Grab more than one, so that you are inflicting a different debut with each hit.  If an enemy already has all the debuffs you can inflict, move on to a new target.

Fourth, Bombs are considered weapons:  Since bombs are weapons, you can grab all feats that apply to weapons.  This includes Weapon focus (bomb) and Improved critical, but it also includes Rapid Fire, Point-Blank Shot, and even Two-Weapon Fighting.  They are also unaffected by Spell resistance.  You can also apply poison bombs, though your GM might call shenanigans.

Note that there is no such thing as "small bombs" so small creatures needn't worry about dealing less damage.

Fifth, You can only throw one a turn: This is going to slow you down until level 8, when you can pick up the Fast Bombs discovery.  Which brings me to...


Let's Talk about Fast Bombs...

When you start off as an alchemist, you are only able to throw one bomb a round, no matter how many attacks you have.  However, at level 8 you gain access to the Fast Bombs discovery, which allows you to prepare as many bombs as you have attacks each round.

This is awesome.

Consider a fight that would last three rounds.  Before Fast Bombs, you would throw one bomb a round each round, dealing some damage and imposing a status effect.

With Fast bombs (and TWF or Rapid Shot), you throw three bombs that first round.  Either the enemy is already dead (and unable to attack for the additional rounds), or he is so debuffed from the status effects that he's out of the combat.  You also now have two additional rounds to do whatever you like.  You've used your bombs more effectively and you've saved yourself actions.

"But what about resources?" I hear you say.  "Aren't I going to run out of bombs?" Maybe.  But if you would run out of bombs with Fast Bombs, you also would have run out of bombs without Fast Bombs.  You just do it more effectively each fight, leaving you to take several other combat changing actions.

If you plan on using three bombs in a fight, it's better to do it all in one turn - not only does it save actions, but damage and debuffs applied the first round of combat are far more effective than damage applied the last round.

You can also think about it this way.  From level 1 to 20, the average number of turns in combat per day is probably going to stay the same.  The rules of good game design don't change, and you can expect to see on average maybe 3-4 encounters a day with 3 rounds each.  So 9-12 combat rounds a day.  By 9th level, you are probably going to have about 13 bombs a day.  From this point on, you couldn't even use all your bombs each day if you tried.  So in addition to all the previous benefits I mentioned (action economy and more efficient use of damage), you are wasting bombs if you don't pick it up.

"But I want to save some bombs in reserve!" I hear you say.  Then save the bombs in reserve.  Fast bombs only gives you the option of going crazy nova against the boss.  Ration yourself to 3 bombs per combat, and you'll be good.

"But using rapid shot and TWF will lower my attack bonus!" I hear you say. True.  But you forgot that we are attacking touch. At 8th level, when you get Fast Bombs, you can use Rapid Shot and Two weapon fighting to have an attack routine that looks something like "+10/+10/+10/+5" Given that you are attacking a median touch AC of 11 you'll be attacking where only a critical miss can miss anyway.

"But I want to use my discovery and Feats for something else" I hear you say.  I can assure you, there's nothing better than pouring the damage/debuffs on early and gaining two extra standard actions of free time that you would have spent throwing the same number of bombs.

In short, grab Fast Bombs (and TWF and Rapid Shot) when you get the chance.  You won't regret it.


Attributes
Int>Dex>Con>Wis>Str>Cha

Intelligence (****): Intelligence increases your number of bombs, the damage a bomb deals, the DC of saves against bomb effects, and the number/strength of extracts.  It also gives more skill points.  It should be your highest attribute, though tying for Dexterity is a great idea. 18 is a good bet at level 1.

Dexterity (****): Dexterity adds to your bomb attacks, and opens up TWF.  It also raises AC, improves initiatives, and increases reflex.  It's not as important as it would be for a bow fighter, for example, as bombs already have a huge advantage due to attacking touch AC.  But, it's good for a lot of different areas.

Constitution (***): Constitution is useful for any character - it increases HP and Fortitude saves.  However, the Alchemist can play a decent tank if he likes when he's not throwing bombs.  With a combination of high Dexterity, a mutagen, and self-buffing extracts, the Alchemist can hop into the fray to take a few hits when needed.  It's a surprisingly good secondary role for a ranged smarty-pants.

Wisdom (**): A wide gulf separates Constitution from Wisdom. The only things Wisdom does is improve Will power and Perception.  Both important, but not worth any serious investment.  Don't dump it - a 10 should be fine.

Strength (**): How much do you plan on tanking? If that secondary role really appeals to you, then you can certainly grab a little bit of strength to deal some damage while you are in there.  However, you should never prioritize it at the expense of your bread and butter.

Charisma (*): Oh Charisma, the ever dump-able.  This does nothing for you except adding to a few skills.  Feel comfortable dumping it down to 7.

Races

Core
   Half-Orc (****): You can choose +2 Int, but the big bonus is the +1/2 bomb damage alternate favored class bonus.  Yum!
   Human (****): The Alchemist isn't feat starved, but it's still difficult to say no to an extra feat.  That and a +2 to Int makes this a worthy choice.
    Elf (****): Elf provides a fairly fantastic attribute layout. Bonuses to sleep and enchantment help with the poor will save, and a bonus to Perception helps with dumping Wisdom.  You can also grab a longbow with these guys, if you wish.

