Evan Riggs's page

Organized Play Member. 199 posts. No reviews. No lists. 1 wishlist. 4 Organized Play characters.

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i have a war-priest in my Wednesday night game of Tyrants grasp

presently the players consist of a 13th lvl duskling war-priest and a 13th lvl human Spiritualist.

the warpriest failed to save against the feeblemind spell.

so int and cha of 1 now. What can he do as a character? no heal spell is available to save him, no other allies atm.

Suggestions please?

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ok, this link.

quoting the feats wording: A number of times per day equal to your Wisdom bonus, you can feast upon the life essence of a creature that you hit with a scythe.

does this mean or is this a RAW/ RAI interpretation. That an undead who has no life essence. Cannot be the target of this attack, or is it being generalistic and saying anything you hit can be affected.

I'm dming a tyrant's grasp game and this seems like it should not affect Constructs or Undead as they aren't alive. I would think creatures with a con score have a life essence.

In times when i can't reason out the answer i generally go with the majority consensus of the forums unless i feel adamant about something.

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Reaping Strike, can it multiply on a crit?

Reaping Strike (Su): At 1st level, whenever a mortal usher deals hit point damage by using the attack action, casting a spell that targets only a single creature, or throwing an alchemical item as a standard action (including an alchemist’s bombs), he deals an additional 1d6 points of damage to the target, plus an additional 1d6 points of damage for every 2 additional class levels he has beyond 1st. This damage is positive energy damage if the target is undead, or negative energy damage if the target is living; creatures that are neither living nor dead, such as constructs, are unaffected by this ability.

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I am a DM, but i am having difficulty wrapping my head around a suitable answer for my player. Below is the situation and the question following. Please Advise.


Dhampir who uses this spell.

Polymorph subschool
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Would the Dhampir benefit from positive energy while this spell is active?
Yes or no and why?

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Spoilers warning

Hakotep I has shield other placed on him by 4 shield guardians

how do i resolve an 80 point critical hit?

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Spoilers warning

Hakotep I has shield other placed on him by 4 shield guardians

how do i resolve an 80 point critical hit?

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situation #1: Crippling Shot vs Cut from the air? can he still use the deed to hit the target.

Situation #2: multiple attacks from one attacker using a ranged weapon, Cut from the air with multple AoO's from combat reflexes (how many shots can you strike down. all assuming dex mod accomodates or like all other AoO's once per turn per attacker who would provoke

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ok, so for the sake of getting past the fact that most of you hate the archetype.

Class feature
Holy Slinger (Ex)
This ability functions like the holy champion paladin class feature, but the banishment occurs when she hits an evil outsider with the smiting shot deed.

my opinion
paizo has some poor wording. most classes say it replaces, it alters or its gained at a specific level.

is this poor wording on their part or you gain it at 1st level?

my opinion, but i know what is implied
now looking at it is clearly implied to me its mean to replace or alter the 20th lvl ability. but for the RAW world it doesn't specify.

Cleass feature
Smiting Shot (Su) (replaces smite evil).

my opinion
Ok clearly mentioned.

my question
so what about later on when i active this ability?

Aura of Justice (Su)
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

my question
do i suddenly give all my allies Smite Evil? or do i give them Smiting Shot?
doesnt say it alters Aura of Justice.

my question
so if you were the DM in this game how would you rule these abilities if the player's character was taken to these points.

my thoughts
i'm pretty sure i know how i would rule it but id like to hear other opinions on the subject.

Obvious other threads
i have already read the thread on how not to be the holy gun and why people think it sucks. that being said id still like some opinions on the content above.

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ok i know that energy resistance blocks per hit and that when it says if something does half fire and half electricity but what about when it says it differently like:

Plasma it is Fire and Electricity.

sure the Starfall Spade in Iron gods is only 2 dmg but is it reduced to half if they have just electric resistance. or must they have both resistances.

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i am not asking anything about shadowbard, or exquisite spells or dual thundercalls or anyother BS like that

I want one thing discussed.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action.

Thunder Call (Su):

maintained or ends

what is the required action.

in my understanding its a free action to maintain said performance round by round. leaving you free to do other effects be they combat, spells, movement etc.

so before i blow a gasket with a good friend of mine over this issue im asking for a lil clarification.

