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Organized Play Member. 307 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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sucha pity and here i was imgining a final booss being a zealous priest with a minion army of clerics all casting shield other on the boss kinda like the "shield hero anime"


DeathlessOne wrote:
Provided the fighter isn't wearing any rings except the two needed for each spell and the cleric and paladin wear one each, you can expect the fighter to take half damage and the cleric and paladin to take a quarter. Bonuses to AC and saves do not stack on the fighter.

oh i wasnt asking about the bonus armor, yeah the dmg part? wasthing would the damage be divided in 3


if for example a cleric and a paladin both cast shield other on the same fighter, how does the damage distribution works?


AwesomenessDog wrote:
You can but the effects of the magical weapon ability will only come into play when you spend the action to attack with the spikes themselves, not when something grapples you and takes the grinding damage.

aww and here i was hoping to see something funny like oponent getting woundingwhen he grapples this char... :P


AwesomenessDog wrote:
Put what? Do you mean the wounding weapon quality?

yeah something like that :D putting a weapon quality on it since it sounts as spiked armor weapon


AwesomenessDog wrote:
You could, as it specifically mentions it counting as Armor Spikes for the purpose of making attacks on the user's turn, but that wouldn't change the amount of damage done on a successful grapple check against the armor wearer.

i know but for example if i putwuding on it would be funny :D


about Grinding armor ability, can u enchant the grinding bits like if it was spiked armor? like make it (+1) or keen etc...
also does anyone graplling a spiked armor takes any dmg?

thx


avr wrote:
Not in Paizo's material. Owen Stephens wrote Consecrate Spell up in one of his Rogue Genius Games products, you can find which on d20pfsrd if you're interested.

aw ok thx


hello in 3.5 DD there was a metamagic feat that turn half of elemental dmg from a spell into divine dmg like sacred spell or concecrate spell, is there anything equivalent in pathfinder? thx


blahpers wrote:
Seems like the entire point of the feat is to allow this, but I'm no expert on this.

ok thx


Can I use Dimensional Assault to charge in a none direct way?

I mean imagine I see an oponent infront of me, but he is holding a hostage infront of her or he is right behind a wall of force or behind something that makes my charge against him impossible since the square infront of him or the square adjacent to him that enables me to charge him is blocked, so instead can I use Dimensional Assault to teleport to any other square adjacent to my opponent for example his back while still charging to him (kinda like opening a portal facing his back instead facing forward against him)


Is there any Magic Item that can give me permanent movement speed more than a mere +10ft? (boots of striding and jumping)


Hello question: mithral chain shirt+ Mithral armor kilt on a arcana caster that can cast on light armor like a bard for example, does he start to get arcane cast penalty ? does he need medium armor proficiency to use it? what is the max dexterity of it?


Hello question: mithral chain shirt+ armor kilt on a arcana caster that can cast on light armor like a bard for example, does he start to get arcane cast penalty ? does he need medium armor proficiency to use it? What is the max dexterity bonus of it?


ok thank you very much :D


Does Shadow Grasp Spell Stack?

I mean if you cast 2 spell both with shadow grasp in the same area does the opponent has to roll twice in saving throw, like one for each spell?


ok thank you all


ok thank you


darn it suxs, thank you


does heirloom weapon gives me proficiency with that type of weapon: say like heirloom weapon with a scimitar, does it gives me proficiency with all scimitars or only that specific scimitar?


Hi, I have a question regarding to Sacred Fist, it says that he gains a new list of weapon proficiency swapping the original warpriest's one, so question is does he still has his deities favored weapon proficiency automatically?

thank you


oh well is there any anti spellcaster prestige then?


So I was thinking is there a way to make a build of a mageslayer similar to the Templar in Dragon Age, so a non squishy/mobile/agile mage slayer but a heavy armored one, preferabily using cavalier or paladin? something like a paladin with oath against arcane magic?

thank you


hum ok thank you guys


Jeraa wrote:
GM Rednal wrote:
Well, it depends on the creature, really. If it says a creature casts "As an X-level Class", then it's fixed at that level, even if they're advanced by other means. If they do advance, this is specifically called out somewhere. Dragons, for example, have a rule for their caster level equaling their hit dice.