    Gnome (***): This attribute distribution is pretty lame, but small size is great for the alchemist. The big bonus here is the favored class bonus of +1/2 bombs per level.  With this, you won't have to worry about novaing too quick!  Despite everything, the Gnome is a worthy choice.
    Halfling (***): +2 Dex helps, and small size helps too. +1 to all saves and +2 to Perception are also good.
    Half-Elf (***): You can choose +2 Int here, which is nice.  You can also increase the radius of your bomb's splash with 5 favored class bonuses.  Is it worth it?  Sure, but not by much.

    Dwarf (*): Dwarf does absolutely nothing for you.  Skip it.

Featured Races
   Hobgoblin (****): Strange as it may sound, the Hobgoblin is an excellent alchemist. You get +2 to Dex and Con, and can pump up your natural armor with Scarred (or keep natural armor). Most importantly, your favored class bonus is +1/2 bombs per day.  There's no Int bonus, but this is still my top choice.
   Ratfolk (****): +2 Dex, +2 Int, -2 Strength?  Small Sized? Bonus to Perception? Darkvision? An Extra Discovery every 6 levels?  The Ratfolk is very tough to top.
   Teifling (****): Stat distribution is the ideal. +1/2 to bomb damage.  Fire resistance. Dark vision.  Absolutely awesome.

   Dhampir (****): Take a look at the Vetala-Born Dhampir: +2 Dex, +2 Int, -2 Wisdom, almost a perfect attribute distribution. As long as you don't have any positive energy healers, this is an excellent bet (though the favored class bonus isn't too exciting.
   Goblin (****): Yum. +4 Dex, a penalty to our two dump stats, small size, and a 30 foot base speed. You also get some special options as an alchemist, including the excellent Fire Bomber archetype, and can grab fire resistance as a favored class bonus. I'll take it.
   Kobold (****): This class has another +1/2 to bombs per day and +2 Dexterity, which is awesome.    It also has small size natural armor, and dark vision. The -4 Strength and -2 Con hurt, but not as much as they would another class.
   Slyph (****): +2 Dex, +2 Int, -2 Constitution is nearly ideal.  There's nothing much else here, but still a good choice.

   Ifrit (***): The attribute distribution is okay, but the only thing that saves the ifrit from orange is the +1/2 damage to bombs favored class bonus.  I just wish this one would work better (though the fire-starter trait could be fun).
  Undine (****): Passable ability scores, dark vision, and a few odds and ends net a solid green for the Undine.
   Aasimar (***): Peri-Blooded or Archon Blooded give you a bonus to Int or Dex, but that's about all to get out of this race.
   Catfolk (***): The Dex helps, but that's about it.

   Drow (**): Dex helps, but Charisma doesn't and a penalty to Constitution certainly doesn't.  There's nothing else too interesting, so I'd pass.
   Fetchling (**): Dex helps, but Charisma doesn't and a penalty to Wisdom certainly doesn't.  There's nothing else too interesting, so I'd pass.
   Oread (**): There's no point to being an Oread, but no real penalty either.
   Tengu (***): The Stat distribution is fine, and there's nothing much else.

   Orc (*): There's no synergy here, and thus no point.

Uncommon Races
    Aquatic Elf (****): Just like the Elf we are getting bonuses to Intelligence and Dexterity, already a good start.  They also get proficiency with a few melee weapons to help with tanking.  A solid choice.
    Strix (****): Whee!  +2 Dex and a fly speed. That's about all there is to say here.  True, you can give yourself a fly speed in a few levels, but this one is permanent, undispellable, and rad.  Drop bombs from the heavens!
   Svirfneblin (****): The attribute distribution gives us Dexterity and Wisdom, but cuts Strength (-2) and Charisma (-4).  Luckily, we don't care too much about the cuts.  Then, we get tons of little perks: +2 Natural armor.  +2 Saves. +2 Spell Resistance.  Small Size. +2 Stealth, Craft Alchemy, Perception. Dark vision.  I'd take this one in a heartbeat.
   Wayangs (****): Dex and Int bonuses, small size, dark vision, perception bonus.  Everything we want, nothing we don't.

    Grippli (***): Dexterity bonus, small size, and a climb speed are all bonuses.  There's also some nice synergy with the Grippli's ability to produce toxic materials from his skin. A nice niche with the poison, but nothing game altering.
    Merfolk (***): +2 to Dex, Con, and Cha is pretty good, and a +2 natural armor is also great. You can get a 15 foot move speed which is a problem, but not the worst thing in the world for an alchemist.
   Samsaran (***): +2 to Int is a helper, but -2 to Con hurts.  Shards of the Past is great, and Lifebound is also pretty good.
   Vanara (***): A dexterity bonus is the main perk, but a 30 foot climb speed and prehensile tail are also nice.
   Vishkanya (***): Another Dexterity bonus, the poison resistance is somewhat wasted.  You'll get a little buff from the poison you can generate, but that's about it.

    Duergar (**): There's not much synergy here, but not much of a penalty either.  No good reason to take it.
    Gillmen (**): Again, not much to recommend the race one way or another. 
    Kitsune (**): Dexterity bonus is good, and a natural weapon is nice for melee - but somewhat mitigated by a strength penalty.  Nothing overwhelming, but nothing to stop you.
    Kuru (**): Dexterity and Con bonuses, but a painful Intelligence penalty.  A natural attack and a few small bonuses help, but the Intelligence penalty is going to be too much to overcome.