Preferably from some PFS venture Captains or the designers seeing as it is also PFS legal.

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i'm looking for 1 or 2 players for a Maptools/Discord/Skype campaign.

im giving a modernized edge to this campaign. before you send me a message in discord "Evan#1954", please go to the below web-link and read through the document before hand. These are the house rules changes im making to the setting.

https://docs.google.com/document/d/1cka5qeLGU8iiExpfvvKgIvbsoShLMLxE-GuFDm3 Qg1I/edit?usp=sharing

Currently we have

3 campaign traits have been selected so far.
Unhappy Childhood Religious, Unhappy Childhood Tortured, and Betrayed Reformed Criminal

amongst classes we have, Vigilante Tiefling, Brawler Human, Oracle Aasimar, one player is undecided (consideration is Samasaran Psychic or a Gnome Kineticist)

i would like to keep from doubling up on campaign traits.

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Chain lightning hits an enemy, the enemy rolls a 1, the spell deals damage to an object it is determined that the object is a leather headband. it has hardness 2, 5 HP, and though it makes it saves it suffers 13 points of dmg.

the item is not a magic weapon, a shield or an armor.

it is a headband +4 stat boosting item.

the question. does it get a bonus to its hardness and HP, if so where in the rules can it be found and how much bonus does it receive.

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Hello all.

First i want to give thanks to my players: Paul, Alsainder, Drakol, Pigoni, Scott, Silvair, and to be added Kana. Rptools.net for the maptools program, and the writers of pathfinder and thunderscape.

Next this is an accounting of my players, their characters and their stories. Which i ask my players to remember this is a public forums, do not be vulgar or explicit in your information.

also my DMNPC, Silk - Silk joins the party when the player attendance drops below 4, but i only DM for 3+ players. If what they are going into is dramatically overwhelming for them or their levels i add her in to balance things. also similar to how Cimri is run in HV ap, i run Silk the same way in that when they level she levels, therefore she cannot be a cohort and she doesnt get exp cuts.

Silk - Lvl 5 Cybersoldier/ lvl 1 Esoteric Magus

the character was based physically on Gally aka Battle Angel

http://img13.deviantart.net/15c9/i/2014/119/f/d/gally__battle_angel_alita_g unnm_by_ryokai-d7ghqze.png

however it is emotionally based on my former Shadowrun character and her hiistory is a female parody of the movie D.A.R.Y.L.


now given this had to be further adapted to reflect Shadowrun 2075, or in the case of this thread, Numeria, Irongods.

okay so enough build up.

Silk - 5'2", 127lbs, Tian female, grew up in the technic league area of Starfall. she is cybernetically enhanced and the below is her information

14, 17, 10, 14, 10, 10.

Human - Technologist
1st - Exotic Weapon Firearms
F1 - Combat Reflexes
F2 - Weapon Focus Fire Arms
3rd - Weapon Finesse
F4 - Weapon Spec Fire Arms
F5 - Cybernetic Combat
5th - Rapid Reload Firearms
6 - M1 - Spell Combat (Will rarely use it)
6 - M1 - Arcane Pool (3/day) OOO
6 - M1 - Improved Unarmed Strike
6 - M1 - Unarmed Spellstrike (Will heavily Use it)
6 - M1 - Diminished Spellcasting
6 - M1 - Light Armor Casting
6 - M1 - Cantrips
6 - M1 - Spellbook
-----------------------------Next Level------------------------------
7th - Craft Tech Items
7 - F6 - Weapon Spec Slam
xp - na
Rich Parents
-----------------Spells are in Androffan and on a scrap sheet of Glaucite)----------------------------
a capital letter O = a spell is prepared
0th level spells - 2/day These spells will not be altered
Prestidigitation (used to stay clean)
Light (self only, and only if needed)

1st Level spells - 1/day
Shocking Grasp
Enlarge Person
True Strike

Cyber Arm - 04,750gp
Cyber Arm - 04,750gp
1x Skintight Jump Suit Free Outfit
1x Leather Armor MW
(Form Fit Leather Armor)

Paired Cyber Arms -
1) can lift and carry double the normal maximum weight
2) +5 circumstance bonus on Climb checks.
3) +5 bonus to CMD against disarm attempts, with 1 handed light weapons or 2 handed

