Sea Dragon

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Pathfinder Adventure Path, Rulebook Subscriber. Organized Play Member. 267 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Pathfinder Adventure Path, Rulebook Subscriber

Have an illusionist that has cast major image to have the ground reach up and grasp some opponents. The illusionist is invisible. Does this break invisibility? What if it is just a fog? Both ultimately will trigger a will save but is it really an attack? Should it break invisibility?


Pathfinder Adventure Path, Rulebook Subscriber

Our party has come across a ongoing ambush between two small groups - one side is roughly 200 human soldiers, and the other a band of 80 elven archers and a small band of elven berserkers. The elves setup an ambush in the woods, and have boxed the humans in a crossfire with elves on both sides, and the beserkers on the trail in the front of the column.

We are debating about siding with one or the other and looking at swaying the outcome. We are a party of 5 5th level characters. The humans are in a bad situation, and will likely be wiped out if we do nothing. We could potentially turn the tide, if we engage the elves.

My character is a sorcerer - shadow bloodline, and have focusing on illusion spells. In any case, I'm looking for suggestions on how to make use of minor illusion/silent image to possibly aid the humans.

One idea is to put up a wall of <fill in the blank> to give the humans "cover", assuming it's believed. Another idea is to create an illusion of a drake that we've seen in the area. Another idea ...although I'm not sure you can do it is to create something like a ghost/wraith rising up from the dead humans.

Any other ideas or suggestions?


Pathfinder Adventure Path, Rulebook Subscriber

One of my players asked about this and looking on the forums, I haven't seen any discussion about his particular question, so figured I ask. He's looking at these two feats.

Channel Surge and Ranged Lay on Hands

Both state that they are full round actions to use, so the question is can you use them both at the same time? On the one hands, one simply increases the cost of the channel, and the other changes it to a ranged touch. In principle, I don't think it's unreasonable to allow it. On the other hand, both are modifying the time for the lay on hands action, and these two feats could be viewed as incompatible with one another.

I will note one oddity. I could not find the ranged lay on hands feat on archive of Nethys. I do see Word of Healing that does something similar without the change to a full round action, but at half the healing.

Any thoughts?


Pathfinder Adventure Path, Rulebook Subscriber

So having fun with the poisoner in my group. We had an encounter that was underwater, and we had a bit of rules debate. And I can't seem to find a lot of rules on environmental effects and use of poison. On one hand, the alchemist poisoner casts waterproof as a standard part of his day.

Rule question 1: What are the effect of poison in this case. A poison coated weapon underwater??? Does that really work? I think that the poison would be washed away by the water.

Rule question 2: What effect does waterproof actually have on the application on poison. If a weapon is waterproof, can a "mundane liquid" actually be applied to that weapon? Is the poison a liquid?

The rules for poison just seem vague but maybe I missed a source.


Pathfinder Adventure Path, Rulebook Subscriber

This came up last session and I am still unclear what RAW/RAI have to say about this.

Fighter is in melee combat, alchemist comes up to the fighter and feeds him a potion. So it's clear this is the alchemists move and standard action. But is drinking the potion a free action in this case? Is there an attack of opportunity involved?

Similarly, can the alchemist apply poisons to someone else's weapon while in combat.

Just seems weird to be able to apply poison to someone who is actively engaged in melee combat.

The alchemist claims both are RAW. I allowed it last session but am trying to figure out how it is suppose to be run before our next session.

Thoughts?


Pathfinder Adventure Path, Rulebook Subscriber

Was asked in last session about the situation where the player who is an alchemist/Eldritch poisoner is using a Toxic Censure. His question/potition was does Poison Use mean he is unaffected by the poisonous fumes from the censure. My inclination is no, while the poison use will protect him from being poisoned by putting the poison in the censure, the fumes are still poisonous and he is equally effected by them as is anyone within range.

Thoughts?


Pathfinder Adventure Path, Rulebook Subscriber

If I take the healing domain as a Sacramental Alchemist, using the cognatogen, does the empowered cures from the healing domain effect
a) his healing bomb,
b) cure X wounds extracts, or
c) neither?


Pathfinder Adventure Path, Rulebook Subscriber

In my current game, my shaman just died a brutal death, and so I'm looking at building a new character. The shaman was the healer of our group, Life Spirit Shaman. I didn't take Witch Doctor, and was doing ok but I had a lot of issues with action economy and was thinking of trying some other build for a healer. Yes, I am aware that many see the healer role as replaceable with a wand, and simply doing more damage is better but can we put that aside and just talk about healers. Note bring in the new character at 7th level.