   Nagaji (*): -2 Int and bonuses to our two dump stats means we really, really don't like these guys despite their other perks.
   Suli (*): A terrible attribute distribution dooms this one for us before it even begins.
   Changeling (*): Attribute distribution is not helpful.  We've got natural armor, but that's it.  However, the Witchborn alternate racial trait changes that to +2 Int, +2 Cha, -2 Con.  Still not great, but bumps us up to Orange (**).


Archetypes

This guide is just talking about bomb based alchemists, so we're only looking at archetypes that help us as a bomber.  That doesn't necessarily mean that we can't be good in melee, but we don't want to sacrifice our bread and butter to do so.

Any blue archetype is better than going vanilla, and worth taking.  Green archetypes are about equal, and anything lower should only be taken for good reason.

As an overview, we'll be happy with anything that replaces Brew Potion, Poison Resistance, Poison Use, Swift Alchemy, Swift Poisoning, and Instant Alchemy.  These are interesting, but ultimately not as useful as some other class features.  I'll be referring to them as LUCA (less useful class features)

Beastmorph (****): This will help you tank out when you are mutagened, and all it takes are some LUCA.  A worthy choice, and a fairly straightforward one besides.

Preservationist (****): Yummy summons! You now have an excellent offensive way to contribute with your extracts.  If you take infusion, you can give the spell to all your friends, such that the first round of combat everybody summons a summon! All it takes is a little LUCA (and a discovery at 18th level).

Grenadier (****): You give up some LUCA for a weapon proficiency, the ability to infuse an alchemical item in a weapon, precise bombs, and some bomb bonuses.  Infusing alchemical items into a weapon is particularly interesting and powerful. A worthy choice.

Internal Alchemist (***): Here's an interesting one. You become an awesome survivalist (holding breath, suspended animation, no food), your poison bonuses extend to disease, and you gain uncanny dodge. Not big bonuses, but all it takes is a little LUCA.

Trap Breaker (***): Trapfinding and trapsmithing for some LUCA.  If you are into that kind of thing, then go for it, but honestly LUCA might be a little more useful.

Mindchemist (**): We like our mutagens more than our cognatogens, but this archetype doesn't really do enough to justify a red.  Cognatogens deal us ability damage, which is brutal at lower levels and annoying at higher levels.  Also, the higher levels of cognatogens force us to choose between hurting our Dexterity or Constitution, and the highest level means both Dex and Con get hit. Orange it is!

Reanimator (**): Another damage lowering archetype for some create undead goodness.  Still, it's probably not worth it.

Visionary Resercher (**): You can now share a worse version of your mutagen.  If you love giving buffs to friends, then go for it.  Or you can pick a better archetype.

Chirurgeon (**): Your sacrifice is some minimal LUCA, and you gain a few curative abilities. Breath of life is useful at level 10, but before that you might forget you have this archetype.

Plague Bringer (**): It's extremely flavorful, but not exactly worth giving up mutagen for.  Without mutagen you aren't going to want to be in melee combat to give off the disease.  Infecting weapons with the disease is fine, but diseases aren't all the powerful to begin with (at least in the short term). Lastly, poisons are going to cause you more problems than diseases in a campaign, so that trade off is just worse.

Blazing Torchbearer (*): You become better at giving off light with a torch?  How is this an archetype?

Clone Master (*): Your bombs deal one step lower damage, but you get simulacrum and similar abilities.  Fun, but not optimal.

Crypt Breaker (*):  You deal less damage against most enemies, and more damage against constructs and undead.  More importantly, your mutagen just gets weaker.  No thanks.

Psychonaut (*): Lower bomb damage for scrying spells and the like? No thanks.

Rage Chemist (*): Rage chemist is interesting for melee guys, but pointless for us bombers.

Homonculist (*): You give up your mutagen for a familiar.  Given that your mutagen helps you throw bombs and tank, and a familiar does basically nothing, this is a poor choice.

Inspired Chemist (*): We like our mutagens. We don't like our cognatogens. We like our discoveries.  We don't like our other random options.

Vivisectionist ():  This is for the melee alchemist, not for us. Because we are focusing on bombing, we aren't going to bother with it. However, it can be very, very good at what it does.

Zenith's Guide to the Alchemist
Part I: Introduction, Attributes, Races & Archetypes
Part II: Discoveries
Part III: Feats & Traits
Part IV: Extracts
Part V: Equipment, Multi-Classing & Builds



Saturday, October 24, 2015

The (Almost) Complete Guide to Sorcerers

          

The (almost) Complete Guide to Sorcerers:
A Minstrel's Take on God's Hot Sister
       
The pure insanity of her outfit proves her magic prowess



Note: Zenith Games did not write this guide. The original guide is in a google doc here and completely unreadable due to edits. If the guide ever gets cleaned up, then I'll move it back there.

    Ah yes, we've all heard Treantmonk's yarn on wizards (whose style this may parody at times) and know that, by the numbers, a wizard is more powerful than the sorceress. This is due to the fact a wizard can change is spells chosen- and that he knows so many more spells. But that does not mean that a sorcerer (or a sorceress) is not worth playing- on the contrary the sorcerer class- especially Pathfinder's take on the class- is one of the most powerful classes in the game and gives some fantastic roleplaying opportunities. For the sorceress is magic at it's truest- it's part of here very being. She has not spellbooks to burn and not spellpouch to sunder. Furthermore she's not a bookish sociopath like the wizard- she's the social butterfly, her sheer animal magnetism is rarely matched. She bring style and flair to the arcane, and while there are mechanical differences between the two classes (now more than ever- it's the playing that separates the two. A sorceress does not have to capture magic in a book and slavishly study it- she lives and breathes magic.
   