Caster level = hit dice is only for the dragon spell-like abilities, not their actual spellcasting. The OP wants to know about actual spellcasting, not spell-like abilities. As for that, it is covered in the rules about adding class levels to monsters.

Quote:
Next, add the class levels to the monster, making all of the necessary additions to its HD, hit points, BAB, CMB, CMD, feats, skills, spells, and class features. If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack. This functions just like adding class levels to a character without racial Hit Dice.
So if a creature that casts as a 7th level sorcerer takes an actual level in sorcerer, it would now cast as a 8th level sorcerer (but have the class features of a 1st level sorcerer). If the same creature instead took a level in cleric, that wouldn't advance his sorcerer casting at all. He would therefor cast spells as a 7th level sorcerer and a 1st level cleric.

hum thank you,but whet if he add a monster hd advancement instead of an actual class i guess her spellcasting also increases right?


when we advance a monster that has spell casting (not SLA) but an actual spell list example lillend she is cr 7 and she casts spells as a 7th-level bard, so what happens when we advance her hd? does her spellcasting also increase say can a lillend with cr 8 casts spells as a 8th-level bard?

thank you


Hello I have a question, why is Samsaran not available in Pathfinder Society Roleplaying anymore?

Thx


avr wrote:
A Monstrous Companion griffon can fly at will providing you and any equipment are within its light encumbrance limit. A size large, quadrupedal creature with Str 16 can carry 228 pounds without being encumbered, without any magic items or buffs.

ok thank you


avr wrote:

Monstrous Companion is a hugely nerfed feat, based off leadership originally. To get a griffon via it you'd neeed to be 14th level I think. You'd get a griffon out of the bestiary rather than an animal companion, and as you got past 14th level you'd be able to add class levels and some animal companion abilities. It would stay very fragile compared to your character at such levels though.

Monstrous Mount modifies your animal companion/divine bond instead. It takes two feats (& Monstrous Mount Mastery) to be able to ride it in flight, and some of the stats are reduced from the bestiary, but it gets the full animal companion HD and won't be nearly as fragile.

one thing i noticed monstrous companion doesnt say the beast flight speed, does it mean it can fly while being mounted without penalty? or it cant fly at all?


Whats the difference between these 2 feats?

example if I am a paladin and i want a Griffon ride, whats the advantage between the two feats?


1 person marked this as FAQ candidate.

School transmutation [good, law]; Level cleric/oracle 7, paladin 4

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range touch
Target lawful good creature touched
Duration 1 round/level (see text)
Saving Throw yes (harmless); Spell resistance yes (harmless)

---

question when it says saving throw yes (harmless) what saving throw was that supposed to be? will or fortitude?


BadBird wrote:
As far as I know, that's totally legit. Throwing a melee weapon makes it a ranged attack, but it's still a melee weapon with Ki Focus property.

okies thank you


okif i apply the weapon ability ki focus on a short spear and throw it as a ranged weapon, can it still get benefit from ki focus?


The magic weapon serves as a channel for the wielder’s ki, does it means it can also transfer monks passive ki abilities to overcome damage reduction?

thx


Just a Mort wrote:
If you worship a Great Old One, there's this

lawful good char, deity: Tanagaar


well to be precise its like this im using a sacred fist i have a customize +30ft boots(continuous expeditious retreat), but i still find him with lack of mobility, so im asking is to have a friend full caster to cast me a wish/miracle so that i can learn dimensional door so that i can learn to use dimensional charge or maybe even dimensional dervish... something like that :D


so if u guys r saying that in order for the request to fully like a (lvl 4 spell) happen it has to be a full wish spell? what if the request come at a price that the divine caster would forsake a divine spell of the equivalent lvl?


ok can a limited wish be used to a friend divine caster to learn an arcane spell as a divine spell


Spacelard wrote:

From Archives of Nethys

Weapon and Armor Proficiency: Sacred fists are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Sacred fists are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a sacred fist loses his AC bonus and flurry of blows. This replaces the warpriest’s weapon and armor proficiency.

ok thank you...