Option 1: Just a straight cleric w/healing domain.
Honestly, this has a lot of options for spells from a great spell list. Solid number of channels, cures, buffs, remediation for conditions. What's not to like other than it is a bit boring. I have one made Cleric of Sarenrae Healing/Sun domain w/Envoy of healing trait.

Option 2: Life Oracle or Life Oracle/Paladin
A solid alternative choice but just seems a bit metagaming with the Oradin path

Option 3: Life Shaman or it's witch doctor alternative
I found the shaman spell list to be an odd collection. Its doesn't seem to have solid rationale for what is or isn't in the list. Yes, there is a lot of flexibility using wandering spirit/hexes, but I found myself locked into hex or channel in just about every combat. Don't get me wrong, Evil eye + chant is great.

Option 4: Witch
While this does give a better spell list, there is still the action economy that can leave me stuck in a fixed pattern for every combat.

Option 5: Occultist
Here I was thinking about Reliquarian w/Abjuration, Conjuration, Saint's Holy Regalia. Lots of abilities, very limited spells known, and ok healing. Much more interesting to play but substantially weaker healing output

Option 6: Medium
Just started thinking about this but using the outer channeler archetype, pick one of the angels to get healing. This one is probably even weaker than the occultist but has interesting party buffs.

Any other options or suggestions?


Pathfinder Adventure Path, Rulebook Subscriber

I'm playing the War for the Crown AP, and for better or worse I started the campaign as an Aasimar shaman. Two of the party ended up dying recently, and the party decided to reincarnated us. The other player got reincarnated as a human, I however got reincarnated as a Wyvaran. Being an Aasimar was not great for the campaign but with Scion of humanity it was manageable. Being a Wyvaran is infinitely worse as it's clear he's not human and it's intrigue campaign in a mostly human area. So I looking for ideas on how to either a) hide the fact that I'm a Wyvaran, or b) get permanently changed into some other race that would fit better in the campaign.

I do have a hat of disguise, and can cast shaman spells to hide but was wondering if there are other options, items, suggestions on how to better fit into a human-centric society.

Thanks.


Pathfinder Adventure Path, Rulebook Subscriber

My shaman just got the wandering hex class ability, and looking over the list of possible hexes, I came across Arcane Enlightenment which allows the shaman to add sorcerer/wizard spells to his spell list. The text for this hex was obviously written from the point of view that this is your chosen spirit and you are adding this hex as one of your hex choices, and not a wandering one. I found several older threads about this from 2014, and rather than necro one of those, I figured I'd ask anew what the thoughts are on this. The older threads seem to have come to no real consensus.

Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

The question is if you take this hex as a wandering hex, is the list of spells added to your spell list fixed and can only be modified once per level or since you loose this hex at the end of the day is the spell list established when you take the hex and can be modified each time you chose the wandering hex.

It is unclear, at least to me, why the list would be permanently established when you first chose to gained this as a wandering hex. As a permanent hex, sure I'm gain a permanent capability to augment my spell casting. As a temporary feature, it should be ephemeral as the spells fade at the end of the day.


Pathfinder Adventure Path, Rulebook Subscriber

So two questions regarding communal delay poison

1) I'm currently playing a shaman and we have a need for delay poison, and so I looked on my spell list and saw that while I have delay poison, I do not have communal. I'm curious if this is just a oversight or do people think it was intentionally omitted. The other spell caster that has the communal version dropped is the oracle. While the shaman is a blend of oracle, they are also part witch and witches get the communal version. Just seems odd and was wonder what folks thought - intended omission or mistake?

2) This question is more about the mechanics of delay poison. I did some searches looking for comments about the communal version and saw post about how delay poison works that were not how I thought it worked. I believe that if I cast delay poison on someone 2 things happen. The target is 1) temporarily immune to any *new* exposures to poisons, and 2) any current poison effects are suspended till the spell wears off. But I saw many comments that implied that at each exposure, you need to make the saving throws, and while the consequences of that is deferred, the DC and duration can rise as with any repeat exposures to a given toxin. The spell is worded oddly in that it starts with "you are temporarily immune", and then goes on to talk about current poisons, and new exposures. My take on it is that delay poison makes you immune to any new instance of being poisoned, and that at the end of the spell, only poisons in your system before you had delay poison cast resume harming you.