Color Coding the Guide:
In this guide I will be Color Coding your various options to provide my opinion on each of these options. Yes its Treantmonk’s system. I’m okay with that

Red: Warning.  This is a poor option and should be avoided
Orange: This is an OK option.  I'm not recommending it, but it's not bad
Green: I recommend this option.  It is a strong choice
Blue: A must have.  Your best possible option

Races
    Actually most of the races in the Pathfinder make decent sorcerers, but let's start with the...

Dwarf- Gah! No, just move on! If you need to know why than you need to learn the rules!

Elf- They have sorcerer friendly features, but all the races after this one can give a charisma bonus so it's just not as good.

Gnome- Bonus to Charisma (and to con, which you'll need- and a penalty to strength which you won't), bonus to the DC's of the illusion school (one of the better schools to be sure) Low light vision, bonus to perception...oh and a small sorcerer is better than a medium one. I mean it, the only helps- to movement penalty won't effect you when you're flying.

Half-Elf- Plenty of all-around useful abilities and can put that boost toward Charisma (which is important for those just tuning in).

Half-Orc- As with the wizard the half-orc makes an appearance as a viable race for a sorcerer...doesn't that just feel...wrong?. Also of note, a half-orc sorcerer is the most intimidating character there is.

Halfling- Small size and charisma make this a great choice, but it's racial features are simply less useful than the gnomes. My choice for a ray specialist

Human- The extra skill point and the feat will be useful. If you don't put that attribute bonus if charisma I'll beat you with a stick. As always, humans are a top tier race.

You may note that there's really only one bad choice- you'd be right, but for my money, the gnome and the human make the best sorcerers- it seems that, unlike fashion models, there aren't any height requirements (in fact small size is a good thing). Infact, t he other small race, the halfling, is a very close third.

Also sorceresses are good at something other than walking in straight lines.

Stats

Strength- Really the only thing you have to worry about is carrying capacity, this is your main dump stat

Dexterity- Never skimp here, ever. Try to get a 12 or higher. 14 is more comfortable.

Constitution- Same as dexterity, You can trade one for the other (high Dex/ low con or vice-versa) but don't let either go below 12.
Minstrel's note: The need for Con is fortitude saves and HP; the need for Dex is AC, reflex saves and ranged attacks. Con is easier to fake with favored class bonus and the feats toughness and great fortitude- dexterity is the tricky one- so I place Dex over constitution, but don't let either slack for any character ever.

Intelligence- Not that important, but dumping it isn't a good idea, you have more skills than skill points- I'll get to that in the next section.

Wisdom- You can dump this, but I can't suggest going too low- you don't want a penalty to your saves, even your strong one

Charisma- You can get by with a 14, but you never should. If you don't get an 18 get a 20. If you can't get that high (at least an 18) consider re-rolling the stats. This is the end-all be-all for this class

Skills
    Just because we have magic, doesn't mean we shouldn't work on our mundane skills. Here's an overview of class skills, the bloodline skills will be reviewed in full in the bloodline section. Spend your points wisely to prove you're more than a pretty face.

Appraise- I like this skill, as I like haggling with shopkeepers, but there should be someone else to do this in the party.

Bluff- If you are the party face this will be important, but being the face isn't as important as some other aspects of the class.

Craft- You may find a use for it, but it can be replaced with spellcraft for making magic items so...nah this is for peasants.

Fly- As you should be flying eventually and this makes you better at it, take if you have the skill points.

Intimidate- The other face skill sorcerers get as a class skill, has fun applications.

Knowledge (arcana)- Fairly important, I mean you should know what you're doing, and it covers a wide range of enemies to find weak spots for, so blue.

Profession- Work? That's for ugly people.

Spellcraft- Your most important skill, not as important for you as it is for wizards, but it can save you the spell identify, can lets you craft magic items- which you'll want to do.

Use Magic Device- Yes! This let you use magic item you normally would get to use- the applications are great. Simply one of the more powerful skills.

Feats

Metamagic Feats:

    Metamagic is both more and less useful for sorcerers than wizards. This is due to the casting time restraints and the fact that you don't have to prepare them ahead of time. One thing that is certain is that if the spell is blasty- stay away. There are blasts every level and they scale nicely- so metamagic creates crappy blasts. But there are spells who won't be improved, at least not for several levels (enervation comes to mind) and can make metamagic can be worth it. The fact remains, however, that you can make a wonderful sorcerer without it.

Empower Spell:This is a false economy I fear- I thought it might be applicable to summoning, but Treantmonk pointed out several flaws in that plan- not the least of which is the two round casting time for metamagic summoning. And it's use for blasting isn't really worth it.

Enlarge Spell: It isn't too expensive, and that's nice, how useful it is, well... it's situational

Extend Spell: One of the best out there, double then duration of a spell for one level- this one never wears out it's usefulness.

Heighten Spell: I'm not sure on this one. It really translates to a raise in the save's DC. I see it as good for enchantment as you don't get a replacement for the lowered level versions of charms and dominates for a while, so I'll give it an orange. 

Maximize Spell: It's not worth it, not at all.

Quicken Spell: One of the most useful ones on the list, however even quicken isn't a must-have, especially given the existence of metamagic rods. 