Spacelard wrote:
jumpydady wrote:
Spacelard wrote:
jumpydady wrote:
ok then http://www.d20pfsrd.com/traits/regional-traits/glory-of-old-dwarf-regional- trait/ it says this is a regional trait.. what region is this? can a human pick it? or only dwarf?

Requirement(s) Five Kings Mountains

In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

You're better checking in the Archives of Nethys for traits etc as requirements are listed as is the source book.

ok thank you :D, by the way a quick question in regard of sacred fist of warpriest does he has proficiency with his deity fav weapon?

I'm guessing that a Sacred Fist warpriest gets Improved Unarmed Strike as bonus feat as the Deity's favoured weapon is 'fist'

so u mean i can only choose deities that uses unarm strike as fav weapon for this archtype? :( was trying to see who to choose enlighted paladin or sacred fist


Spacelard wrote:
jumpydady wrote:
ok then http://www.d20pfsrd.com/traits/regional-traits/glory-of-old-dwarf-regional- trait/ it says this is a regional trait.. what region is this? can a human pick it? or only dwarf?

Requirement(s) Five Kings Mountains

In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

You're better checking in the Archives of Nethys for traits etc as requirements are listed as is the source book.

ok thank you :D, by the way a quick question in regard of sacred fist of warpriest does he has proficiency with his deity fav weapon?


ok then http://www.d20pfsrd.com/traits/regional-traits/glory-of-old-dwarf-regional- trait/ it says this is a regional trait.. what region is this? can a human pick it? or only dwarf?


oh I see darn should have realised something was too good :P


Daw wrote:

JD,

Remember that Adopted allows you to get a Race trait, found with the rest of the various trait types. It does not give you access to the Racial traits that are with your actual racial stat blocks. Darkvision is a Racial trait, and not available through Adopted.

I don't know if getting caught by this one isn't actually a requirement to stay in the Forums, considering how many of us have been caught by this same confusion. ^_^

wow that was confusing can u explain better O.o please?


blashimov wrote:
Travel domain is also core and grants +10ft speed as well as a chance to ignore difficult terrain, also a big mobility hinderer. Also alternative if your dwarf is lawful.

hum thats probably the best out there, well im making a enlighted paladin, but the char problem is i find it has lack mobility, fortunatly my dm is giving us 2 traits, my 1st choise was to choose adopted and acquire darkvision, the second one was going either for grounded dwarven trait or something that can give me movement speed specially to reach my oponenets


so no trait only feat? pity :(


is there any trait that can increase base speed?


Lune wrote:

I should also note a few things. Graceful Flier is not legal for PFS. We don't know if that is applicable here or not.

You need to be mindful of weight. Your mount can only carry you in flight if it is at a light load. Google "Pathfinder Carrying Capacity Calculator" for a calculator to take a look at. At 7th level (the soonest you can ride your Griffon while mounted) it will have a 20 Str. That makes it's light load at just under 200lbs. I imagine that your character, his gear and your mount's gear and armor is going to be more than that. If you buy him a +2 Str belt that will put him up to a carrying capacity of just under 260lbs. That is still going to be pushing it.

Mithril armor can help. I recommend getting it for both your Cavalier and your Griffon. For your Griffon get a Mithral Chain Shirt and don't waste any feats on armor proficiencies. If all of this doesn't get you close to being a light load for your mount then you may have to forgo a Str belt for your Griffon in favor of getting him Muleback Cords (also PFS legal).

Another suggestion: You need to read over the Fly skill. In depth. Your Griffon's skill is going to be low. That can be a problem. Consider Skill Focus: Fly and/or Sable Company Elite Saddle.

yup mithril that was the plan


Lune wrote:

Also, 40ft. isn't exactly "slow". It is 10ft. faster than the average ground speed for most PCs. Flying creatures are able to double move the same way land bound ones can so that is 80ft. of movement. You can double move and charge and Griffons are actually quite good at it. The only real time when having to worry about fly speed is when you are dealing with things that are also flying and have greater speed.

