Umbral Dragon

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I've had this homebrewed bloodline on my computer for a while, but just now decided I should post it here. It was a challenge to come up with something that didn't make the sorcerer look like a divine caster or be too overpowered. I think I did a decent job. The bonus spells might seem a bit ridiculous, but it really does fit the theme. Anyway, here it is:

PHOENIX BLOODLINE
One of your ancestors sought knowledge or restoration from this great, fiery bird, and the phoenix bestowed it upon them. This encounter pulses through your bloodline, and ignites a fire deep within you.
Class Skill: Knowledge (any).
Bonus Spells: burning hands (3rd), continual flame (5th), magic circle against evil (7th), wall of fire (9th), flame strike (11th), greater dispel magic (13th), regenerate (range personal) (15th), firestorm (17th), fiery body (19th).
Bonus Feats: Alertness, Combat Reflexes, Critical Focus, Dodge, Flaring Spell, Improved Initiative, Iron Will, Mobility, Skill Focus (Knowledge [any]).
Bloodline Arcana: Whenever you cast a spell with the fire descriptor, you gain a number of temporary hit points equal to the level of the spell. These hit points do not stack with each other. Anytime you gain hit points in this way, choose to keep whichever amount is highest.
Bloodline Powers: Both restorative and destructive, the power of the phoenix manifests itself in a number of ways.
Injunctive Fire (Sp): At 1st level, you can unleash a ray of fire as a standard action, targeting any creature within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of fire damage +1 for every two sorcerer levels you possess. This damage is not subject to spell resistance or immunity. This ray heals good creatures for 1d4 points of damage +1 for every two sorcerer levels you possess. Good creatures cannot benefit from this healing more than once per day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Phoenix Resistances (Ex): At 3rd level, you gain fire resistance 5, and you automatically stabilize if brought below 0 hit points (unless you are dead). At 9th level, your fire resistance increases to 10, and, if brought below 0 hit points (but not dead), you heal 1 hit point per round until you reach 0 hit points and regain consciousness.
Shroud of Flame (Su): At 9th level, as a standard action, your body can burst into flames that protect you while harming others. Any natural attacks or melee weapons that you possess deal an extra 1d6 points of fire damage on a successful hit. At the start of its turn, any creature within 10 feet of you must make a Reflex save each round to avoid taking 4d6 points of fire damage. The DC for this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Any creature within reach of the flames that attacks you with natural attacks or a melee weapon (including reach weapons) also takes 1d6 points of fire damage with each successful hit. This ability lasts for a number of rounds per day equal to your sorcerer level, and can be dismissed as a free action. These rounds need not be consecutive.
Fiery Flight (Su): At 15th level, as a standard action, your body is wreathed in flames while you take flight. This functions as the spells continual flame and fly. You can fly for a number of minutes per day equal to your sorcerer level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
New Life (Su): At 20th level, your phoenix powers become completely manifest. You gain the fire subtype. When slain, you only remain dead for 1d4 rounds, after which a fully healed version of yourself emerges from the remains (or you simply regain consciousness if your body is still intact). This functions as the spell resurrection, except that it does not work in an area of a desecrate spell. Once the desecrate effect ends, or if your body is removed from the area, you immediately resurrect. You can only resurrect yourself once per year. If you die a second time before that year passes, your death is permanent. If you are brought back to life by other means, you never gain any negative levels as a result.


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Touch of Corruption

Paizo wrote:

Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Word of Healing
Paizo wrote:

Using the same divine energy as your lay on hands ability, you can heal others at a distance.

Prerequisite: Lay on hands class feature.

Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.

So, as an antipaladin, I can take this feat for Touch of Corruption. Does this make it a ranged touch attack? Is it still a melee attack, but with the cost of dealing only half the damage? Does it only heal undead, therefore not working with the damaging part of Touch of Corruption?

UM came after the APG, but the writers seemed to have forgotten about how the paladin feats affect antipaladins, too. Just flipping it around to do the exact opposite thing isn't always so clear cut to me. What do you think this feat does for the antipaladin, exactly?


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I was recently motivated by Epic Meepo (and his crazy amount of archetypes) to share with you my measly handful of home-brewed archetypes. There are two Fighter archetypes, one Druid archetype, and a Sorcerer archetype. I've shared the Sorcerer one before, but not the finished product. The others are works in progress, as I have not been able to playtest them or figure out any potential crazy optimizing combinations. I tried to balance them in one way or another, but I'm honestly not 100% sure how well I did. Feel free to point out any glaring oversights or even suggest new names for things. Here we go!