Silent Spell: The only thing is that if you use this, you probably want still spell as well, but it's a lifesaver that the sorceress can use and the wizard can't (unless the wizard plans on getting bound and gagged...gross)

Still Spell: Again, it's a life preserver- you may never use it, but if the situation comes up, you won't be sorry

Widen Spell: No, most spells don't need a bigger area, and none need to take up a slot that's 3 levels higher to do so.

Item Creation Feats:

    Many DM's hate the idea of a magic item shop, so the party relies on treasure to get their needed magic items. To make sure you get what you need, make it yourself (and prove to the world you're more than a pretty face) Treantmonk was pretty on the money so I'll cut and paste his stuff. Special note: if there is a wizard in the party make him do this, he gets these as bonus feats, you don't; furthermore he has access to more spells.

Brew Potion: Potions are bad, overpriced, and restricted for which spells you can apply.  Avoid buying potions, and definitely avoid brewing them.

Craft Magic Arms and Armor: The most common magic items to find in the game, however, there could be some definite value to this if someone in your party uses a rare style of weapon, and you can't buy magic items, but for most sorcerers this isn't worthwhile.

Craft Rod: Well you will definitely want rods, however, usually you want the rod to cover a metamagic feat that you DON'T have.  I think you should just buy your rods, they're cheap.

Craft Staff: If you are going to item create, this is a good choice.  Staves are expensive, and I'm not a big fan because of the cost, but at half price they are better.  The important thing is you can cast the spells on the staff with your full caster level, even when you enchant the staff with a lesser caster level.  Also there is no limit to the level of spell you can put in the staff.

Craft Wand: Probably worse than craft staff in almost every way. Note: improved familiar owners might want this to let they're familiars use them, while they can craft staffs yet

Craft Wondrous Item: Could be handy for a campaign where you have trouble buying this stuff.

Forge Ring: Very specialized item list, really, I can't see this being worth a feat.

Scribe Scroll: I have to change this one- sorcerers can't use this one to the same effect as the wizard, they won't need it.

Other Feats you may want to consider: 
    Hah! now that we're talking- metamagic and item creation is always dependent on the kind of game you're playing, and are in fact skip-able, here is a guide of feat you actually might want to take.

Agile Maneuvers: I can't suggest this one- but it may get you out of a bind here and there

Arcane Armor Training: NO! stay away, even eldritch knights have better uses of swift actions!

Augment Summoning: I'm going to suggest this to any would-be summoner, it's practically blue. the only issue is taking the nigh useless spell focus: conjuration.

Arcane Strike: This is for bards, Eldrich Knights will like it, but will eventually grow out of it with that Spell Critical ability, you don't need this.

Combat Casting: You shouldn't need this- but eventually your meat shield will screw up, they all do. And casting defensively is much harder now.

Defensive Combat Training: Use your HD instead of your BAB when determining your CMD.  Yes.

Eschew materials: you get it for free. yay!

Improved Counterspell: Counterspelling is a waste of your turn, instead of stopping an enemy from casting (and yourself) just kill him. End of story.

Improved Familiar: Mephit+use magic device= two sorcerers for the cost of one

Improved Initiative: Get this. The sooner you go, the sooner your team wins.
  
Nimble Moves: this can save you in times of peril- if you can fit it, you won't be choosing wrong.

Spell Focus: Increases the DC by 1 for one school.  I hate when the enemy makes their save. Some schools however won't ever need this. special not that the otherwise unhelpful spell focus: conjuration leads to the wondrous augment summoning 

Greater Spell Focus: Not as helpful as the first one, but not a waste of a feat- you could probably do better is all
  
Spell Penetration: I like this one, its as good for sorcerers as it is for nerdy wizards

Greater Spell Penetration: Not a bad choice, but not as helpful as the first +2

Toughness: You'll never have enough hit points.


Bloodlines
    Here are the bloodlines (probably why you are here) my comments are in violet. As for the spell ratings: mostly based on Treantmonk's ratings, tweaked here and there based on my opinions. I'm not giving an overall review for a bloodline, just taking their powers one at a time, as some terrible bloodlines get some great powers and vice-versa


Aberrant
Class Skill: Knowledge (dungeoneering). Knowledges are always helpful- though this isn't a top-tier one

Overall, not too bad, there's some stinkers here, but there are some good ones too.

There are enough good feats here to more than make up for the bad. Now if you could only get yourself to wait until level seven to take Improved Initiative...

Bloodline Arcana: Increasing the duration for a good set of buff spells is a great thing indeed.dwarf druid

Bloodline Powers:

    Acidic Ray: Of any of the at-will abilities, the rays are the ones that will see the most use.

    Long Limbs: I may have to re rate this ability, as there aren't a whole lot of great touch spells, but it does make the existing ones much, much better. 

    Unusual Anatomy: Nice perk.

    Alien Resistance: As written, spell resistance is a two-edged sword. You become partially immune to magic-all magic. You can lower it as a standard action. Ouch- hope the cleric has spell penetration if things go sour (he probably won't).

    Aberrant Form This is a really decent list of perks, I really like the blindsense.

Abyssal

Class Skill: Knowledge (planes). A good knowledge knowledge skill, but the arcane bloodline's option is flat-out better 

The abyssal sorcerer really takes a hit here, most of these spells are no good at all. Unholy aura is a cleric spell, and a fairly good one if you fight good things regularly, but I'm assuming you don't.