How does the spell work? Is there consensus?


Pathfinder Adventure Path, Rulebook Subscriber

I'm running an AP, and one of the party members contracted a pair of diseases: leprosy and red ache. He's a paladin of Sarenrae and is looking for a cure but the only easily accessible temples are Iomedae and Abadar. Abadar is going to charge for any services rendered, because well Abadar. But since Sarenrae and Iomedae are allies, the player is arguing that they would provide free services to rid him of these diseases. I contend that if he were a paladin of Iomedae, they would help for free but curing diseases is a risky business, and is by no means a certain thing. Would churches really offer free services to outsiders of the faith? I'm not so sure.

Any thoughts? Would they extract services for the cure in lieu of money?


Pathfinder Adventure Path, Rulebook Subscriber

During our last session, my aasimar got reincarnated into a wyvaran. And I'm trying to understand how the rules apply.

It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged.

Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores.

Does this mean that you eliminate any racial adjustments to just the 3 physical stats, leaving your mental stats adjusted by your previous race or does it strip all racial adjustments completely. So for example, I was an azata blooded aasimar which gave me +2 Dex, +2 Cha. Do I strip both the charisma and dexterity or just the dexterity, and gain only what is listed in the table for the new race. The way I read it, it is that indeed you lose only physical racial adjustment, and apply only those listed in the table. The only other way I could see doing this would be to strip all previous racial adjustment, and apply the racial adjustments of the new race.

Do I lose the spell like abilities? As an aasimar, I had gitterdust 1/day. I suppose that is gone. I also took 1 race traits from aasimar, as well as 1 aasimar feat. Do I lose both of these as well? Clearly it says that I keep the feats but there is no mention of race traits.

Finally, the wyvaran is considered type dragon. Does that mean that you gain the base type abilities, i.e. immunity to sleep and paralysis for a dragon? Or is that not for player characters? The example on the pfsrd has a inquisitor wyvaran listed with immunity to both. But it isn't listed on the character race page.


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Pathfinder Adventure Path, Rulebook Subscriber

I was discussing with my GM about this and was wondering how others interpret it.

I'm playing a shaman and his hexes pretty clearly state: Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted.

His contention is that if an SU ability states in it's description that it "acts like <spell>" then it picks up all the trappings of being a spell, AoO, spell resistance, components (V,S and/or M), etc. That the phrase "acts like <spell>" is the "unless otherwise noted" exception.

I can see how you could make that leap, but why call it a SU ability then and not a spell-like ability which is what you've accomplished by doing that.


Pathfinder Adventure Path, Rulebook Subscriber

I decided to take this spell for my sorcerer/dragon disciple, and it generated a bunch of "hmmm I wonder how this is suppose to work" questions.

So first what does the spell say:

http://www.d20pfsrd.com/magic/all-spells/b/battlemind-link/ wrote:

You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.

Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).

Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).

Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells.

You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless.

The first part seems pretty clear, you each roll initiative and use the higher die roll and then add your personal modifiers.

Next up, say my attack sequence is a quicken shocking grasp, and I take the free touch attack, followed by 2 1h sword attacks - for a total of 3 attacks (w 1 spell cast). Do you count shocking grasp as a spell, as a melee attack, or if I use reach metamagic, a range attack. Do I pair my attack rolls with the ally, 1 for 1 in order? If there is a mismatch in the number of attacks do you just roll enough times to cover the gap?

The other question is it calsl out bonuses explicitly for the attacks, with the phrase (adding bonuses). Does that mean that if my attack bonus is say +10, and my ally has a attack bonus of +15, and we use this spell and both attack the same monster. I roll a 10, he rolls a 19. Is my attack roll considered to be:
a) 19+10 (his roll + my attack bonus)
b) 19+15 (his roll + his attack bonus)

And then finally if I cast Battlemind link on first one and then another ally, do we all three share the rolls? Does the caster gain the benefits of both allies, while the allies only benefit from the casters rolls?


Pathfinder Adventure Path, Rulebook Subscriber

Asked my GM about this because I'm currently looking at picking a new spell and I really need to know what the RAW is for this, as well as RAI as my GM is willing to at least listen to the argument.

Dragon Form (SU) states:

At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

So the crux of the question is if I have in my spell list Form of the Dragon, am I really required to only take the form of my bloodline dragon. Or does this only apply to the use of the supernatural ability.