You may wish to read over the Ride skill and take a look at the Spur Mount action. If you need a short burst of movement that can help. Anything that can apply Haste (as the spell) can also applies to all movement speeds. Griffons do not have a foot slot so even outside of PFS it would need special permission to even use anything in that slot.

But honestly? I wouldn't worry about it. Typically when you face things that are flying they want to kill you and your party and aren't going to be interested in running away. And if they do try to run then your best bet isn't to chase them down but rather to let your ranged party members take care of it. Carry a bow that matches your strength and take parting shots. If it is running away then chances are it is fairly low in HP and any little bit you can do to it will help.

And if it isn't running away then why does speed matter?

its slow for a flyer i mean its even slower than a regular cavalry unit, i wanted to amke a fast hit and run flying cavalry


LeMoineNoir wrote:

Graceful Flier requires Skill Focus (Fly), but increases your flight speed by 5 and improves maneuverability by one step. Not much, but it's a start.

There's also the Racer Companion Archetype, which increases a Companion's speeds by 10ft.

humm pity there is no expeditious retreat for flying, oh well thank you anyway

Full Name

Vincent Drago

Race

Human

Classes/Levels

Sorcerer 7/Dragon Disciple 10

Stats:
AC: 29/18/27; Hp's 240; Fort: +22/Ref: +13/Will: +22; Int: +2; Perc: +20; Splcrft: +26

Gender

Male

Size

Med

Age

28

Alignment

LN

Strength 26
Dexterity 14
Constitution 24
Intelligence 12
Wisdom 18
Charisma 30

About Vincent Drago

Backstory:
With a knock on his door, the lithe young man looks up from his studies. Rising, he casually moves to answer it. Opening the door, a messenger stands before him and declares, "Vincent Drago, Queen Elvanna hereby requests your attendance," he says before formally bowing and leaving.

Watching the man leave, "Yes," he speaks under his breath, "I shall be there promptly," he mutters, sighing to himself. The lone man's voice is smooth as glass and while he does not possess a low voice, nor is it high either. Running a hand through his long white hair, the man of bronze skin and ice blue eyes readies himself to leave.

Vincent's past is a mystery to him. He's always lived in Whitethrone as far as he can remember. He was raised by those hired by the Queen. This was instilled to him as soon as he was old enough to understand. But to this day, he still does not understand why she took such an interest in him.

Now the queen knew there was something 'different' about him when she first saw him. What she did not realize initially, though, was that he was an offspring of a bronze dragon. But over time it became more obvious due to the color of his skin and the abilities he developed. Although he happened to be an offspring of a 'goodly' dragon, that did not deter her. She reasoned if brought up "properly", he would be a valuable tool for her cause.

As he arrived at the grand doors, they seemed to open of their own accord and the sorcerer moved within. Wearing a blue robe with the cowl pulled over his head, he proceeded to a designated spot some distance from the queen and stopped and knelt. Lowering his cowl, he began to speak while keeping his vision aimed toward the ground. "Yes, my Queen? You have need of me?"

Smiling at how well she has done in "molding" this human, the Ice Queen took pride in her accomplishment for a moment before responding. "Rise, Vincent, you are within your 'home'. No need for formalities." The sorcerer rises and looks upon her, awaiting her to continue. "I need something acquired for me, Vincent, I am in need of the Torc of Kostchtchie." The dragon-born child looks upon the Queen curiously. The what of who? "The Torc of Kostchtchie, your Highness? If I may ask, what is it and where would such an item be located?"

Shaking her head, "That information will be given to you in due time, Vincent, in due time."

Nodding half-heartedly as he finds himself occupied with another question, "Am I the only one for this journey, my Queen?"

Again she shakes her head, "Of course not, Vincent, there will be others. They will be arriving soon and then all will be known."