Not the best list by far, be sure to take Spell Focus: Conjuration so you can take Augmented Summoning, after that take your preference of non fighting feats, unless you are a Gish, in which case- see the prestige class section.

Bloodline Arcana: Most summons have a decent amount of DR anyway, and in roughly the same proportion- it does buff up lower-level summons at higher levels. But there is one good trick to this, you can give your celestials DR/good and in most campaigns you won't be fighting too many people who possess good weapons. When you get added summonings it's power fades- but it will help until you get there.

Bloodline Powers:

    Claws: Spell casters don't need extra mêlée attacks- especially ones that can't even be used at will.

    Demon Resistances: These will probably come up, sooner or later, not a bad ability at all.

    Strength of the Abyss:  This in no way adds to a straight sorcerer build, but it's nice to have. Now you can carry all your stuff. Like a pack mule.

    Added Summonings: This makes the entire bloodline worth it.

    Demonic Might: Not bad, but there are better ones out there.

Arcane

Class Skill: Knowledge (any one). Yes, it gives you a choice

Consistently solid- iconic too. One of the better bonus spell lists to be sure. Dispel magic might be better than I'm giving it credit for, I haven't gotten a chance to use the Pathfinder version yet.

While not all these feats are great, all of them are "mage" feats, all of them are relevant- making this bloodline somewhat unique. I'd go for Spell Focus, Improved Initiative and Combat Casting, unless you learn them too early- oddly enough, it doesn't specify if you can take spell focus more than once for bonus feats (taking a new school every time) I'd say yes myself.  

Bloodline Arcana: This gives a bonus to the DC's of spells effected by metamagic, which is quite nice.

Bloodline Powers: 

    Arcane Bond: Arcane bond is both better and worse for sorcerers than it is for wizards.On one hand it creates a weakness the sorcerer doesn't normally have- a pet to die and a staff to break. I really advise against a bonded item- it's primary benefit is of little use to sorcerers- and extra slot that's spontaneously chosen- not need, you have plenty of spontaneous slots. The familiar- while fragile benefits from your UMD score (you did take plenty of ranks in UMD right?) a ran, or more reliably a Mephit can do wonders.

    Metamagic Adept: This, along with th is bloodline's capstone, makes the Arcane Bloodline sorcerer the best metamagic user- not that metamagic is the end-all- be-all, but if you want to use it, this is the best option.

    New Arcana: Extra spells known are the most important thing you could give a sorcerer.

    School Power: Free Spell Focus- that's stackable, you could stack it with spell focus and greater spell focus to get a +4 to spell DC of a school, good for charm or dominate spells- and there are better options.

    Arcane Apotheosis: Solid, not sure how useful it is at level twenty- this might warrant an Orange rating- but it's defiantly solid

Celestial

Class Skill: Heal. Does anyone use this skill?

Not terrible spells, but not fun ones at all. Bless, flame strike and sunburst are all cleric/druid spells, none are particularly great, flame strike is better than cone of cold in my opinion but not enough to warrant a higher rating. I like gate myself- but the nerf hit it hard.

While the celestial sorcerer's spells were lackluster and somewhat helpful- the Celestial sorcerer's feat selection are lackluster and bad - I gave kind reviews for mounted combat and weapon finesse as they are useful for some applications (mount and touch spells specifically) though beyond those applications, they're kind of useless. You can get skill focus: knowledge religion, a non-class skill. Weird.

Bloodline Arcana: More or less the same as the Abyssal Bloodline Arcana but worse, you'll fight plenty of enemies that can cut through this like butter.

Bloodline Powers:

    Heavenly Fire: Not very damaging, but the healing is interesting.

    Celestial Resistances: Not game breaking, but good to have

    Wings of Heaven: I know I'm overrating this- but I love flight, and it's one less spell to learn, although by level nine you might have already taken fly...

    Conviction: At this time you really should expect something better, Luck domain clerics get so much better.

    Ascension: Some cool features, (endless flight!) but not groundbreaking.

Destined

Class Skill: Knowledge (history). Not the best knowledge in the book- not even used to find a monster's defenses

This isn't the best list of bonus spells- in fact it's worse than it looks as most of these are fairly situational. The best spell on here is freedom of movement- which isn't a wizard spell, so that's a plus

Wow, just wow.

Bloodline Arcana: Not terrible, when you take into account what other abilities the Destined sorcerer gets, but this is an awfully strict number of spells.

Bloodline Powers:

    Touch of Destiny: Not useless, but the fighters should be in the thick of it, and you shouldn't.

    Fated: It will be helpful, especially if you lose initiative.

    It Was Meant To Be: More limited than the Conviction ability of the celestial sorcerer- but you can use it more and you get it earlier, it evens out.

    Within Reach: Quite nice, not something to build off of though.

    Destiny Realized: Much more limited than the other capstones, and it should be noted that critical hits shouldn't be the focus of a sorcerer. Fun fact: other bloodlines give immunity to critical hits. So there.

Draconic

Class Skill: Perception. A god skill.

Well, this appears to be the best spell list so far, but there is a problem. See how three of them are form of dragon? That's a major hit. A third of the sorcerer's bonus spell accomplish what is essentially the same thing- and it not like you can trade those out. On the other hand Destined sorcerers get four spells that are never good-the lower forms of dragon  are good for a while. also spell resistance is a cleric spell, it's not bad- if you like spell resistance.

