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Hello everyone, I wanted to get a second opinion on what a sorcerer with the impossible bloodline is able to affect on constructs. The impossible bloodline states the following:

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Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.

Constructs are treated as living creatures for the purposes of determining which spells affect them.

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From the above, I understand that a sorcerer can target a construct with any spell that normally refers to a living creature in the "target" section or in the body of the description. Furthermore, it removes the constructs immunity to enchantment (compulsion) in regards to mind-affecting spells, which means it would bypass that specific immunity only.

Another person believes that the second line references that all spells should work and that the construct become a living being, for the purpose of the spell, which means that it loses all immunities as per it's construct type for any spell cast by the sorcerer with the impossible bloodline. So, therefore, the construct would lose it's immunity to all death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs would be subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs would be at risk of death from massive damage.

Which understanding is correct? If we went with the broader idea that all immunities are bypassed by the impossible bloodline, will this cause balance issues? In a more specific example, would spells, such as ray of exhaustion (which is a necromancy effect that causes exhaustion/fatigue) or Stinking Cloud (which causes nausea and poison effects) work on a construct if cast by a sorcerer with the impossible bloodline?

Thanks


Hey everyone,

I have a game coming up this week and was thinking of my players abilities versus a swarm. They will be fighting a Bionanite cloud, a variation of the Granule Variant Swarm (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Granule%20Con struct%20Swarm) which has immunity to weapon damage. I'm interpreting weapon damage to mean all forms of B/P/S.

I have a player who is playing an elementist from the sphere of power book. He specializes in the destruction sphere, which has a AoE blast that deals bludgeoning damage (I believe it's described as a shower of rocks exploding everywhere). My initial impression is that because it is bludgeoning damage, it would be considered "weapon damage" and the swarm would be immune to it. I'm comparing it with a other spells like stone discus, which is similar but not the same as the above mentioned spell, which i think the swarm would also be immune to.

I wanted to know if anyone could confirm or correct the above. My group has been playing for a long time, so I'm not worried about them not being able to handle themselves if it comes down to that specific blast being ineffective but I would like to know if I'm interpreting this incorrectly.


I have two questions about the defiant ability. The entry for defiant on a weapon says

"This special ability can only be placed on melee weapons. A defiant weapon helps its wielder stay alive in desperate conditions. It stays in its wielder's hand even if she is panicked, stunned, or unconscious. She adds the weapon's enhancement bonus as a bonus on checks to stabilize when dying and on saving throws to end ongoing conditions such as disease, poison, and hold person. If the wielder possesses Heroic Defiance, Heroic Recovery, Improved Great Fortitude, Improved Iron Will, or Improved Lightning Reflexes, she gains a number of additional daily uses equal to the weapon's enhancement bonus that can be used on any of these feats."

My question is specifically about the last sentence "If the wielder possesses Heroic Defiance, Heroic Recovery, Improved Great Fortitude, Improved Iron Will, or Improved Lightning Reflexes, she gains a number of additional daily uses equal to the weapon's enhancement bonus that can be used on any of these feats" and how it interacts with multiple feats. For example, say I have a straight +3 sword and I have the feats Improved Iron Will and Improved Lightning Reflexes - do I get 3 additional uses for EACH feat OR is it 3 additional uses that is divided up amongst the two feats however I decide to use them?

Also, Would a Paladin's divine bond (which grants a temporary enhancement bonus to the sword) give me additional uses of the defiant reroll ability while the divine bond ability is active. I.e. if the sword goes from a +3 to a +5 for 10 minutes, would I gain an extra 2 uses of defiant while the ability is active or would I still only have the 3 additional uses?