Bowing, "Yes, your Highness." He then waits for her to dismiss him, or something, yet finds after several moments she doesn't seem to be in any hurry to do anything. As the awkwardness grows, "Um, your Highness, do you know how soon they will be arriving?"

As she had been examining her nails just before he spoke up, "Hm? Oh, in a couple of days or so I would imagine. You know how these things go, Vincent, it takes time for such endeavors. I've been at this near a week already."

You've been at this a WEEK and it is still to be 'a couple of days or so'?!?! Is she MAD?! What am I to do until then?! Just, he looks around and notices several tables and chairs about, sit and wait and do nothing?! Utter madness! "Absolutely, your Highness, I understand," he responds calmly and with a bow of his head.

Awaking from his dream, Vincent rubs his eyes. Well that was odd. He then concentrates a moment as if trying to remember something. What was it I was suppose to find for her? Wait a minute, why would she need me to locate something for her? Preposterous. That doesn't even make sense. Thankfully it was only a dream.

;)

Vincent:

Vincent Drago
Male human Dragon disciple 10/Sorcerer(Draconic Bloodline) 7
Init +2; Senses Arcane Sight, blindsense 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 27 (+5 deflection, +2 Dex, +1 insight, +11 natural)
Hp 240 (6+24+70+119Con+17feat+4FC)
Fort +22 (+7base/+7con/+5resistance/+1competence/+2feat)
Ref +13 (+5base/+2dex/+5resistance/+1competence)
Will +22 (+10base/+4wis/+5resistance/+1competence/+2feat) (+6 bonus vs. mind-affecting effects); (+1 trait bonus vs. fear and effects created by foes with the dragon type)
Defensive Abilities Evasion
Immune Electricity, paralysis, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron longspear +19/+14 (1d8+13/×3) or
. . bite +18 (1d6+12 plus 1d6 electricity),
. . 2 claws +18 (1d6+8 plus 1d6 electricity)
. . Melee touch +18

Ranged Touch +12
Space 5 ft.; Reach 5 ft. (10 ft. with +1 cold iron longspear)
Special Attacks Breath weapon (21d6 electricity, 60 ft. line, DC 30, 4/day), claws (x2, 1d6 plus 1d6 electricity, treated as magic weapons, 13 rounds/day), dragon bite
Dragon Disciple Spell-Like Abilities (CL 14th; concentration +24)
. . 2/day—dragon form
Sorcerer Spells Known (CL 14th; concentration +24; FC(3): +2/6th lvl spells; +1/1st lvl spell)
. . 7th (4/day)—form of the dragon II(B), summon monster VII
. . 6th (7/day)—antimagic field, chain lightning (DC 26), disintegrate (DC 26), form of the dragon I(B), freezing sphere (DC 26), greater heroism, true seeing
. . 5th (8/day)—cone of cold (DC 25), life bubble (DC 25), lightning arc (DC 25), permanency, spell resistance(B), teleport
. . 4th (8/day)—boneshatter (DC 24), fear (DC 24)(B), dragon's breath (DC 24), false life greater, stoneskin
. . 3rd (8/day)—diamond spray (DC 23), dispel magic, fly(B), haste, lightning bolt (DC 23), protection from energy, resist energy communal
. . 2nd (9/day)—darkvision, glitterdust (DC 22), invisibility, mirror image, resist energy(B), see invisibility
. . 1st (9/day)—comprehend languages, enlarge person, expeditious retreat, mage armor(B), magic missile, shield, shocking grasp
. . 0 (at will)—detect fiendish presence, detect magic, disrupt undead, ghost sound (DC 20), ray of frost, read magic, resistance, root, touch of fatigue (DC 20)
. . Bloodline Draconic: (Bronze Dragon[Electricity])
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 24, Int 12, Wis 18, Cha 30
Base Atk +10; CMB +18; CMD 36
--------------
Feats
--------------
Level gained feats: (1st): Spell Penetration; (3rd):Combat Casting; (5th):Iron Will; (7th):Steadfast Personality; (9th):Craft Wondrous Item; (11th):Forge Ring; (13th):Expanded Arcana(+2/3rd); (15th): Expanded Arcana(+2/5th);(17th): Expanded Arcana(+2/6th)
Bonus feats: Eschew Materials(class); Grtr Spell Penetration(Human); Blind-fight(Bloodline); Great Fortitude(Bloodline); Skill Focus(Fly)(Bloodline); Toughness(Bloodline); Alertness(Ioun Stone)