5th - Cybernetic Combat (Ex): (Replaces Weapon Training 1)
1) +1 bonus on attack rolls with implanted weapons, cybernetic arms, and melee or thrown
weapons wielded with a cybernetic arm.
2) Weapons wielded with two cybernetic arms receive double the bonus, except when such weapons are thrown.
3) This damage bonus increases by 1 for every 4 levels gained.
4) This attack bonus does not stack with the attack bonus for weapon training.
5) Cyber-Slam slam attack (1d6 points of bludgeoning damage)

Improved Implantation (Ex) Armor Training 2 and 4
1) 7th - Increase Cyber implantation points by half level split as decided between Con and Int
May increase Brain max enhancements by 1
May Increase Body max enhancments by 1
2) 15th - May increase Body enhancements by 2 more

Resilience (Ex) Replaces Armor Mastery
1) 19th - Gain 5 temporary hit points for each piece of implanted cybertech in his body.
Lost temporary hit points are recovered at the rate of 10 points per hour.

Silk is a trained Soldier, she doesn't like to lead she likes to follow. She prefers to use a slam over the chainsword, if the opponent is a real threat she'll use it. She doesn't like to be touched she wont kill for it unless harm was intended. In a group she fiercely defends those she is ordered to guard. Asking and ordered to do something is not the same. She doesn't see anyone as a friend or enemy. only threats and opposition. If they attack her they are a threat. Civilians talk, or try to intimidate. Soldiers don't talk they kill, incapacitate, pacify others to be Civilians.

now the tactics above is how i played her in shadowrun. its how i portray her here in IG as well.

now as a DM i am allowing one of her cyber slam attacks to be used in place of her unarmed spellstrike. don't know if the rules will normally allow her spellstrike to work that way and i really don't care either. its working that way in this game.

ok, i request that the players from my game speak on their own behalf but before they do the present line up is

Gnome Alchemist Scientist/ Steam Wright, Cohort - Tanea from book 2
Human Wizard
Android Golem Mage
Human Thunder Scout
Winter Elf Maddog Barbarian/ w Tiger from the mammoth lords tribes.
Cleric of Brigh
and Alsainder i don't remember what he is playing coming into it.

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pick your brain?

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon.

Place a shield spike, on one of the two shields, dos this now qualify as no penalties for either hand as both are shields but one shield has become a weapon due to shield spikes?

2nd question
Mad Rush (Ex): Whenever the vigilante charges, he can make a full attack.

so I'm at -5 HP
and I decide since I only have a move or std action, I decide to charge.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Mad Rush (Ex): Whenever the vigilante charges, he can make a full attack.

does he still get to full attack or does the charge rule itself override it.


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lvl 2
Greater Leadership (Ex)
At 2nd level, a noble scion gains the Leadership feat as a bonus feat. He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.

How many cohorts does the PC get.

My player believes thanks to an email between himself and Jacobs, that he can have 3 cohorts.

take the leadership feat is granted the leadership feat and the servant gained later on at 9th or 10th.

How many actual cohorts are gained via this prestige alone and can the player still take the leadership feat?

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lance and charge

double dmg while mounted

x3 crit multiplier, is it

1) - 3d8 + triple mods x2,
2) a x3 and a x2 becomes a x4
3) something else

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before i ask my question

I am aware of the present wording of the spell, im aware of its targeting ablities on other creatures, that are and are not a humanoid.

that being said, i thought that a wizard say a Aasimar wizard, could cast enlarge person on themselves.

or is that now explicitly Righteous Might or another similar spell.

I know in 3.5 they could, and i know this isnt 3.5.

I would like to know if others of you had this similar frustration or encountered this similar discussion amongst your own players.

did you rule it raw, did you change the rules. how did you deal with the issue.

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Books Statement:
Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.

Player's Perspective
"When this item deals damage, its user can use mythic power to double the total amount of damage it deals" So Say I make 1 attack. If its normal, and I wish to I may spend 1 point to double the damage of that attack. if that attack however is a confirmed critical, I must spend 2 points to double the total damage.

My Perspective as DM
i make my attack roll. (i havent rolled damage til i know if its a hit, or a crit)
Example 1: its a hit i roll damage, i can spend 1 point and make it double up.

