Velriana Hypaxes

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Going with the other basic environmental protections thread, what is this all about?

What does

Player Core 42 wrote:
"You always have basic environmental protections (page 268)."
on Android's Constructed ability actually do? I read it as meaning you constantly have what it says on
Player Core 244 wrote:
"While using your armor’s environmental protections, your armor can protect you from the dangerous environmental effects of a vacuum and can facilitate self-contained breathing. This allows you to survive and breathe while within a thick or thin atmosphere, in a vacuum, or while submerged in liquid (the safety seals and rebreather offer no protection from the effects of damaging liquids, such as acid or lava)."
and the linked
Player Core 268 wrote:
Basic environmental protections "This upgrade protects the user against the effects of space as well as thick and thin atmospheres."

So basically you don't have to worry about vacuums, weird atmospheres, or being underwater.

However, if that is true why does this feat exist? Internal Respirator (Player Core 45) It seems useless. If it doesn't mean you can survive in a vacuum/don't have to breathe, then what does it do at all?

Looking at the playtest PDF this line wasn't there and the feat was. So someone added this line to Constructed and forgot about the feat maybe? But then what is RAI?

Not that it means anything rules wise, but the recent Iconic blog post with Quig has this line

Quig wrote:
“What? That rough landing get to you? You? Hunter of adamantine? Just breathe—wait, no—circulate your arc coolant and loosen up those radial connector bolts.”

, which implies that Iseph doesn't need to breathe so Quig corrected mid-sentence (though it could also mean Quig thought of something better for Iseph to do).

So weird. Anyone have any inside knowledge?


Collecting data from various books below:

Monster Core vampire entry wrote:
Immunities death effects, disease, paralyzed, poison, sleep
Monster Core/Player Core glossary wrote:
undead (trait) Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don’t benefit from healing vitality effects.
GM Core wrote:

UNDEAD

Traits Almost all undead are unholy. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.
Senses darkvision
HP void healing (Monster Core)
Immunities death effects, disease, paralyze, poison, sleep (or unconscious if it never rests at all); if mindless, add mental
Player Core wrote:

Bleed Damage

Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don’t need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you’re healed to your full Hit Points.

Every other undead creature in the Monster Core has bleed immunity explicitly listed

All of this together RAW seems to say vampires can bleed but do not take bleed damage.

For the most part, this doesn't matter, however, there are a few things in the core books that change their behavior with this.

  • - Vampires would be able to use the spell Blood Vendetta as they can bleed.
  • - Vampires would be off-guard to DEINONYCHUS if they are bleeding
  • - Vampires would be more easily tracked by KROOTH while they are bleeding.
  • - Vampires would be dazzled by the Bird animal companion support effect while bleeding.

I haven't searched the other books to look for things specifically triggering on a bleeding creature or on the ability to bleed but my guess is there are others.

Is this reading intended? It seems very purposeful. It makes sense to me from a fantasy world perspective that Vampires can bleed, however, the lack of actual damage makes it odd. Lore-wise it makes sense I think though with how undead function in pathfinder?


I have a character that is a role-playing concept more than a mechanics concept. So up-front: role-playing choices take precedence over mechanics. If a choice makes the character weaker so be it. If I was going purely for mechanics she'd be a cleric dedication.

The character idea is a half-elf who was corrupted in utero by divine-sourced void energy(think, a speck of a dead god). Upon her birth, this magic killed her elven mother and she grew up with her human father and elven grandfather (both of whom treat her well and love her dearly). As she grew up she found herself obsessed with the arcane and specifically undeath, but was raised by her grandfather, an acolyte of Pharasma and caretaker of the dead for the community, to revere Pharasma. This conflicts some with her darker nature, and she has episodes where things fade to black and she does things without knowing or remembering them. She just thinks she feints sometimes and doesn't realize what is happening. I'm having the character start out as a wizard of the boundary with the familiar arcane thesis.

I'm role-playing that Pharasma gives her nudges through her owl familiar to do her bidding and that she believes that the source of her few divine abilities is Pharasma. However, in reality, she is a Sorceror with the Undeath bloodline (sorcerer dedication at 2nd level) and she just doesn't realize the Divine abilities she starts developing are coming from herself, not from her deity. Pharasma is fine with this mistake, as she noticed at the character's mother's death that the character was corrupted and has been keeping an eye on her since through her grandfather and other followers.

I had her get stabilize and vitality lash upon becoming dedicated, representing that she is trying to do what Pharasma wishes. Once she gets basic spellcasting benefits from sorcerer, I'm trying to come up with ideas for what divine spells she should get that are thematically appropriate (on the character sheet I've just penciled in harm and heal so far but it seems a bit boring). Narrative-wise I want her to eventually turn against Pharasma after realizing her own true nature, but that should be a relatively high level (if it happens in-game at all). In the meantime, she'd be struggling with conflicting impulses while striving to serve Pharasma as well as she could.

Does anyone have some cool ideas? Especially for spells or abilities? If she ever gets to high levels the plan is to have her have the Bloodline Breadth feat, Basic Blood Potency (cantrip expansion), Advanced Blood Potency (Divine Evolution), and all the spellcasting feats.

TLDR; Current character sheet (may not be perfect, I just redid some things on it for the remaster / changed out some ideas)

Looking for cool ideas with tragic past trope character who thinks she gets powers from pharasma, but actually has Undeath Bloodline and is a sorceror.