One could, in fact, read it that the SU ability isn't restricted since you're not casting the spell but using the ability, and the restriction applies only when you *cast* the spell.

Alternatively, you could claim that it applies to both casting the spell (and potentially it's variants) and the supernatural ability. The reason that I'm asking is that I was thinking of taking the Form of Alien Dragon. I so want to change into some of those dragons. But depending on how you read this, it may be completely useless because I can't change into anything but a Bronze dragon.

I believe that the intent is that the restriction only applies to the SU ability, but that isn't really what it says.


Pathfinder Adventure Path, Rulebook Subscriber

This came up in our last session, and I guess I'm curious what the consensus is. The initial question was who actually gets a saving throw vs a silence spell cast at a point in space. Initially our GM ruled that everyone in the area of effect get a Will save as well as spell resistance. There was a difference of opinion among our group, as some argued that unless a creature was actually targeted by the spell, and was unwilling, there is no saving throw, nor SR. We ended up going with no saving throw, but then the question became if you entered the area of effect of a silence spell, would SR come into play or not? Since silence is an AoE, one would assume that SR would apply, but by virtue of the previous argument, SR could be construed to only apply if the individual was directly targeted.


Pathfinder Adventure Path, Rulebook Subscriber

Not wanting to practice necromancy on some old thread, I figured I ask what people currently think about this. Can one use shadow evocation to counter a fireball?

On one hand, shadow evocation is tapping energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Does it meet the requirement for counterspell which states:

Quote:
To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

I can see a couple of different ways. The illusion is effectively a fireball, and as such it is sufficient for counterspell purposes. Or it isn't the *same* spell so no it can't be used. Or some middle ground where it counters some of the effect. Or it only works if the caster believes that it's a real fireball by failing his will save :)


Pathfinder Adventure Path, Rulebook Subscriber

This came up in our last session, and I'm just curious if this really how it should work.

Setup: Two creatures are in telepathic contact, but beyond line of sight. Question: Can one use the telepathic link to teleport to the other? and if so what should the mischance be

In principle, telepathy seems to only provide communication and not a way to "see" where someone is, using their senses. But if the location information is conveyed telepathically is it sufficient to teleport? or greater teleport?


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Pathfinder Adventure Path, Rulebook Subscriber

So this came up in our group last night, and a search found several threads with no obvious conclusion. I didn't check to see dates on them but rather than resurrect an old thread, I figured I ask again and maybe now there is some consensus. *wishful thinking*

It boils do to two basic questions:
1) Can a creature with regeneration be killed by a death effect that doesn't deal hit point damage? and
2) If a creature with regeneration takes constitution ability damage and has it's constitution dropped to 0, does it kill the creature

As I read it, since regeneration can only repair hit point damage, it is subject to death effects as normal so long as that death effect isn't accomplished by hit point damage.

With regards to the second question, the rules state that a creature must have a constitution score for regeneration to work. To me that means that if you drop the con to 0, then they die.

Has this been resolved? Or is it yet another case of long standing arguments never to be resolved by Paizo.


Pathfinder Adventure Path, Rulebook Subscriber

I constantly find myself questioning whether I've got the number right when it comes to caster level/class level/etc. I hoping that some kind soul could take a look and verify that my numbers are correct.

I have a 8th crossblooded (bronze dragon/abyssal) sorcerer/9th level dragon disciple (bronze). He has magical knack (sorcerer), and robes of arcane heritage. Putting aside whether you believe that crossblooded allows me to qualify to take dragon disciple levels, are the following statements correct?

1) Spells per day as if 14th level sorcerer (8 sorc+6 DD), with a caster level of 16th level (+2 from magic knack).
2) Spells known as if 14th level sorcerer with -1 spell per spell level penalty for being crossblooded
3) Bloodline powers as if 21st level (8 sorc + 9 DD + 4 Robes)(or is it capped at 20)
4) Access to bloodline bonus spells as if 21st level as long as I have appropriate level spell slots

Thanks for any clarification.


Pathfinder Adventure Path, Rulebook Subscriber

Have a impending encounter where my party is going to be attacking a underwater city full of some unknown but presumably large number of Aboleths. As a dragon disciple/cross-blooded (dragon bronze, abyssal) sorcerer, I tend to be a bit blasty with a touch of martial similar to a magus. I'm a bit concerned about how his two main lightning skills: breath weapon, and spell perfection shocking grasp are going to play underwater. He has a freedom of movement ring, and knows life bubble or can use form of dragon to handle the water/casting part but I've been looking for rules on how lighting works underwater, and can't find much in the way of actual rules. He's immune to lightning so it probably isn't going to be much an issue for him but the rest of the party...