Example 2: its a crit, i roll my damage, and because i have damaged it withh a critical hit, i MUST deal it Foebiting. its not an option to not do it because i spent the normal activation because i didnt just deal normal damage, i dealt critical damage.

it activates on, the type of damage dealt.

we argued this for 30 minutes in skype.
the question was re-asked a different way

DM: so if this weapon deals a critical hit do I have the option to not spend 2 points or MUST I spend 2 points

Player: you may choose to, if you want to activate foe biting
Honestly to me the player isnt grasping it. and claims im doing it wrong, that he knows how it is being read.

so my question to all of you.
How do you read it, how would you rule it based on what it says. and is the normal damage only able to activate one time or every time you deal damage? feel free to include examples.

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XP 800
N Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 27 (5d10)
Fort +1, Ref +5, Will +1
DR 5/magic; Immune bludgeoning, crushing, and falling damage, construct traits
Weaknesses susceptible to mind-affecting effects, vulnerable to fire

Speed 10 ft., fly 40 ft. (perfect)
Melee slice +9 (1d4+3 plus bleed and grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bleed (1d2), constrict (1d4+3), grab (Medium), slice, strangle

Str 14, Dex 15, Con -, Int 4, Wis 10, Cha 12
Base Atk +5; CMB +5 (+9 grapple); CMD 18
Feats Dodge, Flyby Attack, Lightning Reflexes
Skills Acrobatics +4, Fly +20
Languages Common (can’t speak)

Slice (Ex) A guardian scroll’s slice attack is a primary attack that deals slashing damage.

Strangle (Ex) When a guardian scroll grapples a creature, it entirely covers its opponent’s head with an airtight grip. A creature grappled by the scroll cannot see, speak, or cast spells with verbal components, and it must hold its breath (see Suffocation on page 445 of the Pathfinder RPG Core Rulebook). Creatures that don’t speak or breathe through their heads aren’t affected in those manners, nor are those who can see through other means blinded. Any attacks targeting a guardian scroll while it’s grappling deal half damage to the scroll and the other half to the grappled creature.

Susceptible to Mind-Affecting Effects (Ex) As an intelligent construct, a guardian scroll is subject to mind-affecting effects.


Immune to Bludgeon,

a multiple damage type item
like Morning Star
a Claw attack

do they ignore the immunity

does a magical bludgeoning/piercing weapon still hurt it.

i dont want the opinion of my players im looking for the opinion of the populace at large.

despite being the gm of the game, i still think blunt weapons shouldnt hurt it but they seem adamant on saying they should.

Please advise

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in a recent chat on skype me and an associate "Balgin"
worked out a nightmarish mound of paper work yet humorous for pathfinder

Strix Cavalier - Esquire Archetype - Aide de Camp chain
1 - Esquire
3 - Aide De camp esquire
5th - Esquire, Esquire, Esquire
7th - Esquire, Esquire, Esquire, Esquire
9th - Esquire, Esquire, Esquire, Esquire, Esquire

ok, this perpetuates itself

at 5th level you take the Recruits Feat - Cohorts and companions

gives two 1st level cohorts at 5th level

Strix - Esquire (named Hawkman)
So thats an organization thus far of confusion
Esquire PC 11th, Recruits at 5th,(2) PC-7th, PC-7th, Recruits at 7th, (3) 2nd, 2nd, 2nd
all of whom are Esquires

His Aide De Camp at 11th is 9th with one at 7th, 5th, 3rd, 1st

the 9th takes recruits, the 7th takes recruits, the 5th takes recruits

giving, (4) at 5th who take recruits and get 4 1st lvl esquires, the 4 at 5th gain 4 aide de camps at 3rd, who are esquires who gain 4 aide de camps at 1st

etc etc.

enjoy the math folks

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can you explain the proper changes to the eidolons TEMP HP.
1 - Synthesist HP w/o rage, Temp as a seperate figure
2 - Synthesist HP w/ Rage, Temp as a seperate figure
the math is hurting my head i would dearly love to have this clearly defined for me

the con is 23 with magic, evolutions levels Size, etc.
the con is 27 with Rage.