------------------
Traits
------------------
Blood of dragons: Long ago, your ancestors’ blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Draconic Lineage: You gain a +1 trait bonus on saving throws against fear and against any effect created by a creature of the dragon type. If you gain a bloodrager or sorcerer bloodline, you must choose draconic.
--------------------------------------------------
Skills 68 skill pts/34 background pts
--------------------------------------------------
Appraise +5: (+1rnk/+1int/+3cs)
Bluff +14: (+1rnk/+10cha/+3cs)
Climb +9: (+1rnk/+8str)
Diplomacy +15: (+2rnks+10cha+3cs)
Escape Artist +6: (+1rnk/+2dex/+3cs)
Fly +28: (+17rnks+2dex+3cs/+6feat)
Intimidate +10: (+10cha)
Knowledge (arcana) +23: (+14rnks+1int+3cs/+5competence)
Knowledge(dungeoneering) +5: (+1rnk/+1int/+3cs)
Knowledge(engineering) +8: (+4rnk/+1int/+3cs)
Knowledge(geography) +9: (+5rnk/+1int/+3cs)
Knowledge(history) +8: (+3rnk/+1int/+3cs/+1trait)
Knowledge(local) +5: (+1rnk/+1int/+3cs)
Knowledge(nature) +5: (+1rnk/+1int/+3cs)
Knowledge(nobility) +8: (+4rnk/+1int/+3cs)
Knowledge(planes) +5: (+1rnk/+1int/+3cs)
Knowledge(religion) +5: (+1rnk/+1int/+3cs)
Linguistics +17: (+16rnk/+1int)
Perception +20: (+9rnks/+4wis/+3cs/+2competence/+2feat)
Sense Motive +6: (+4wis/+2feat)
Spellcraft +26: (+17rnk/+1int/+3cs/+5competence)
Swim +8: (+8str)
Use Magic Device +14: (+1rnk/+10cha/+3cs)
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc, Sylvan, Terran
SQ Bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), power of wyrms, wings
----------------
Gear
----------------
intensified metamagic rod(6th level or lower) (11,000g)
lesser intensified metamagic rod(3rd lvl or lower) (3,000g)
+1 cold iron longspear (4,310g)
amulet of natural armor +4 (16,000g)
belt of physical perfection +6 (144,000g)
boots of the winterland (1,250g)
cloak of resistance +5 (17,000g)
ioun stone(cracked, magenta prism: Perception) (800g)
ioun stone (cracked, pale green prism, [saves]) (2,000g)
ioun stone (dark blue rhomboid) (5,000g)
ioun stone (dusty rose prism) (2,500g)
ioun stone (mossy disk: Arcana) (2,500g)
gloves of elvenkind (7,500g)
headband of mental prowess +6 (Wis, Cha) (45,000g)
manual of bodily health(Con) +1 (27,500 read)
manual of gainful exercise(Str) +1 (27,500 read)
ring of evasion (12,500g)
ring of protection +5/ring of sustenance (34,000g/1,875g)
robes of arcane heritage (8,000g)
tome of understanding(Wis) +1 (27,500 read)
Permanent(Arcane Sight) (7,500g)
Spell component pouch, waterskin, handy haversack(1,000)

small ice idol of a beautiful maiden

Total = 409,235g; 765g left

----------------------------
Special Abilities
----------------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (21d6 electricity, 60 ft. line, 4/day, DC 30) (Su) As a standard action, deal energy damage in area (Ref half).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II, 2/day) (Young Bronze Dragon) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Electricity Claws & Electricity Bite (13 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Electricity) that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Evasion (Ex) If succeed on Reflex save for half damage, take none instead.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural armor (+7)
---------------------------------------------
Draconic Bloodline abilities
---------------------------------------------
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

