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I've decided to try and use the playtest rules to make a playable Satyr. It's not going to get the same level of performance as the monster - it's pretty much a downgrade across the board, but it should be playable. It's an Advanced Race costing 24 RP and should be on par with the Drow Noble and Svirfneblin.

Satyr
+2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Charisma: Satyrs combine impressive personal magnetism with raw physicality but lack the patience for deep reasoning.

Fey: Satyrs are creatures of the Fey type.

Medium: Satyrs are Medium creatures and have no bonuses or penalties due to their size.

Fast Speed: Satyrs have a base speed of 40 feet.

Low-Light Vision: Satyrs can see twice as far as humans in conditions of dim light.

Natural Armor: Satyrs have a +3 natural armor bonus.

Damage Resistance: Satyrs have DR 5/cold iron.

Natural Attack: Satyrs can gore with their horns as a primary natural attack for 1d6 piercing damage.

Keen Senses: Satyrs receive a +2 racial bonus to Perception.

Talented: Satyrs receive a +2 racial bonus to one Perform skill of their choice.

Elusive: Satyrs receive a +2 racial bonus to Stealth.

Fey Charm: Satyrs can use charm person as a spell-like ability 3/day. The caster level for this effect is equal to the Satyr's character level. The DC for this effect is equal to 11 + the Satyr's Charisma modifier.

Languages: Satyrs begin play speaking Common and Sylvan. Satyrs with high Intelligence can choose from the following: Draconic, Dwarven, Elven, Giant, Gnome, Goblin, and Orc.

Here's the RPs:

Fey (1 RP)
Medium Size (0 RP)
Normal Speed (0 RP)
Advanced Modifiers (4 RP)
Standard Language Array (1 RP)
Fast (1 RP)
Fey Damage Resistance (3 RP)
Improved Natural Armor (1 RP)
Improved Natural Armor (1 RP)
Low-Light Vision (0 RP)
Natural Armor (2 RP)
Natural Attack (1 RP)
Skill Bonus (2 RP)
Skill Bonus (2 RP)
Skill Bonus (2 RP)
Spell-Like Ability (1 RP)
Spell-Like Ability (1 RP)
Spell-Like Ability (1 RP)


Since I'm not sure where to post this, I figured this might work. I've looked through all of the races without racial HD and I've noticed that none of them have a -2 Dex. Every other ability score shows up with a penalty on one race or another except for Dex. Conversely, Dex seems to show up rather frequently with a bonus.

So, is there some mechanical reason that playable races don't tend to have a Dex penalty?


The Vanara have a prehensile tail that can be used to carry things but not to wield weapons.

Prehensile Tail (Ex): All vanaras have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons as a swift action.

So, with this in mind, I want to build a Vanara Gunslinger. Some of my ideas revolve around the tail, and it leaves me with the following questions:

1) Can the tail turn the barrels of a pepperbox? I'm hoping so, because a dual pepperbox wielding gunslinger that flicks his tail back and forth from gun to gun allowing a massive full attack just sounds awesome!

2) Can the tail hold a firearm while it's being reloaded keeping one hand free to do something outside of the reloading (perhaps hold a rapier)?


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We all know that players love to min-max, and we all know that many GMs have a bit of that in them too. Normally, we think that GMs should hold back, or we hear the tired crap that a GM can always outgun the players so it's a pointless game. I call bullshit on that.

The CR system is set up with ways to make monsters for an appropriate challenge. Some say it's not well-balanced enough to use, but I say it's as well-balanced as the various PC classes are when compared to one another.

So, with that in mind, what are some of the nasty combos that can be made using the CR system. Use the various methods of advancing monsters as seen in the Bestiary appendix, and come up with something nasty.


No, not what you were thinking. Shame on you.

How many hands does it take to use musical instruments? Most string instruments are going to take two hands, right? How about wind instruments? Keyboards? Percussion?

Can a Bard still cast a spell while maintaining Bardic Performance if the spell requires Somatic components (and/or Verbal in the case of Wind Instruments)?


The Dervish Dancer Bard gets Versatile Dance at 2nd level. Here's the text:

Versatile Dance (Ex)

At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics.

This ability replaces versatile performance.

So, assuming that a 2nd level Dervish Dancer Bard with ranks in Perform (dance) has no actual ranks in Acrobatics, can he still use it as if he were Trained (since he has ranks in Perform and is using that bonus)?


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What if humans suddenly became extinct on the face of Golarion? Magical curse, plague, something wipes out everything with the human subtype (screw you too, half-elves and half-orcs). Now most of Avistan will be heavily depopulated, so what would happen?


4 people marked this as FAQ candidate.

The Sulis are introduced in Bestiary 3. They are another of the Outsider (native) races, and there is no mention of them having Darkvivion. Normally Outsiders all have Darkvision 60 ft., so is the Suli meant to be an exception, or should they have Darkvision 60 ft. (in addition to the Low-Light Vision mentioned in their Bestiary 3 entry)?