Some people seemed so excited about getting a Final Fantasy-like dragoon in Ultimate Combat's dragoon archetype, that I kind of felt a little disappointed myself when it wasn't what some people hoped it might be. I know that dragoons are a real, separate thing that already exists. Really, it was just lazy translation, and the FF class should have been called dragon knight. Well, this was my attempt to give those people what they were hoping for. It seems pretty powerful, especially when only two-handed weapons are involved, but I tried to take away a lot and limit it in order to make up for that. Also, I got a little lazy and just gave them some abilities straight from the Cavalier's Order of the Dragon. I think it works, though.

LANCER (Fighter archetype):

Weapon and Armor Proficiency: A lancer is not proficient with shields (including tower shields).

Lancer Training (Ex): A lancer gains a number of skill points equal to 4 + his Intelligence modifier at each level instead of the usual 2 + Intelligence modifier. He also gains Acrobatics (Dex), Diplomacy (Cha), Knowledge (nobility) (Int), Perception (Wis), and Sense Motive (Wis) as class skills. This ability replaces the fighter bonus feat gained at 1st level.

Nimble: At 2nd level, a lancer reduces his armor check penalty by 1 point. The penalty decreases by 1 point every four levels thereafter to a maximum reduction of 5 points (to a minimum armor check penalty of 0) at 18th level. This ability replaces Bravery.

High Jump (Su): At 3rd level, a lancer can jump high into the air, and land on his foes in order to deal heavy damage with a pole weapon. As a full-round action, he may leap up to 20 feet in the air, and remains there for one round. Jumping in this way does not provoke any attacks of opportunity. At the beginning of his next turn, he may land on any one creature within a 5-foot radius of his jumping point, making a single attack at his highest base attack bonus. This attack is treated exactly like attacking on a charge, and any falling damage that he would normally take (1d6 per 10 feet) is instead dealt to the creature. Any creatures immune to critical hits and precision damage are also immune to this extra damage.

If a lancer should happen to miss the target of this attack, or there are no creatures within his radius to land upon, he takes the falling damage instead, but ignores the first 10 feet of falling damage and does not end up prone. He also negates an amount of falling damage equal to his ranks (not including any modifiers) invested in the Acrobatics skill. A lancer cannot use this ability unless he is wielding a pole weapon. This ability replaces Armor Training 1 and the fighter bonus feat gained at 4th level.

Pole Weapon Training (Ex): At 5th level, whenever a lancer attacks with a weapon from either the pole arm or spear weapon groups, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 every four levels to a maximum of +4 at 17th level. This ability replaces Weapon Training 1.

Improved High Jump (Su): At 7th level, a lancer may use his High Jump ability to leap up to 40 feet in the air, and may land on any one creature within a 10-foot radius of his jumping point. If he should happen to miss the target of this attack, or there are no creatures within his radius to land upon, he ignores the first 20 feet of falling damage. This ability replaces Armor Training 2 and the fighter bonus feat gained at 8th level.

Aid Allies (Ex): At 9th level, whenever a lancer uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. This bonus increases by +1 every five levels to a maximum of +5 at 19th level. This ability replaces Weapon Training 2.

Greater High Jump (Su): At 11th level, a lancer may use his High Jump ability to leap up to 60 feet in the air, and may land on any one creature within a 15-foot radius of his jumping point. If he should happen to miss the target of this attack, or there are no creatures within his radius to land upon, he ignores the first 30 feet of falling damage. This ability replaces Armor Training 3 and the fighter bonus feat gained at 12th level.

Strategy (Ex): At 13th level, a lancer may spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the lancer in order to receive this bonus. He can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. He can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat. This ability replaces Weapon Training 3.

Expert High Jump (Su): At 15th level, a lancer may use his High Jump ability to leap up to 80 feet in the air, and may land on any one creature within a 20-foot radius of his jumping point. If he should happen to miss the target of this attack, or there are no creatures within his radius to land upon, he ignores the first 40 feet of falling damage. This ability replaces Armor Training 4 and the fighter bonus feat gained at 16th level.

Act as One (Ex): At 17th level, a lancer may spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge), and all participants receive a +2 dodge bonus to their AC for 1 round. A lancer can only use this ability once per combat. This replaces Weapon Training 4.

Master High Jump (Su): At 19th level, a lancer reaches the literal peak of his jumping prowess. He may use his High Jump ability to leap up to 100 feet in the air, and may land on any one creature within a 25-foot radius of his jumping point. If he should happen to miss the target of this attack, or there are no creatures within his radius to land upon, he ignores the first 50 feet of falling damage. In addition, his bonus to attacking on a charge while using this ability increases to +4, and he does not take any penalties to his AC afterwards. This ability replaces Armor Mastery and the fighter bonus feat gained at 20th level.

Pole Weapon Mastery (Ex): At 20th level, a lancer chooses one weapon from either the pole arm or spear weapon groups. Any attacks made with this weapon automatically confirm all critical threats and have their damage multiplier increased by 1. In addition, he cannot be disarmed when wielding his chosen weapon. This ability replaces Weapon Mastery.