-----------------------------------------
Dragon disciple ablities
-----------------------------------------
Ability boost (Ex): +2 Str@2nd/+2 Str@4th/+2Con@6th/+2Int@8
Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.
Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list.
Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.
Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Dragon Form (Sp): 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.
Wings (Su): At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

Dice:

[dice=+1 Cold iron Longspear]1d20+20[/dice]
[dice=Damage]1d8+13[/dice]

[dice=+1 Cold iron Longspear]1d20+15[/dice]
[dice=Damage]1d8+13[/dice]

[dice=Breath Weapon (Electricity/60' line/DC 30)]21d6[/dice]

[dice=Bite(Electricity)]1d20+18[/dice]
[dice=Damage]1d6+12+1d6[/dice]

[dice=Claw(Electricity)]1d20+18[/dice]
[dice=Damage]1d6+8+1d6[/dice]

[dice=Claw(Electricity)]1d20+18[/dice]
[dice=Damage]1d6+8+1d6[/dice]

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[dice=Initiative]1d20+2[/dice]
[dice=Fort]1d20+22[/dice]
[dice=Ref]1d20+13[/dice]
[dice=Will]1d20+22[/dice]
[dice=Appraise]1d20+5[/dice]
[dice=Bluff]1d20+14[/dice]
[dice=Climb]1d20+9[/dice]
[dice=Diplomacy]1d20+15[/dice]
[dice=Escape Artist]1d20+6[/dice]
[dice=Fly]1d20+28[/dice]
[dice=Intimidate]1d20+10[/dice]
[dice=Knowledge (arcana)]1d20+23[/dice]
[dice=Knowledge (dungeoneering)]1d20+5[/dice]
[dice=Knowledge (engineering)]1d20+8[/dice]
[dice=Knowledge (geography)]1d20+9[/dice]
[dice=Knowledge (history)]1d20+8[/dice]
[dice=Knowledge (local)]1d20+5[/dice]
[dice=Knowledge (nature)]1d20+5[/dice]
[dice=Knowledge (nobility)]1d20+8[/dice]
[dice=Knowledge (planes)]1d20+5[/dice]
[dice=Knowledge (religion)]1d20+5[/dice]
[dice=Linguistics]1d20+17[/dice]
[dice=Perception]1d20+20[/dice]
[dice=Sense Motive]1d20+6[/dice]
[dice=Spellcraft]1d20+26[/dice]
[dice=Swim]1d20+8[/dice]
[dice=Use Magic Device]1d20+14[/dice]

Ability score breakdown:

Str 15(26): (+2@2nd/+2@4th/+1inherent/+6belt)
Dex 8(14): (+6belt)
Con 15(24): (+2@6th/+1inherent/+6belt)
Int 10(12): (+2@8th)
Wis 11(18): (+6headband/+1inherent)
Cha 18(30): (+2bonus/+1@4th,8th,12th,16th/+6headband)

Vincent 10th level:

Vincent Drago
Male human Dragon disciple 5/Sorcerer(Draconic Bloodline) 5
NG Medium humanoid (human)
Init +0; Senses blindsense 30 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+2 deflection, +1 dex, +5 natural)
hp 102 (1d6+16+35+30+10feat+5FC)
Fort +9 (+4base/+3con/+2cloak)
Ref +8 (+3base/+1dex/+2feat/+2cloak)
Will +10 (+7base/+1wis/+2cloak)
Resist Electricity 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen darkwood longspear +11 (1d8+8/19-20/×3)
or
. . bite +10 (1d6+7), 2 claws +10 (1d6+5 plus 1d6 electricity)
Space 5 ft.
Reach 5 ft. (10 ft. with +1 keen darkwood longspear)
Special Attacks breath weapon (10d6 electricity, 60 ft. line, DC 21, 2/day), claws (x2, 1d6 plus 1d6 electricity, treated as magic weapons, 9 rounds/day), dragon bite
Sorcerer Spells Known (CL 8th; concentration +14)
. . 4th (4/day)—fear (DC 20)(B), stoneskin
. . 3rd (6/day)—fireball (DC 19), fly(B), haste, lightning bolt (DC 19), water breathing
. . 2nd (8/day)—cat's grace, false life, invisibility, resist energy(B), spider climb
. . 1st (8/day)—enlarge person (DC 17), expeditious retreat, mage armor(B), magic missile, shield, shocking grasp, touch of the sea (DC 17)
. . 0 (at will)—acid splash, detect magic, disrupt undead, drench[UM] (DC 16), light, mage hand, mending, message