Looking through the wayback machine, I can see that there were AD&D/D&D rules that had lightning do odd things underwater. But I'd like to know what RAW is on this if any. Are there some APs or other source materials that goes into more depth than the Aquatic Terrain section?


Pathfinder Adventure Path, Rulebook Subscriber

My son asked me about this and while I'm sure the intent was not to support this, I can't find anything RAW wise that seem to say you can't do it. There was an older thread but I hate resurrecting such an old thread.

All of the feat chain for two weapon rend seems to be missing the key phrase "melee weapon". So if I'm dual wielding hand held crossbows, why can't I get the bonuses for double slice, and two weapon rend other than the obvious this was intended to be used for melee weapons not ranged weapons.

Two Weapon Rend wrote:
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Double Slice wrote:
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.

So why doesn't this work?


Pathfinder Adventure Path, Rulebook Subscriber

The Occultist Energy Ray(SP) states:

Quote:
As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).

So given that it is SP, and is granted by an Implement which is SP, it should be subject to SR. But what is the CL of the ability? Based on what it says under Spell Like Abilities, the CL is the level when you pick it up, which really seems to limit the usefulness of this ability.

It scales based on your level, so one would think it's CL = your occultist level.


Pathfinder Adventure Path, Rulebook Subscriber

A crossblooded sorcerer knows 1 fewer spells per spell level. And while I am pretty sure that I know the answer to this, I figured I ask.

When you pick up a new level where you only gain a single spell known (4, 6, 8, et.) does that mean that you *only* gain the spell slots with no known spells or is there a minimum of at least 1 spell known?

I suspect that you have 0 known spells with some number of spell slots, that can only be used for lower levels spells, much that I'd rather it be a minimum of 1. Although I guess you could be further penalized by saying you don't even have the slots since you don't know any spells of that level.


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Pathfinder Adventure Path, Rulebook Subscriber

In our last gaming session we got into a lengthy discussion/argument on demiplanes, so I went looking for any rules on them, and either my searches are just failing or there really is very little on the topic. In particular, a few people stated as RAW that if you were in a demiplane and did something that would violate one of the established traits of that plane that you would be ejected from it. The motivation was that one of the party members is trapped in a demiplane, which was designed to be a prison.

My questions are 1) is this in fact true and where can I find such a rule, and 2) if it is true what does that really mean.

So say the plane has normal time, is it sufficient to cast haste? or if it is dead magic, and you have an artifact that does something does that violate the rules of the plane and you get ejected?

Any pointers to rules of how demiplanes function would be appreciated.


Pathfinder Adventure Path, Rulebook Subscriber

Our party has traveled to the plane of Shadows via plane shift. And my compatriots have been chatting out of game that if we die here we just go back to the Material plane, but looking at the spell, and searching around I'm not so sure that that is the case. Now our GM hasn't corrected them, but we currently have one of the party members is in a bad dying kind of situation, and it might take some very creative heroic actions to save him, but if he's not in any "real" danger, well we lose the fighter for this fight.

I mean technically we are outsiders on the Shadow plane, but we weren't summoned so I don't think the summoning rules apply to us, and I suspect dead is dead.

So what is the relevant RAW on planar travel?


Pathfinder Adventure Path, Rulebook Subscriber

My question revolves around interaction of several things: crossblooded sorcerer archetype, dragon disciple and robes of arcane heritage.

I have a 7th crossblooded abyssal/draconic bloodline sorcerer, with 9 levels of Dragon Disciple.

Dragon Disciple states that I can add my DD levels to my sorcerer level when determining my draconic bloodline powers. But in my case, it's crossblooded. Wearing the robe, I would think that I would have access to all bloodline powers up to the capstone (7 sorcerer + 9 DD + 4 robes)and can chose from either.

The abysal bloodline powers are claws, demon resistance, strength of abyss, added summoning, demonic might. The draconic bloodline powers are claws, dragon resistance, breath weapon, wings, power of the wyrms. DD gains you dragon bite, dragon breath, blind sense, dragon form, wings.

One question is can you skip picking up breath weapon and wings from the Draconic bloodline, gain them from DD and do you still gain the added enhancement because you met the requirement (high enough to grant this ability even though you didn't take it).