The Lore Warden seems like a popular archetype, and I was afraid to touch it because of that, but... When I looked at the abilities and what you're giving up in exchange, it really doesn't make sense to me. I mean, trading Bravery +1 for Combat Expertise? Really? No. It's a cool concept that I think had wonky execution. This was my attempt to fix it. I don't know if it's better, but it's at least more balanced and the trade in abilities makes more sense.

LORE WARDEN (Fighter archetype):

Weapon and Armor Proficiency: A lore warden is not proficient with medium armor, heavy armor, or shields.

Educated (Ex): A lore warden gains all knowledge skills as class skills. He also gains 1 additional skill rank at each level that must be spent exclusively on knowledge skills.

Combat Expertise: At 1st level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally meet the prerequisites for this feat.

Know Thy Enemy (Ex): At 2nd level, a lore warden gains a +1 bonus on knowledge skill checks made to identify creatures and their special powers or vulnerabilities. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Stratagem Lore (Ex): At 3rd level, a lore warden can study one specific creature within his line of sight as a standard action. He must make a Knowledge check to determine the creature's abilities and weaknesses as part of this action. If successful, the lore warden not only notes the appropriate information (as detailed on page 100 of the Core Rulebook), but also gains a +2 competence bonus on all attack and damage rolls made against that creature. This bonus lasts for the duration of the encounter, or until the lore warden attempts a new Knowledge check to use the ability on a different creature. This ability replaces armor training 1.

Apt Maneuvering (Ex): At 7th level, a lore warden gains a +2 bonus on all combat maneuver rolls and his CMD against creatures studied using his Stratagem Lore ability. This bonus increases by +2 every four levels beyond 7th. This ability replaces armor training 2.

Breadth of Intellect (Ex): At 11th level, a lore warden can use his Stratagem Lore ability on a number of additional creatures per encounter equal to his Intelligence modifier. If any additional creatures are the same type and subtype as the original studied creature (see the ranger's favored enemy table on page 64 of the Core Rulebook), then he does not need to make separate Knowledge checks for each additional creature. However, for any additional creatures that are not of the same type and subtype, he must still make separate Knowledge checks. This ability replaces armor training 3.

Swift Lore (Ex): At 14th level, a lore warden may use his Stratagem Lore ability as a swift action instead of a standard action. He may also use Stratagem Lore again as a standard action in the same round he uses it as a swift action. This ability replaces armor training 4.

Critical Insight (Ex): At 19th level, a lore warden can automatically confirm a critical hit once per round whenever he threatens a critical hit against creatures studied using his Stratagem Lore ability. He also adds his Intelligence modifier on damage rolls for these critical hits. This ability replaces armor mastery.

I love dragons. I love evil, shadowy dragons. (Look at my user pic.) I love sarcastic, cynical beeotches who are Debbie Downers, yet amusing Debbie Downers, on the party. This archetype spawned from my own Dragon Disciple character. None of the dragon choices really fit the bill for her, so my GM and I made one up based on the Umbral Dragon. It's basically an archetype within an archetype. I changed a few things here and there to fit the flavor, but it's basically still the Draconic Sorcerer bloodline.

UMBRAL DRACONIC (Draconic Sorcerer archetype):

Class Skill: Stealth.

Bonus Spells: silent image (3rd), darkness (5th), fly (7th), enervation (9th), true seeing (11th), shadow walk (13th), project image (15th), form of the dragon III (17th), shades (19th).

Bonus Feats: Blind-Fight, Dodge, Improved Initiative, Power Attack, Silent Spell, Skill Focus (Fly), Stealthy, Toughness.

Bloodline Arcana: Whenever you cast a necromancy spell that deals hit point damage, that spell deals +1 point of damage per die rolled. If the necromancy spell bestows an amount of ability score damage, ability score drain, or negative levels, the amount increases by 1. If the spell deals ability score damage or drain to multiple ability scores, all of the ability scores are affected.

Bloodline Powers: The power of umbral dragons flows through you and manifests in a number of different ways.
Claws (Su): Starting 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 action using your full base attack bonus. Each of these attacks deal 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are treated as if they have the ghost touch weapon property. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of negative energy damage on a successful hit. This negative energy does not heal undead creatures. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain negative energy resistance 5 and a +1 natural armor bonus. At 9th level, you gain negative energy resistance 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon is a 30-foot cone that deals 1d6 points of negative energy damage per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. 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 negative energy does not heal undead creatures.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss them as a free action.
Umbral Scion (Su): At 20th level, your umbral draconic heritage becomes manifest. You gain immunity to negative energy (including associated negative levels, ability damage, ability drain, etc.) and death effects. You also gain blindsense 60 feet.