Whether its a broken design or not, this is what one of my players is

his HP with Eidolon is 190

the eidolons Temp is 76 rolled 102 with con.
What can those out there provide me with intel on this resolution, other than the obvious its a broken character.

btw, not a PFS table. Id prefer a designers input over general PFS public, but this is the forums, i take what i get.

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ok rules query

Core Rulebook: Chapter 9 - Pages 211- 212
Paragraph - 3
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.


Paragraph - 8
If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, f irst adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell.

My question is, will the 8th paragraph affect a large creature say, a large eidolon and its hit by Reduce person owned by its master, does it only suffer the spell modifiers or does it also suffer the loss of large?

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PFS campaign rules that just came out.

Religion: Characters can elect to worship any deity
listed in a table of gods in the Core Rulebook, The Inner
Sea World Guide, Pathfinder Campaign Setting: Gods and
Magic, or any other source listed as an official Additional
Resource. Characters may elect to worship an evil god,
but must always be within one alignment step of their
chosen deity. For clerics, this is an especially important
choice, since the deity’s alignment determines whether
the cleric channels positive or negative energy, a decision
with significant tactical implications for the cleric and
her allies. Clerics, inquisitors, paladins, cavaliers of the
order of the star, and samurai of the order of the star must
choose a deity as all classes in Golarion that receive spells
and abilities from a specific divine source receive their
powers from a deity. Druids, oracles, and rangers are
the exception to this rule. The list is not exhaustive, and
divine spellcasters of any future classes whose sources are
added as additional resources to the Pathfinder Society
Organized Play campaign will be required to choose a
deity unless otherwise specified. Otherwise, characters
who do not receive powers from a divine source may
choose to be atheists or to have no deity at all.

I have had a discussion, is it in the Rules as Written that my PFS 6th lvl character, Summoner 5, Fighter 1, NG worshipper of Abadar is in the wrong and unallowed to worship the god i worship?
refer to the line below, as the individual i am having the argument with says this wording is in the text above somewhere. I cant seem to find it.

(player's name omitted) If you choose to worship a deity, it must be within 1 step of your alignment.

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how would you interpret Haste
a ) its a chain that i target x target and i target the next person within 30' then 30' then 30' etc til i hit my targets


b ) target x is loocated 30' from target b, target A is the initial target, all future targets must be within 30' of target a

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Players are
Witch: Ulfen, Grand Daughter of old mother Theodora/ w Weasel

Rogue: Qadiran - Taldoran Sylph, Orphaned resident of Heldren

Druid: Snowcaster Elf, w/ tiger

Universalist Wizard: Ulfen, w/ raven

Oracle of Nature: Small Vulpinal Aasimar w/ Tiger mount

Player responses: High Points
Player Responses: Low Points
Favorite Encounter:
Least Favorite Encounter
Best Treasure you aquired for yourself?

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Book 1 - Snows of Summer
Char gen was: 20 point buy, std rules, average starting wealth, and 1 campaign trait, 2 std traits, so pcs could be chronicle sheeted at the end if they wished to be.

Session 1 - Now this isnt an obituaries column like normal this is instead an accounting of near deaths and unscathings

Name: Valin Anisimov (grandson of Mother Theodora)
Race: Jadwigan
Classes/levels: Winter Witch Lvl 1 (7 con; 4hp)
Adventure: Encounter location B
Location: The half buried chest
The Gory Details: (alive, stable at -5)

Name: Thannard Mul (Village idiot)
Race: 1/2 Erutaki, 1/2 Taldan
Classes/levels: Ranger Skirmisher Lvl 1 (doesnt know his bastard sword can be wielded in one hand; cause he has a 7 int)
Adventure: Encounter A minor scathing by the Zombies in area A
The Gory Details (alive)

Name: Chillblaine Icetoes (temporary resident)
Race: Mammoth Lords Halfling
Classes/levels: Titan Mauler Lvl 1
Adventure: Encounter location C
The Gory Details: (alive, at 7 hp)

Name: Richter (short for a long name)
Race: Chelish Agathion Heritage Aasimar
Class/ Levels: Sorcerer Crossblooded: Abyssal/Red Dragon lvl 1
Adventure: Encounter B
Location: back of the party
The Gory Details (Alive, stable at -9HP, after suffering a confirmed critical hit from the log trap)

If my players wish to detail anything further at this point they may.