So for example, wings from DD state:

Once his level is high enough to grant this ability through the bloodline, the dragon disciple’s speed increases to 90 feet.

So if I took added summoning (abyssal) instead of wings (draconic) do I still get a fly speed of 90 when I get to 9th level DD? Similarly do I gain an additional use of the breath weapon even though I chose strength of abyss instead of breath weapon from my bloodline choices?

Finally, with regards to bonus spells, as a crossblooded sorcerer, you have access to either one of the two bloodlines spell list. Does the DD benefit blood of dragons only apply to the draconic bonus spells?


Pathfinder Adventure Path, Rulebook Subscriber

This came up during our last session, and while I didn't really argue about the position my GM took, I'm not convince by RAW that it is true. We were fighting a horned devil which inflicted infernal wounds. Playing a sorcerer/dragon disciple, I tried changing to dragon form to fix the bleed condition as we were having a bit of time getting a heal/caster check to high enough level to fix it, and to buy me some time as I was in danger of dying. Our GM ruled that it doesn't fix bleed, that it's tied to you and follows you from one form to another.

In the general case, I don't see anything in the bleed condition rules that states that it would be carried over from your original form to the new form. Nor does the description of polymorph magic address the propagation conditions. Now maybe given that it is a supernatual ability in the case of the horned devil it may be something more akin to a curse.

Just curious.


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Pathfinder Adventure Path, Rulebook Subscriber

Can you use the Quicken Spell metamagic feat with the Spell Perfection feat?

In another thread, it was stated that by RAW one can't use Quicken Spell with Spell Perfection because in the description:

Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

To me, it seems that the clear intent was that a spontaneous caster could get a metamagic enhancement without increasing the casting time to a full round, and all casters get the benefit of not raising the spell slot used. It doesn't make sense to say that because Quicken alters the casting time it can't be used in conjunction with spell perfection as this metamagic feat is IMHO one of the best uses of spell perfection. A free use of a +4 metamagic feat, yes please.


Pathfinder Adventure Path, Rulebook Subscriber

So this question came up and I'm not sure what the answer is.

If a cleric chooses to spontaneously convert a spell into a cure or inflict, can he/she apply metamagic feats to the spell as a spontaneous caster (increasing the casting time to 1 round) or is it not possible?


Pathfinder Adventure Path, Rulebook Subscriber

I have a 7th level crossblooded (draconic - bronze/abyssal) sorcerer/8th level dragon disciple who is wielding a bastard sword. So the question is can I do the following:

1) take full attack and take my 2 iterative attacks from my +9 BAB,
2) cast a quicken intensified empowered shocking grasp as a swift action
3) take my free touch attack to hit the creature

Could I instead use my claw attack to deliver the shocking grasp?

Does the empowered enhance the bonus damage from the bloodline arcana so it becomes (10d8+10) * 1.5 or is it 10d8*1.5 + 10?


Pathfinder Adventure Path, Rulebook Subscriber

Building a Sorcerer/Dragon Disciple for a high level game, and wondered about a interaction of class, bloodlines and items.

I have a 7th level crossblooded sorcerer (Abyssal/Draconic), 8th level dragon disciple. As far as I can tell that means that his blooodline powers/feats are based as if he were a 15th level sorcerer, and if he wears the robes of arcane heritage he gets a +4 bump making the powers and feats based as if he were a 19th level sorcerer.

Assuming that is correct, and he takes Strength of the Abyss as his 9th level ability does that mean he gets the +6 strength bonus?

Or does the DD bonus only apply to his draconic bloodline which would then split the bonuses to be 19th for draconic bloodline and 11th for Abyssal?

This seems a bit punitive, and while crossblooded is a bit of a gimmick, the intent certainly seems to be to merge the capabilities, and you pay a price: reduced number of spells known, and will saves at -2, so it's not a freebie.

And while I'm asking do I have this right:

3 bonus feats from DD, 2 sorcerer bonus feats, and 8 from class levels


Pathfinder Adventure Path, Rulebook Subscriber

Yes this is a min/max munchinist thing but there is a reason which is based on the campaign that is too long a story. Suffice to say that I'm looking to build the best dragon disciple that I can for a high level campaign (16+). And yes it needs to be a dragon disciple. I'm tending toward a beast caster approach with just using spells to enhance the damage but with some ranged spells as backup.