This is a weird idea I came up with when I told one of my fellow players, "The Druid spell list is awesome, but I hate summoning and wild shape." He told me that I should make an archetype that replaces what I don't like. Well, apparently I don't like anything about Druids except for their spell list, as I replaced or altered every single class ability. This should really be an alternate class, but I'm still calling it an archetype. Also, it is loosely inspired by Eberron's Children of Winter, that reincarnating Druid from Ultimate Magic, and a previous 3.5 Druid character of mine.

VOID DRUID (Druid archetype):

Alignment: Any nongood.

Class Skills: Void druids do not gain Fly (Dex), Handle Animal (Cha), Heal (Wis), or Ride (Dex) as class skills. Instead, they gain all knowledge skills as class skills.

Weapon and Armor Proficiency: Void druids are proficient with the following: club, dagger, dart, longbow, quarterstaff, scimitar, scythe, sickle, shortbow, shortspear, sling and spear. Void druids are proficient with light and medium armor, but are prohibited from wearing metal armor; thus, they must wear only padded, leather, or hide armor. A void druid may also wear any wooden armor that had been altered by the ironwood spell so that it functions as thought it were steel. Void druids are proficient with shields (except tower shields), but must use only those crafted by wood.

Spells: A void druid has a limited spell list. She does not gain access to any spells that cure hit point damage, spells that summon creatures of any kind, or spells that affect plants and animals (unless those spells inflict hit point damage). She also does not gain access to any polymorph spells that turn herself or allies into plants or animals. If she receives any of these spells from a domain or subdomain (such as Decay), she must instead prepare a spell of the same level or lower in an appropriate domain spell slot. However, a spell prepared in this way still cannot be "lost" in order to cast a spell spontaneously. Her spells ability otherwise functions as usual.

Spontaneous Casting: A void druid can channel stored spell energy into negative energy spells that she has not prepared ahead of time. She can "lose" a prepared spell in order to cast any inflict wounds spell of the same level or lower. This replaces the ability to spontaneously cast summon nature's ally spells.

Void Bond (Ex): A void druid may not select an animal companion. Instead, she must choose from the following domains and subdomains rather than those usually available to druids: Blood, Death, Decay, Destruction, Knowledge, Murder, Rage, Repose, or War. Any associated domains and subdomains may not be chosen unless they are already listed here. When determining the powers and bonus spells granted by this domain, the void druid's effective cleric level is equal to her own level. A void druid also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Killer Instinct (Ex): At 1st level, a void druid gains a bonus equal to 1/2 her level (minimum 1) on all knowledge skill checks made to identify living creatures and their special powers or vulnerabilities. If she fails the check, she may attempt to reroll as an immediate action using her Wisdom modifier as a bonus (as well as her Intelligence modifier) on the reroll. She may attempt to reroll a knowledge skill check in this manner once per day, and one additional time per day at 5th level and every five levels thereafter. This ability replaces nature sense and wild empathy.

Inevitable Restitution: At 2nd level, a void druid gains Step Up as a bonus feat. At 4th level, she gains Following Step as a bonus feat. At 8th level, she gains Step Up and Strike as a bonus feat. She need not meet the prerequisites of these feats, but she is only allowed to follow and attack living creatures in this manner. This ability replaces woodland stride and trackless step.

Death Defiance (Ex): At 4th level, a void druid gains a +4 bonus on saving throws against death effects, energy drain, and other necromancy effects, and on stabilization checks when dying. At 9th level, once per day, a void druid may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed, or she may reroll a failed stabilization check while dying. At 15th level, a void druid automatically stabilizes if brought below 0 hit points, and (unless killed) heals 1 hit point per round until she reaches 0 hit points and regains consciousness. This ability replaces resist nature's lure, venom immunity, and timeless body.

Rescinding Burst (Su): At 4th level, a void druid can release a burst of negative energy that affects all living creatures in a 30-foot radius centered on her. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two void druid levels beyond 4th, to a total of 8d6 points of damage at 18th level. Creatures that take damage from this energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the void druid's level + the void druid's Charisma modifier. A void druid may use this ability a number of times per day equal to 1 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. At 20th level, a void druid may focus this energy inward to heal herself instead of dealing damage. This negative energy does not heal undead creatures. This ability replaces wild shape.

Soul Snuff (Su): At 13th level, a void druid can gain a small boost in power from recently fallen creatures at will, as if using the death knell spell.


I am currently in an Eberron/Pathfinder campaign, and it's possible that we will soon have too many gish characters. Two new players just joined as a Bard 7 and a Ranger 2/Witch 5, and another player wants to ditch his current character to play a vanilla Magus. I am a Fighter 2/Sorcerer 3/Dragon Disciple 2. The only other player left is a Rogue. I fear that we will be stepping on each others toes because we will basically all be filling the same role, just as different builds.