. . Bloodline Draconic: (Bronze Dragon[Electricity])
--------------------
Statistics
--------------------
Str 18/20, Dex 11/13, Con 14/16, Int 12, Wis 12, Cha 20/22(+1@4th/8th)
Base Atk +5; CMB +10; CMD 21
--------------
Feats
--------------
Level gained feats: (1st): Spell Penetration (3rd): Lightning reflexes (5th): Waterway Caster (7th): Expanded Arcana(+1 1st/+1 2nd) (9th): Expanded Arcana(+2 3rd)
Bonus feats: Eschew Materials(class); Grtr Spell Penetration(Human); Blind-fight(Bloodline), Toughness(Bloodline)

------------------
Traits
------------------
Ancient explorer: You are a student of the ancient history of Golarion, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.
Blood of dragons: Long ago, your ancestors’ blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

------------------------------------------------------------
Skills 60 sk pts./ 40 level/20 background
------------------------------------------------------------
Bluff +10: (+1rnk/+6cha/+3cs)
Craft (ships) +10: (+4rnks+1int+3cs+2tools)
Diplomacy +13: (+4rnks+6cha+3cs)
Fly +12: (+9rnks+0dex+3cs)
Intimidate +10: (+1rnk/+6cha/+3cs)
Knowledge (arcana) +10: (+6rnks+1int+3cs)
Knowledge (dungeoneering) +5: (+1rnk/+1int/+3cs)
Knowledge (engineering) +7: (+1rnk/+1int/+3cs)
Knowledge (geography) +5: (+1rnk/+1int/+3cs)
Knowledge (history) +8: (+3rnk/+1int/+3cs/+1trait)
Knowledge (local) +6: (+1rnk/+1int/+3cs/+1trait)
Knowledge (nature) +5: (+1rnk/+1int/+3cs)
Linguistics +4: (+3rnk/+1int)
Perception +10: (+6rnks/+1wis/+3cs)
Profession (sailor) +13: (+7rnks/+1wis/+3cs/+2competence)
Profession (siege engineer) +5: (+1rnk/+1int/+3cs)
Spellcraft +11: (+2rnk/+1int/+3cs/+5competence)
Swim +14: (+7rnk/+5str/+3cs/+2competence)
Use Magic Device +10: (+1rnk/+6cha/+3cs)

Languages Aquan, Auran, Common, Cyclops, Draconic, Elven
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Other Gear +1 keen darkwood longspear, amulet of natural armor +1, belt of physical perfection +2 , Besmara's tricorne, cloak of resistance +2, gloves of elvenkind[ARG], headband of alluring charisma +2, ring of protection +2, ring of sustenance, masterwork backpack[APG], masterwork shipwright tools, 2,900 gp
----------------------------
Special Abilities
----------------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (10d6 electricity, 60 ft. line, 2/day, DC 21) (Su) As a standard action, deal energy damage in area (Ref half).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Electricity Claws & Bite (9 rounds/day) (Su) As a free action, gain 2 claw attacks: (1d6+1d6 Electricity) that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural armor (+4)

---------------------------------------------
Draconic Bloodline abilities
---------------------------------------------
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

-----------------------------------------
Dragon disciple ablities
-----------------------------------------
Ability boost (Ex): +2 Str at 2nd lvl/+2 Str at 4th lvl
Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.
Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list.
Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.
Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.