Starting as a crossblooded sorcerer with Draconic/Pit-Touched, taking 3 levels. Followed by 2 levels of Enlightened Paladin, then 10 levels of dragon disciple, and finishing with the remaining levels in Eldritch Knight. Using some of the feats to take Eldritch Heritage to pick up Strength of the Beast. And pick up Tough as Hell instead of breath weapon from the bloodline since you get it from dragon disciple.

This gets you your charisma bonus on your saves as well as your AC. Claws or unarmed strike when the claws run out. Dovetails with the Nat armor for the AC. A decent set of pluses to str, and con. And leaves you at a CL 9 for spells after the DD levels are done, with the bloodline powers of a 13th level sorcerer. But you picked up the wings from DD already.

I was thinking to focus spellwise on using shocking grasp (intensified, empowered, quicken) with spell perfection, and possibly elemental metamagic to allow changing energy damage without changing it's base type. While using the natural attacks to maximize the chance of the grasp going off.

Thoughts? Comments? Suggestions?


Pathfinder Adventure Path, Rulebook Subscriber

This came up in our session and in some sense it points to a larger question for me regarding metamagic feats interaction with mostly conjuration spells.

We wanted to cast ectoplasmic black tentacles to grapple a ghost.
Ultimately what was proposed was shot down for a different reason - incorporeal creates can't be grappled but lets say for the sake of argument that we decide that two incorporeal creatures can grapple one another. Can the tentacles interact with a ghost? Does a ectoplasmic stone wall block ghosts? Does ectoplasmic fabricate create ghost touch materials?

Of course this makes me wonder about other metamagic feats with conjuration/transmutation spells. Does a dazing black tentacles cause dazing. Does a dazing ghost wolf attack get the dazing ability?


Pathfinder Adventure Path, Rulebook Subscriber

My party is looking at an upcoming battle with a number of wraiths and I was thinking that maybe an anti-magic shell might help. It seems a bit unclear how this would play out. Anti-magic shell clearly states that supernatural abilities are disabled within the shell, so the con drain shouldn't work. The question is does the negative levels given by it's touch attack also not work. Energy drain is a supernatural ability but the wraith stat block doesn't list that as one of it's abilities. It's just part of it's "normal" attack. My guess is that it would still do the negative levels but figured I'd ask.


Pathfinder Adventure Path, Rulebook Subscriber

This came up while we were playing last night, and while we opted not to actually do it, I'm curious what people think RAW is on this.

There was a town on an island, and the island sank into the sea, well bay actually. And the question can up could you teleport from the surface to the underwater town? Prepped with water breathing, I don't see what the issue would be. Water isn't solid, so there doesn't seem to be anything per se that precludes you from doing so.

It does beg the question of whether teleport displaces matter in the space that you teleport to or does it swap the contents of the two locations.

It also brought up the question of whether as a psychic bloodline sorcerer (without the water breathing spell) could he cast spells while underwater without the concentration check?


Pathfinder Adventure Path, Rulebook Subscriber

So my sorcerer took Elemental spell (acid), and I'm a wondering if I'm reading this correctly. It appears that
1) Any spell that does damage can have this metamagic feat applied to it
2) The spell descriptor doesn't change even if it had an elemental one already. So [fire] doing cold damage is still [fire].

Is this really what the designers intended? Some people that I've talked to seem to think that the metamagic feat can *only* be applied to spells that have an elemental descriptor - acid, fire, cold, etc. And does it really make sense that after applying the feat, it doesn't change the descriptor.

The secondary question is if say you change stone call to acid stone call, the secondary effect of the spell is difficult terrain made so by rubble. But in this instance, is the area covered in acid. Should it do any damage? Should it still be difficult terrain?


Pathfinder Adventure Path, Rulebook Subscriber

During our last session, my character took 12 negative levels, and is a multiclass character with 8 sorcerer levels. He has sufficient HD and HP to survive gaining those negative levels so now the question is what does "level dependent variables' really mean in this context, and how does it effect his spell casting. I've seen lots of posts debating it but most threads are pretty old. So rather then resurrect a zombie thread, I figured I ask again.

1) Does he have an effective CL of -4? 0? or 1?
This is a question of what is the floor for CL. Can it be 0, negative or is the minimum 1.

2) Can he cast any spells at all.
In the CL description it states:

You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question,

So does that mean that even though you retain the spell slots, you're unable to cast them because your CL is reduced by 12?

3) If you have an ability that grants you a +effective caster level, how do they interact with the negative level effects.