Right now we only have a NPC healbot, so I decided that I would be a Cleric when the other player becomes a Magus. Our GM would rather one of us be the party healer anyway. I don't want to dedicate myself to healing, though. I'd rather be a battle Cleric. I figure that between me and the Bard, we could heal well enough together.

Another thread (forgot which one) inspired me to see how quickly I could qualify for the Dimensional feats from UC. It seems that a Cleric with the Travel domain and the Theologian archetype is one of the easiest ways to accomplish this, and get the most uses of it per day right away. I get Dimension Door as a domain spell at 7th level and can prepare it using my normal spell slots.

I've seen someone play a Cleric, but have never actually played one myself. I'm not sure how to make the most out of what I've got. He worships the Traveler, so his favored weapon is scimitar. We roll our stats, and I rolled well enough with 11, 11, 14, 14, 15, 18. He would be an 8th level human with the starting wealth of 23,500gp. This is all I have for feats so far:

1st: Selective Channeling and ???
3rd: ???
5th: ???
7th: Dimensional Agility

I would take the rest of the Dimensional feats right after Dimensional Agility, excluding Dimensional Maneuvers. That takes up the 9th, 11th, and 13th level feat slots. I thought Weapon Focus (scimitar) and Power Attack were obvious choices. I would like to be decent in melee to serve the Dimensional feats well, but also not suck at channeling. Any thoughts?


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Using this image of Flemeth and the umbral primal dragon from the Bestiary 2 as inspiration, I decided to custom design my own "shadow" draconic bloodline. I think it turned out to be pretty cool. However, I'm not too thrilled with the bloodline arcana, so if anyone has some suggestions for that I will gladly take them. Also, I wanted to use something similar to the dark tapestry Oracle's wings of darkness ability, but wasn't sure how to reflavor it in order to work with the draconic bloodline's normal wings ability. If anyone has some suggestions for that as well, I would appreciate it (even if it's just telling me to leave the wings alone).

Umbral Draconic Bloodline
Class Skill: Stealth.
Bonus Spells: silent image (3rd), darkness (5th) fly (7th), enervation (9th), true seeing (11th) shadow walk (13th), project image (15th), form of the dragon III (17th), shades (19th).
Bonus Feats: Blind-Fight, Dodge, Improved Initiative, Power Attack, Silent Spell, Skill Focus (Fly), Stealthy, Toughness.
Bloodline Arcana: Whenever you cast a shadow conjuration or shadow evocation spell (or spells that function like either of these), the shadow effects are 10% stronger versus disbelievers.
Bloodline Powers: The power of umbral dragons flows through you and manifests in a number of different ways.
Touch of Darkness (Sp): At 1st level, you can cause a creature's vision to be fraught with shadows and darkness as a melee touch attack. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.*
Dragon Resistances (Ex): At 3rd level, you gain cold resistance 5 and a +1 natural armor bonus. At 9th level, you gain cold resistance 10 and your natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon is a 30-foot cone that deals 1d6 points of negative energy damage per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. This negative energy does not heal undead creatures. 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.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss them as a free action.
Umbral Scion (Su): At 20th level, your umbral draconic heritage becomes manifest. You gain immunity to negative energy, death effects, and cold. You also gain blindsense 60 feet.

*If you are taking levels in Dragon Disciple and need claws in order for the bite ability to function, you can use this ability in place of Touch of Darkness.
Shadow Claws (Su): Starting 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 action using your full base attack bonus. Each of these attacks deal 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are treated as if they have the ghost touch weapon property. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of cold damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.


Upon trying to make a character similar to Ivy, and being dissatisfied with the outcome, I was inspired to create some new feats that continue the progression of the Whip Mastery feat chain. I love that you can eventually grapple with a whip, but I was hoping it would have been more devastating than that. With the feats I created you can now grab, constrict, and even grapple creatures larger than yourself, as well as decrease some of the penalties from the grappled condition.

I wanted to get some feedback from other players and DMs, though. (Or even developers, if they even read this part of the messageboards.) Anything from the extreme of needing to be reconstructed or trashed to small things like changing up the way the feats read. You know, RAW versus RAI and all that. Even suggestions to change the feat names are welcome. I'm not picky. I just want to perfect them for my own use as well as others.

So, anyone reading this might already know about Whip Mastery, and its Improved and Greater versions. Greater Whip Mastery lets you grapple with a whip, and even gives a small list of rules for it. None of my feats are even accessible until you can do that, so you need to be at least an 11th-level class with full bab progression (at best) before even thinking of taking my feats. Ideally, you would want to be a Dex-based Fighter to take these feats. That's what I had in mind, anyway. I even thought about making a whip Fighter archetype, but this will do for now. Oh, and the Whip Mastery feats are just there for reference.