Three of these feats are must-have (you should know which ones by now). If you take them for normal feats, take yellow ones.

Bloodline Arcana: Not only is this blasty, but it's single energy blasty, yuck.

Bloodline Powers:
Note: you get to choose a specific type of dragon for this class, determining the energy type of several features, and the shape of the breath attack, the difference of which varies little. For the record, I believe fire is the riskiest as the most enemies are resistant to it, but also the most weak to it (from a cursory look through the bestiary).

    Claws: Pretty much the same as the demon's claws.

    Dragon Resistances: Similar to abilities found in the celestial and abyssal bloodlines- I like it better, for the AC boost, but it's still in the same league.

    Breath Weapon: Not a bad feature, as it scales quite nicely- While it's only an element blast, consider this, after you get this scaling blast, you won't need to take any more. And 1 to 3 uses of the ability should be enough, as you don't want to spend all your time blasting

    Wings: You get this fairly late, but it's at will- free up a spell at this point (assuming you aren't expected to cast fly on the other, less talented party members).

    Power of Wyrms: Similar boosts to several that have been seen before, rather good all around.

Elemental

Class Skill: Knowledge (planes). A good knowledge knowledge skill, but the arcane bloodline's option is flat-out better

Not a good list, but there are two points of interest. First: if you rule that you can cast while in elemental form, those spells improve a notch. Second- I'm not sure just how good the elemental swarm is, it has an out of battle casting time (ten minutes!) but you summon quite an army with it, and durable ones at that- each elemental gets max HP per HD- not bad. It is a druid spell, if that means anything either way to you.

Not a good list of feats, to be sure.

Bloodline Arcana: Really? That's purely flavor-based, not worth it.

Bloodline Powers:
Note you get to choose an element to base your bloodline on. The elements themselves differ little in power- but the movement forms differ quite a bit. My reviews of the movement s will be rated in the elemental movement section-as is proper

    Elemental Ray: Rays are more helpful than touch attacks (or claws)- but keep in mind there are more useful ones out there.

    Elemental Resistance: Not as useful as other abilities of this sorts as the defenses it gives are more specific than others but more potent- a bad trade. 

    Elemental Blast: Similar to the Draconic breath attack, but somewhat better, due to range.

    Elemental Movement: The usefulness of this ability varies with element- the flying of the air elemental is the best, and the swimming of the water one is the worst. The score I gave is an average- I rate them one by one thusly: air, earth, fire water.

    Elemental Body: Very similar to other capstones, I do like immunity to critical hits and sneak attacks, especially.

Fey

Class Skill: Knowledge (nature). Perhaps the single best knowledge skill

This isn't a bad list at all, though some of the spells are rather lackluster. Entangle, Poison and tree stride are all druid spells, which is neat- oh and entangle is a rather good spell indeed.

I'm not 100% on my ratings of precise and point blank shot- they're dead useful for a ray mage, which isn't a bad bit of spells.

Bloodline Arcana: This is a group of spells that needs every boost it can get- if you use the dominate line, you won't be sorry you have this.

Bloodline Powers:

    Laughing Touch: It's not a bad ability, but it's still touch range, so it's a last resort ability at best.

    Woodland Stride: This situation comes up fairly often in the campaigns I've been a part of- and the ability to take a 5 foot step in the woods is fairly nice. But there's no denying that it's situational.

    Fleeting Glance: This is helpful- saves you spells cast and is measured in rounds, keeping you from wasting a power, used for in-combat situations, not out of combat ones.

    Fey Magic: You can use this ability at will, meaning you'll use it every time you think you've failed against spell resistance. That makes it more useful than other luck-based abilities. I mean, you'll probably never have to worry about spell resistance again.

    Soul of the Fey: Animals don't attack you- pretty nice, and that's just the start. However- Cold Iron DR is cut through fairly easily at level 20 at this point, all it takes is a +3 weapon. Still, DR 10 is handy, even if it only works against weaker enemies- makes you immune to bugbites.

Infernal

Class Skill: Diplomacy. You might consider taking this skill regardless if it was a class skill, it's really good.

Bonus Spells: protection from good, scorching ray, suggestion, charm monster, dominate person, planar binding (devils and creatures with the fiendish template only), greater teleport, power word stun, meteor swarm.
This list isn't so hot, first off, notice the blasts- scorching ray and meteor swarm- they're not the kind of spell's I'd take on my own. Second- power word stun require metagaming to use properly and planer binding, while quite good, isn't something you need every day. I should note that the Protection from alignment spell is quite good, but most players shouldn't need protection from evil all to often.

There's so bad choices to be sure, though it does have enough good ones to get by. There are two things I'm not sure of my ratings for though- combat expertise- what use is this to a sorcerer really? I suppose you can take an attack penalty on rays and touch spells do raise your defense, but is that really worth it? Second- the value of skill boosting feats- I've been valuing skill focus fairly well, as a +6 to a skill is nothing to sneeze at, but I remain unconvinced on the feats like Deceitful. Am I wrong? Are the skill focus worse than I think or the +4/+4 feats better? Or did I get it right the first time? 

Bloodline Arcana: Roughly equal to the Fey Bloodline Arcana.

Bloodline Powers: 

    Corrupting Touch: The three touch abilities (laughing, corrupting, and grave) seem fairly balanced- the laughing touch is more potent, but only has one round duration. But I'm not sure if the "evil aura" ability is as good as the grave touch's stackablility- to go with my gut, I'd say it's worse, but not terribly so.

