Two questions about imperious bloodline capstone


Rules Questions

Scarab Sages

1) It says you cease aging, is this eternal life or does it function like some abilities where you dont age but you still die when you hit your maximum age.

2) What exactly us covered by immunity to negative energy and energy drain. Is it specifically the spell/ability or any drain type ability e.g. ability damage, level drain, etc?


1) It looks like eternal life to me.

2) It says "... immunnity to death effects and energy drain." There's no caveat stating "spell-like" etc, so all death effects and energy drain. It doesn't say "Negative Energy" though so you're immune to that (unless there's a ruling somewhere that I haven't seen that says negative energy counts as death effects).


Infact, Robes of Arcane Heritage make Imperious bloodline the earliest method of explicit immortality besides that Druid archetype.


MrCharisma wrote:
It doesn't say "Negative Energy" though so you're NOT immune to that ...

Derp, I missed one word =P

Scarab Sages

. . . Where did I post my response to you, it was meant to be in this thread awhile back?

Anyway I figured you'd just mistyped as I do often since I'm usually doing other things while browsing. Still here's the response.

I read negative into the thing myself and only realized it wasn't there when I read yours. Hmm so immune to level drain and death effects but engative energy and ability damage is still an issue. Hmmm this will require much weighing. Do I want not needing to sleep, eat, drink and immune to death effects and energy drain or do I want to stay with the elemental bloodline and immunity to critical hits and sneak attacks . . . This is going to be close. I think the eat, drink, sleep, death effect and energy drain is a bit easier to aquire (ring of sustenance + scarab of protection) than blocking all sneak attacks and crits.

Nice robe and you can swap it out when you hit lvl 20.


1) Yes, it's eternal life. There are other "ageless" abilities that still cause you to die when your time is up and you stop taking penalties from aging, but those are explicitly enumerated in that ability's description, such as for druids and monks. This doesn't have that, so it is eternal life.

2) Ability Drain, Negative Energy, Energy Drain, and Death effects are all separate things. You don't become immune to Ability Drain or Negative Energy, but you do become immune to Energy Drain and Death effects. For instance, you'd still be susceptible to the damage from an Evil Cleric's Channel Negative Energy (because you don't gain Negative Energy Affinity and you are still considered a living creature), but you'd be immune to the Energy Drain that gives you a Negative level from a Vampire Spawn's slam attack.

FAQ for Energy Drain & Death effects

Negative Energy Affinity FAQ

Energy Drain wrote:

Energy Drain (Su)*

This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Ability Damage & Drain wrote:

Ability Score Damage

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.

Intelligence: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence. A character with an Intelligence score of 0 is comatose.

Wisdom: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

Charisma: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.

Ability Score Penalties

Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

Ability Drain

Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Two questions about imperious bloodline capstone All Messageboards

Want to post a reply? Sign in.