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Lvl 10 synthesist
77 HP
Eidolon Constitution 21
Temp HP for it 115

does the summoner get a temp boost of 40 hp because of the difference between the summoners con 12 (1) and its new con 21 (5) or is it only the 115 HP boost of the eidolon.

so should the total be 232 or 192??

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Party of characters 6 PCs

1 player is (regardless of how he got there) CR 7 Legion Archon
appearing as is with one exception: he chose his skill ranks. All else is as the monster entry.
http://www.d20pfsrd.com/bestiary/monsterlistings/outsiders/archon/archon-le gion

Now the other players
lvl 7: Human Cleric of Pharasma
lvl 7: Human Monk of the four winds
lvl 6 CR 1: Catfolk word caster Bard (fey creature template)
lvl 7: human Magus Blade bound
lvl 7: dwarven barbarian

how should the catfolk and the archon progress in levels

is the archon considered to be of an equal exp value to the rest of the party.

at what exp level is the archon able to take class levels by comparison to the party advancement

the rules while clear to some are however a slight bit confusing to me
can someone elaborate without using 3.5 terminology

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Ok templates refer to the base creature not class hit dice

Situation number 1
so i am a Human Half dragon of 10th lvl Fighter.

Creating a Half-Dragon

“Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 2 (minimum 3).

Type: Creature type changes to dragon. Do not recalculate Hit Dice, Base Attack Bonus, or Saving Throws.

Armor Class: Natural Armor bonus improves by +4.

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see “Natural Attacks” on pages 301–302).

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Dragon Variety

Breath Weapon

Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.

Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.

so is he a CR: 13 because he has no racial hit dice, and by default no racial hit dice a breath weapon of 0d6 and no immunity.
situation number 2
I am a human half celestial Fighter
Creating a Half-Celestial

“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature's statistics and special abilities except as noted here.

CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.

Alignment: Any good.

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: It gains darkvision 60 feet; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability).

Special Abilities: A half-celestial gains the following.

Smite Evil (Su): Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.

Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher).


1–2: Protection from evil 3/day, bless
3–4: Aid, detect evil
5–6: Cure serious wounds, neutralize poison
7–8: Holy smite, remove disease
9–10: Dispel evil
11–12: Holy word
13–14: Holy aura 3/day, hallow
15–16: Mass charm monster
17–18: Summon monster IX (celestials only)
19–20: Resurrection

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's. Skill ranks from class levels are unaffected.

So am i a CR: 11 (human base creature HD 0) or am i a CR higher because of my class giving me HD.

and if the base creature is CR 1 because of having no base HD is the spell abilities likewise penalized or are those higher because of "Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher)."

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1--------0------2-------0-------2------Breath Weapon 1d6, Dragon type
3--------2------3-------1-------3------Breath Weapon 2d6, Scales of the Wyrm +1 (Resist 5)
5--------3------4-------1-------4------Breath Weapon 3d6, DR 1/magic
7--------5------5-------2-------5------Breath Weapon 4d6, Scales of the Wyrm +2 (Resist 10)
9--------6/1----6-------3-------6------Breath Weapon 5d6, DR 2/magic
11-------8/3----7-------3-------7------Breath Weapon 6d6, Scales of the Wyrm +3 (Resist 15)
13-------9/4----8-------4-------8------Breath Weapon 7d6, DR 3/magic
15-------11/6/1-9-------5-------9------Breath Weapon 8d6, Scales of the Wyrm +4 (Resist 20)
17-------12/7/2-10------5-------10-----Breath Weapon 9d6, DR 4/magic
19-------14/9/4-11------6-------11-----Breath Weapon 10d6, Mastery of the Wyrm (Immunity)
20------15/10/5-12------6-------12-----Grand Invocation, Dragon Immunities
Dragon Fire Adept
Hit Dice per class level: 1d8
Skills Per level: 6 + Int modifier:
Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge, Linguistics, Perception, Sense Motive, Spellcraft, and Use Magic Device
Weapon Proficiencies: Dragonfire Adepts are skilled in the use of all simple weapons. However they are not skilled in the use of any armor or shields.
Breath Weapon (su): Class level + Con mod per day: may use their breath weapon. The Reflex save DC is 10 + ½ Dragonfire Adepts class levels + Con modifier, for half. Area is a 15 foot cone or a 30 foot line, chosen and never changed. This is an elemental attack based on your chosen Scales of the Wyrm color: Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), Electricity (Blue or Bronze). This breath weapon adds your Constitution
modifier to the damage dealt.
Invocations: at every even level select one invocation from the list below (EX – always active, SU – uses a breath weapon, SP – at will), (Breath effects; may only apply one breath effect to any breath weapon attack at a time unless otherwise noted), The spell like invocations use the effective spells level for determining DC of its resistance, 10 + spells effective level + con modifier.
Least: 2nd level Minimum requirements
Aquatic Adaptation (ex/su): EX: may breathe underwater, and gain a swim speed equal to your land speed. SU: and you may use your breath weapon underwater normally.