Whip Mastery feat chain:

Whip Mastery (Combat)
Prerequisites: Weapon Focus (whip), bab +2
Benefit: Using a whip does not provoke attacks of opportunity.

Improved Whip Mastery (Combat)
Prerequisites: Whip Mastery, bab +5
Benefit: Threaten with your whip and grasp tiny objects.

Greater Whip Mastery (Combat)
Prerequisites: Improved Whip Mastery, bab +8
Benefit: Grapple using a whip.


Ensnaring Whip (Combat)
Prerequisites: Greater Whip Mastery, bab +11
Benefit: While using a whip, this grants you a grab special attack similar to that in the Monster Manual (page 301). Whenever you make a successful attack with a whip, you can attempt to start a grapple as a free action. This only works against creatures of your size category or smaller. A successful grab does not deal any extra damage unless you also have the constrict special attack granted by the Oppressive Snare feat. Each successful grapple check made during successive rounds automatically deals normal damage (including damage from any magical weapon properties). You also receive a +2 bonus on combat maneuver checks made to start and maintain a grapple. This bonus does not stack with the bonuses granted from the Improved Grapple and Greater Grapple feats.

Oppressive Snare (Combat)
Prerequisites: Greater Whip Mastery, Ensnaring Whip, bab +14
Benefit: While using a whip, this grants you a constrict special attack similar to that in the Monster Manual (page 298). Whenever you make a successful grapple check, you deal your normal weapon damage (including damage from any magical weapon properties) twice. Roll once for the initial attack or grab damage, and then roll a second time for your constrict damage. You must hold the whip with two hands after you succeed to grapple as a free action from the Ensnaring Whip feat, and maintain this grip, in order to deal any extra damage in this way. You also receive +2 bonus on combat maneuver checks made to start and maintain a grapple. This bonus does not stack with the bonuses granted from the Improved Grapple and Greater Grapple feats.

Expert Whip Grappler (Combat)
Prerequisites: Dex 13, Ensnaring Whip
Benefit: While using a whip, you do not provoke any attacks of opportunity when performing a grapple combat maneuver, and maintaining a grapple is only a move action. You also receive a +2 bonus to your Combat Maneuver Defense against opposed grapple checks. In addition, your Dexterity penalty from the grappled condition is reduced to a -2 penalty.

Master Whip Grappler (Combat)
Prerequisites: Dex 15, Ensnaring Whip, Expert Whip Grappler
Benefit: You can make two grapple checks each round (to move, attack, or tie up your opponent) with a whip, but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple. You also receive a +2 bonus to your Combat Maneuver Defense against opposed grapple checks. In addition, your Dexterity penalty from the grappled condition is reduced to -1, and you can now grapple creatures one size category larger than you.


For quite some time, I have been unsuccessfully trying to recreate a 3.x/PF (but now just sticking with PF) character that resembles Dark Phoenix. I know I'll never come close to eating entire galaxies, but that's not really the point. All I truly desire out of this character is fire attacks/spells, flight, telekinesis, and decent unarmed strike damage. With Ultimate Combat, I feel that this is definitely more viable now. I just need some help optimizing (survivability and usefulness, not necessarily damage with) this build, as I only have it planned out until 10th level and it suffers from MAD.

I took three levels of Monk to get Still Mind so I can then take Monastic Legacy. I also took various legal combos of Monk archetypes since I get other useful and/or thematic things for free a lot sooner that way. From there, I go into Sorcerer levels with the Elemental (Fire) bloodline. I take only as many levels as I need to meet the prerequisites for the Eldritch Knight. Unfortunately, I also have to waste a level on Fighter to gain martial weapon proficiency to become an EK, but I suppose it's not that much of a waste.

I really hate the EK due to it's abundant lack of class abilities, but I feel like it's the best option since I get "full" arcane spellcasting levels as well as full bab to make up for the Sorcerer's awful bab. If you have any other suggestions as to the order of class levels, alternate class levels, thematic spells (besides fire spells, fly, and telekinesis), feats (and what order to learn them), and favored class options, then I am all ears. Thank you in advance, and here is my build so far:

These are the stats I'd start out with, unless I happen to roll 4d6 (drop the lowest) better than this. I'd also add ability points from leveling, magic items, and spells when appropriate.
STR 12
DEX 15 (13+2 from being Human)
CON 10
INT 8
WIS 15
CHA 14