    Infernal Resistances: I'd rate this roughly equal to the other resistance abilities.

    Hellfire: Smaller area than the elemental burst, but it adds a status ailment. I'd rate it better if the status ailment effected nongood targets.

    On Dark Wings: The same as Draconic wings.

    Power of the Pit: This gives several resistances and a couple immunities- the darkvison is nice, but it doesn't make or break it.

Undead

Class Skill: Knowledge (religion). It will help

Wow, you go through a list of fairly bad spells, to get two rather decent ones- it's not that there aren't any good necromancy spells, it's just that none of them are Undead bloodline spells.

Definitely enough feats to get you by. Why did I rate skill focus: knowledge religion higher for the Undead sorcerer than for the celestial one? Two reasons: first- it's now a class skill. Second- if your playing an Undead sorcerer your planing on fighting with or against Undead- you'll need it more.

Bloodline Arcana: This open some avenues that no one else gets- you can cast enlarge person on your skeletons- or charm person on the enemies zombies.

Bloodline Powers:

    Grave Touch: Better than corrupting touch, but it's still a touch ability.

    Death's Gift: The usefulness of the DR versus nonlethal damage is kind of dubious, but the boost to cold damage makes this power somewhat helpful.

    Grasp of the Dead: Better than the other blasts due to the immobilization effect, very nice

    Incorporeal Form: This is a good ability- incorporeal form can save your life.

    One of Us: This gives a lot of boosts, some better than others. I find it comparable to the fey bloodline capstone.

Bloodline Overview
    Now, in reviewing the bloodlines, I've learned quite a few things I didn't know going in, etcthe Celestial bloodline's a bit better then I gave it credit for and the elementa one is worse than I thought. Another example: all bloodlines have some bad spells. I don't mean downright rotten spells, I mean ones that aren't good for sorcerers and you wouldn't normally take-like remove curse. It's not a bad spell, but you won't cast it every day. Now, I didn't include this in the review- I rated each spell in a vacuum (for the most part). To for a rough guideline figure that any orange or red spells are ones you wouldn't normally take as a sorcerer (not just my ratings but also Treantmonk's ratings in the wizard guide), this rule isn't hard and fast, but it's a good rule of thumb. That said, there also seems to be at least one terrible spell in each bloodline- not everyone, but each bloodline will give you a spell you probably won't use.

    Another thing I've learned is that since you only get three bonus feats, the designers made sure to give you three usable feat choices, and more or less, made the rest thematically appropriate but bad choices mechanically for a sorcerer- even then the best choices for some bloodlines are feats you wouldn't normally take (skill focus comes to mind...). On the other hand a lot of bloodline include feats that are good, but are usually take before level 7- like toughness and combat casting. This isn't helped by the fact that there aren't many good spells for sorcerers in the Pathfinder RPG book. If you have accept to 3.5 material in your campaign, this is a very different case- but I don't want to get into that here.

    Taking all this into account- which bloodlines should you choose- what criteria is most important? Flavor comes to mind- this is a optimization guide but never ignore a good character concept, don't forget this.

    Beyond that, the spells are important-spells are the most important class feature a sorcerer has. The three best bloodlines based on spells (in my opinion) are thus: Arcane (as all of these spells are familiar, and most are useful- thee only really bad one is power word stun); Fey (not all of these are eye openers but not are particularly bad, entangle is a catch) and Draconic (yes there are some redundant ones here but all three form of dragon spells are good before they become obsolete and the rest of the spells are good). The three worst (again, my opinion) are these: Elemental (just awful, it has all four elemental body spells, none of which are good, if you are allowed to cast as an elemental it's better, but it's still not a good list.); Abyssal (This has spells that aren't just bad, they are debuffs pretending to be buffs- even a Gish doesn't want transformation) and Undead ( they seemed to want to collect all the bad necromancy spells in one place, furthermore it's focus on touch spells- not a group to be specialized in without the aberrant bloodline to be sure...and you can't). Two notable bloodline spell lists are the Celestial and the Destined, both have a group of spells that, taken individually, aren't bad, but don't add up to a good build. In this the Destined is among the worst (it's a runner up) and the celestial is the essence of... meh.

    After spells other class features take a back seat. Some are quite good (or bad), butusually they aren't enough to make or break a build. There are exceptions though. Most obviously is the abyssal bloodline. over all it's not a good blood line, but it has a remarkable saving grace- Added Summonings. This may be the strongest feature of any one the bloodlines- it's good enough to lose a caster level. How do I know? There's a prestige class in 3.5 that does just that- and it's to totally worth it. It's called the Malconvoker, and it's from The Complete Scoundrel (a vastly underrated book). Treantmonk wrote a guide for it. Does this make the Abyssal bloodline the best choice? No, as you don't get the ability until level 15, and many characters never see that level. And there are other bloodlines that give you cool and useful features sooner- like Long Limbs, or New Arcana.

    If, after reading all this, you still don't have a bloodline in mind- take the Arcane Bloodline. It may be the most powerful, and is the closest in flavor to the 3.5 sorcerer. I don't mean that all sorcerers should take the arcane bloodline- but it is very powerful- and generic.

Note: Zenith Games did not write this guide. The original guide is in a google doc here and completely unreadable due to edits. If the guide ever gets cleaned up, then I'll move it back there.