Sickening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Combat (ex): gain a natural Bite, Claw, Claw attack Bite 1d8 + str, Claws 1d6 + str.

Beguiling Influence (ex): Gain a competence bonus to Bluff, Diplomacy, and Intimidate checks = to half your class levels.

Breath of the Night (Sp): Create a Fog Cloud Spell, (not useable with Five Fold Breath) your class level is its caster level.

Darkness (Sp): Create Darkness as the spell.

Deafening Roar (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Knowledge (Ex): Gain a bonus on knowledge checks and spellcraft checks = to ½ your class levels round down minimum +1.

Endure Exposure (Sp); Self: Endure Elements. Others: target gains immunity to your breath weapon effects, and endure elements.

Magic Insight (Sp): Detect Magic and while it is active, Identify: by touch as the spell no components required.

Scalding Gust (Sp): Gust of Wind, and deal your breath weapon damage to those in the effect equal to 1 point per die of damage. + con mod. The damage is still taken even if the save is made.

See the Unseen (Ex/Sp): EX: Gain Darkvision 60’/ SP: See Invisibility as the spell.
Lesser 6th lvl minimum requirement
Charm (Sp): Charm Monster as the spell (except limited to one creature at a time).

Extend Breath Weapon (su): +5 feet per 2 levels in this class to the cone or line.

Breath Weapon Admixture (su): apply a second energy type to your breath weapon.

Shaped Breath (su): This is a line effect that you may change its shape (the angle it travels left, right, up, down, etc.) a number of squares = to your constitution modifier but the breath weapon must remain continuous.

Slow Breath (su): This is a Cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Weakening Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Cloud Breath (su): your breath weapon creates a 20' radius cloud.

Enduring Breath (su): Breath weapon deals its damage = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Draconic Flight(ex): You grow spectral dragon wings, speed equal to base land speed, good maneuverability, +4 vs forced march tests.

Frightful Presence (su): any creature affected by your breath weapon and fails their save versus its effect is also shaken for 1 minute per die of damage rolled. This is a fear effect.

Void Sense (ex): Gain, Blind sense 30’

Voracious Dispelling Breath (su): as Dispel magic but deals damage per level of the spell effect removed (no save vs this damaging effect).

Walk Unseen (Sp): Invisibility as the spell
Greater Invocations 12th level minimum requirement
Sleep Breath (su): This is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Thunder Breath (su): This breath effect deals sonic damage instead of the normal, cone effect only.

Force Breath (su): this is a line shaped breath dealing force damage and can affect incorporeal creatures normally.

Aura of the Dragon (su): your breath weapon is inverted to sheath you in an aura of your energy, dealing 1 point of damage per die normally rolled, spell resistance WILL apply to this effect. Any creature striking you with a natural or non-reach melee weapon suffers this damage.

Chilling Fog (Sp): Solid Fog as the spell, each creature in it takes damage equal to (2) two cold damage per die of damage you would normally deal with your breath weapon, at the start of the victims' turns.

Devour Magic (Sp): Touch to use Greater Dispel Magic as the spell, gaining 5 temporary HP per spell level dispelled (or 1 HP per spell level dispelled), the temporary hp fade after 1 minute (you must take either all HP healing or all Temp HP when you use the ability, this is not a permenant choice. You cannot devour your own invocations.