1st: Combat Reflexes (1st-level bonus), Dodge (human bonus), Efreeti Style (monk bonus from Many Styles), Elemental Fist (replaces Stunning Fist from 4 Winds), Fuse Styles (replaces FoB with Many Styles), Unarmed Strike
2nd: Efreeti Stance (monk bonus from Many Styles), Toughness, +1 natural armor (both from Sacred Mountain)
3rd: Fast Movement, Maneuver Training, Monastic Legacy (3rd-level bonus), Still Mind
4th: Bloodline Power (Fire Ray), Cantrips, Eschew Materials
5th: Crane Style (5th-level bonus)
6th: Bloodline Power (Fire Resistance 10), Bloodline Spell (Burning Hands)
7th: Sorcerous Strike (7th-level bonus)
8th: Bloodline Spell (Scorching Ray)
9th: Sorcerous Bloodstrike (9th-level bonus), and I meet the "able to cast 3rd-level arcane spells" prereq for EK
10th: Crane Wing (Fighter combat bonus), and I meet the "proficient with all martial weapons" prereq for EK
11th +: I was thinking of going all the way with EK from this point on, but have no idea what feats to take except for Crane Riposte at 13th level when I meet the bab requirement. Again, I just want to be able to kick some butt with fiery fists, fire spells, telekinesis, and flight. Am I on the right track?


I was just messing around with a build for an unarmed striking efreeti bloodline sorcerer (I know, a convoluted mess), and discovered something I find quite ridiculous... I'm not saying anyone should want to do this, but it seems you can if you really feel like it.

I'm aware that it is possible to take multiple archetypes as long as they don't replace the same abilities, but this seems a bit much for only three levels of monk. Someone please tell me I'm wrong.

Level 1
-------
bonus feat
--> switched out for efreeti style (or any other 1st in chain style) from Many Forms
flurry of blows
--> switched out for advice (inspire courage) from Sensei
stunning fist
-->switched out for elemental fist from 4 Winds
unarmed strike
--> unaffected

Level 2
-------
bonus feat
--> switched out for efreeti stance (or any other 2nd in chain style) from Many Forms
evasion
--> switch out for toughness and +1 natural armor from Sacred Mountain

Level 3
-------
fast movement
--> switched out for advice (inspire competence) from Sensei
maneuver training
--> unaffected
still mind
--> not switched out for anything because I need it for monastic legacy, but you could still switch even this out with at least 2 different archetypes, such as Drunken Master and Ki Mystic, without any overlaps

Four (and with still mind, possibly five) different archetypes for only three levels? Is this really legal (whether or not you would allow it in your games)?

EDIT: Sensei is a no-go as both it and Many Forms replace the Flurry ability. Thanks, Revan.


I have read all related entries in the books (Wizard, Sorcerer, Spellslinger), but I want other interpretations. Is it possible to dip into one level of Wizard to get the Spellslinger archetype, then only gain Sorcerer (or any other arcane caster) levels after that in order to cast with a gun?

As far as I can tell, the only time it gets questionable is with School of the Gun. But I would assume that, even as a Sorcerer, you still suffer from any opposition school penalties. Everything else seems like it could blend seamlessly with the Sorcerer's ability to cast arcane spells. But please tell me if I am wrong, or if I missed something.

You could choose Transmutation as an Arcane School for a +1 to any physical attribute, but you'd have to have four opposing schools. Let's say they're abjuration, divination, enchantment, and illusion. Then you can freely cast conjuration, evocation, necromancy, and transmutation spells through the gun (as long as they are ranged touch attack, cone, line, or ray spells). Or focus on another one of those four schools and find a decent combo with a bloodline (like evocation and celestial).

I know you might be better off just sticking to the Wizard class, but I'm trying to approach this concept in a more flavorful way.


I know that as a Sorcerer/Dragon Disciple, I have a very limited selection of spells known. On top of that, the majority of my class levels will actually be Fighter. That makes matters worse. I do want my character to retain some usefulness with spells, but since I haven't even ever used half of them, I don't know which ones will be useful and stay useful. Her dragon type is black, so that means acid spells are a given. Also, spells without a DC save might be better until I can get something to increase her Charisma score. I chose the Magical Knack trait to help out a bit, too.

Here is a list of all the spells that interest me, or are a part of her bloodline. Feel free to make suggestions about these spells, or even suggest other spells and why I should learn them. She will only ever learn up to 4th-level spells, though. =(

1st-level (Max known: 5)
Color Spray
Corrosive Touch
Enlarge Person
Grease (could be wand)
Mage Armor (bloodline spell, and pretty much useless to her)
Magic Missile
Ray of Enfeeblement
Shield (could be wand/potion)
Vanish (could be wand/potion)

2nd-level (Max known: 4)
Acid Arrow
Blindness/Deafness
Bull's Strength (could be wand/potion)
Eagle's Splendor (could be wand/potion)
Elemental Touch
Glitterdust
Resist Energy (bloodline spell)

3rd-level (Max known: 3)
Acid Pit
Detonate
Dispel Magic
Elemental Aura
Eruptive Pustules
Fly (bloodline spell)
Haste (could be wand/potion)
Hold Person
Slow
Stinking Cloud

4th-level (Max known: 2)
Bestow Curse
Black Tentacles
Contagion
Crushing Despair
Fear (bloodline spell)
Solid Fog
Touch of Slime
Vitriolic Mist


In the APG, under the Stormborn bloodline, the first power is Thunderstaff. It states:

"At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier."