Draconic Toughness (ex): Gain the Toughness feat, if you have the toughness feat gain +1 HP per level instead.

Wingstorm (ex): (Must have Draconic flight): You may use your spectral wings to create a storm of wind around you, All creatures in 20 feet roll vs Fly skill check if flying or Fortitude if not flying. The DC is as if you had used your breath weapon. Those that fail are pushed back up to 25 feet max distance away, if they strike an object or another creature and traveled more than 5 feet they take falling damage based on the distance traveled.
Dark Invocations 18th minimum level requirement
Disintegrating Breath (su): This is a line effect and deals double damage and can cause disintegration to an affected creature.

Greater Draconic Flight (ex): (must have draconic flight) Increase your flight speed by 30 feet and gain perfect maneuverability.

Instill Vulnerability (su): your breath weapon (line or cone) causes those who fail their save versus your breath weapon to gain vulnerability for 1 hour per die normally rolled. Creatures that normally have immunity to your breath effect retain their immunity without the need to save.

Perilous Veil (sp): Veil as the spell, if the subject resists the effects of veil they are subjected to your breaths basic damage as normal except it is subject to a Spell resistance test if available. This damage is not savable.

Paralyzing Breath (su): this is a cone effect, the duration is a number of rounds = to the number of dice rolled (5d6 = 5 rounds), the save is to cut the duration by half round down minimum 1 round).

Five Fold Breath (su): Breathe five different breath effects simultaneously, but only 1 set of dice is rolled. May not be combined with Disintegrating Breath.
Scales of the Wyrm (ex): Natural Armor +1 and Resistance 5 is gained at these levels and they take on a coloration of the dragon to which your bloodline runs; Fire (Gold, Brass, or Red), Cold (Silver or White), Acid (Black, Green, or Copper), and Electricity (Blue or Bronze). Natural Armor +1 - +4. At 19th lvl you have mastered the draconic form granting you energy Immunity to your chosen colors elemental effects.

Magic of the Wyrm (ex): Gain Damage Reduction magic and at lvl 20 you gain immunity to paralysis, sleep magic.
New Feat
Extra Invocation
Prerequisite: Dragonfire Adept 2nd or higher level.
Benefit: Gain one invocation, must meet the perquisites level for it still.

New Feat
Extra Breath
Prerequisite: Dragonfire Adept
Benefit: Gain 2 extra uses of your breath weapon per day.
The inspiration of this class is my joy of playing the 3.5 edition Dragonfire Adept in the Dragon Magic book.
I felt the class could use some revisioning for pathfinder games run with my friends and the classes inspiration for conversion was the alchemist.

I hope you all enjoy the idea

Sovereign Court

The tumor familiar ability states:

Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist's caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist's familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist's extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

my question is this:
When attached to the alchemist, the tumor has fast healing 5.

so if i wish to heal my familiar i attach it, and if it is attached do i get the benefit?

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1 person marked this as FAQ candidate.

I have a player who is presently a Lantern Archon, when he achieves the exp to reach 3rd, (CR 2 + 1st lvl character) lvl, i know he recieves 2 attributes at +4, 2 at +2, 1 at +0, and 1 at -2.

The class he intends on taking is Summoner - Synthesist. As a lantern archon he is considered to always be flying.

Will this truth remain while merged with his eidolon or would he be required to take Flight Evolution so that it can fly?

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1 person marked this as FAQ candidate.

ok, I participate in a game where a PC has a Summoner with a quad-eidolon, with wings.

is a flying mounts wings, considered to be strong enough to carry its normal ground weight capacity.

Our DM is applying physics to the animal/eidolon/ flying creature etc, dragons etc

he is not permitting a mount or creature with wings to carry its normal weight allowances in flight, because its strength is calculating its 'ground' carrying capacities.

Is the DM right because its his game? Personally i would say yes, but in the actual rules of the game:

1) What is the correct answer? regardless of house rules of a specific DM what is the games official wording of the flying creatures weight capacities towards encumberance and being able to fly.
2)the Medium Sized Eidolon (Str 16) Quadruped, weight ratios. light medium etc.
3) would a ring of feather falling protect the rider, the eidolon, and any additional objects it is carrying at that time? Or would the Eidolon (if it fell) be out right screwed?