The way I read it, at 1st level, you would be able to activate the shock property as a standard action, and the property would remain for one round. And if the round for this ability would be considered over by the next time it reaches your next turn, this would mean that the power is wasted and you'd really only get to use it on any AoOs that occur between activating the shock property and your next turn. At 1st level, you would never actually be able to pull of any regular attacks with your shock weapon. Or you would be forced to touch an ally's weapon only which, to me personally, defeats the purpose of having this power.

Am I reading/interpreting this incorrectly? Should activating the shock property be a move action instead? Should it stay active until the end of your next turn and not just for one round?

Please help me understand this! There are other similar bloodline powers worded this way in the APG as well. There is no errata pertaining to this either.


My concept was inspired by this image of Flemeth from Dragon Age II. I wanted to create a magic casting, dragon shape-shifting, kick ass lady with a polearm. I know I've done the best that I can personally do, but I'm looking for suggestions from people with more Pathfinder experience. I don't necessarily want to redo the whole build as much as I want to optimize what I already have here. You know... switch around some feats/levels, add or subtract levels, etc. The campaign already started at 1st-level, but the GM is willing to let us mulligan feats/spells until we level up.

The build is focused more on two-handed melee/intimidation, and less on spell casting/dragon form. I want the dragon form ability to feel epic by not being able to do it as often, and only have spells to buff/debuff or as a last resort. I do, however, want to take advantage of the ability increases from the DD PrC. Also, with limited weapon proficiency, she has a longspear until her first level of fighter (in which she'll equip a lucerne hammer from the APG). I know that all classes involved become watered down when multi-classing, but I'm going for optimized flavor, and not optimized power gaming. Here's what I have so far:

Half-elf (I know Flemeth is "human", but I want 2 favored classes for even more HP.)
3rd-level Sorcerer (Draconic Bloodline) (A total of 10 caster levels and 13 sorcerer bloodline levels with the DD PrC.)
7th-level Fighter (Two-handed Weapon variant from APC)
10th-level Dragon Disciple
STR 14, DEX 13, CON 12, INT 12, WIS 8, CHA 15

Feats & Abilities:
SORCE 01] arcane strike, claws, draconic bloodline (black, acid)
SORCE 02] N/A
SORCE 03] dragon resistances, mage armor, lightning reflexes
FIGHT 04] arcane armor training
FIGHT 05] intimidating prowess, shattering strike, weapon focus (lucerne hammer)
DRDIS 06] blood of dragons, natural armor +1
DRDIS 07] str +2, bloodline feat (improved initiative), resist energy, dazzling display, dragon bite
DRDIS 08] breath weapon (acid)
DRDIS 09] str +2, fly, natural armor +1, rending claws
FIGHT 10] overhand chop
FIGHT 11] shatter defenses, weapon specialization (lucerne hammer)
FIGHT 12] weapon training 1 (two-handed weapons)
DRDIS 13] blindsense 30 ft., bloodline feat (power attack), furious focus
DRDIS 14] con +2, fear
DRDIS 15] dragon form (1/day, medium), dreadful carnage, natural armor +1
FIGHT 16] bloody assault
FIGHT 17] backswing, bonus feat (cleave?)
DRDIS 18] int +2, bloodline feat (quicken spell), spell resistance
DRDIS 19] expanded arcana, wings
DRDIS 20] blindsense 60 ft., dragon form (2/day, large)

I'll get more bloodline powers and spells from levels of sorcerer + DD (and +4 more with robes of arcane heritage). I want to gain the Dragon Form ability by 15th level or earlier. Fighter levels take care of a lot of power attack/intimidation feats. And I intentionally waited until 13th level to get power attack as a bloodline feat, but am wondering if I should interchange Improved Initiative and Power Attack. I took Expanded Arcana near the end to add a couple more higher level spells. I'm just not sure what bonus feat I should take at 17th level. I was thinking Cleave, but I don't know if it'll be entirely useful at that point.

THINGS ALREADY SET IN STONE FOR THIS BUILD: 1st-level sorcerer, female half-elf, black dragon type, use of intimidation/power attack feats, two-weapon fighting. These things cannot and will not be changed. Any suggestions not considering these things will not be entertained.

If there is any information or further explanation needed, don't hesitate to ask. And thanks in advance!


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