OK, so looking at ride I can make my combat-trained mount attack with a DC 10 ride check. However, looking at the Handle Animal skill, we can see that Combat-Trained mounts only get the Attack trick taught once - not enough for them to attack creatures other than humanoids, monstrous humanoids, and other animals. Since combat-training takes all six tricks that an animal can learn, it can never learn the second attack trick. So to get the horse to plant some hooves on the skeleton, I need to push it - a full round action. Yuck.

Any way to make non-animal companion mounts able to attack non-humanoid/monstrous humanoids/animals?

BTW, it also strikes me as silly that native outsiders like aasimar have no fear from most enemy mounts and attack/guard animals.


2 people marked this as FAQ candidate.

Can a high-level paladin that is immune to compulsions benefit from (be the target of) Aid, Bless, Good Hope, Heroism, Prayer (the beneficial aspects), Rage and similar spells?


So I add the armor bonus, cost, and weight. I use the worst movement, ACP, and max dex. If I have all three areas covered I have a suit which is +1 AC but +5% ASF if it's a mixed suit.

So Chain torso, Scale arms, and Scale legs gives me +7 AC with +3 Max Dex, -2 ACP, 35% ASF, 30 ft. move, and 40 lbs. weight for 120 gp.

Better AC than a Breatplate with no reduction in movement rate (unlike a Breastplate) and only costs 120 gp. the only real downside is that the suit weighs 10 lbs. more than the Breastplate.

Am I doing this right?


When a Beastmorph Alchemist/Master Chymist uses Mutate, do the effects of Beastform Mutagen (including the Improved, Greater, and Grand versions) carry over? I think they would, but since it seems pretty powerful to allow so much flexibility (I know, flexibility is what the Alchemist is all about) to allow so many options with each transformation, I'm asking for clarification/confirmation.

Also, the Nimble Advanced Mutagen has me scratching my head a bit. What is the point of the natural armor bonus it provides since it doesn't appear to stack with the natural armor bonus from the mutagens? Also, why natural armor from being nimble? Should this be a Dodge bonus (perhaps at 1/3 of class level if 1/2 is too much) instead of a natural armor bonus?


So what does Artokus Kirran do with the seventh vial of Sun Orchid Elixir that he holds back each year? It indicates that he takes it himself, but that seems odd considering that, as a human, he wouldn't really need it more often than every 5-15 years (and the lesser end of that is only for vanity). If he only uses every tenth dose, then he should have a great many vials saved up, right?


A Half-Orc taking Toothy instead of Orc Ferocity gains a bite that is a primary natural attack that deals 1d4 piercing damage. Just a few questions:

1) If the Half-Orc has no other natural attacks and is not using any manufactured weapons, then the attack adds 1-1/2 times the Str bonus to damage, right?

2) If the Half-Orc has other natural attacks then it only adds Str bonus to damage even if it isn't attacking with the other natural attacks, right?

3) In either of the above cases, using manufactured weapons reduces the bite to a secondary natural attack with -5 to hit and 1/2 the Str bonus to damage, right?

4) The bite provided by Toothy is a special exception to the rule that Bite attacks normally inflict B/P/S damage since it is specified to do only P damage, right?


Is there anything in the rules preventing the Planar Binding line of spells from being used to call and trap an Improved Familiar such as an Imp, a Lyrakien, a Mephit, or a Small Elemental. I know that the Familiar can use the save of its master (assuming it's higher) and that it counts as having HD equal to the master's class level, but assuming that the caster of the Planar Binding can deal with these factors, is it a rules legal play?


1 person marked this as FAQ candidate.

Is it possible to use a Calling spell like Planar Ally or (more likely) Planar Binding on a Summoner's Eidolon?


The Cheliax companion notes:

Some faiths, however, are forbidden upon pain of torture and execution. These include the worship of any god of chaos or any demon or devil other than Asmodeus.

I understand the outlawing of demon and daemon cults, but the part about outlawing the worship of other devils doesn't seem quite right. To elaborate, this is from Faiths of Corruption:

Asmodeus, being by far the most powerful being in all the layers of Hell, does not see the worship of his archdevils as a threat, knowing that their worship is an extension of his own.

So, am I the only one seeing a conflict here?


After reading the Azlanti entry from Humans of Golarion, I'm left to wonder if I'm reading it correctly.

I gather from the last few paragraphs (before the Gillman discussion) that there are still some living humans that are ethnically Azlanti. They are not the original pureblooded Azlanti (those from the Inner Sea World Guide that get the +2 to all Ability Scores), but they have the physical characteristics (purple eyes, high hairlines, etc.), cultural leanings (like no surnames), and they start knowing the Azlanti language in addition to Common.

The existence of descendents with a strong enough identity to claim Azlanti heritage seems to conflict with statements made in there that the ethnicity is "functionally extinct" found in the same product.

So, do small communities of modern Azlanti (not the original pureblooded type) still exist in your Golarion?


I've been making some opponents for my PCs and some of them involve adding character classes. The most recent one that is coming up involves an Aboleth Alchemist. Weird, but it could be fun. Here's a few questions:

1) is it correct that, when using a mutagen, the +2 natural armor is ignored since it is less than the +11 natural armor of the Aboleth and it's not listed as an enhancement bonus to natural armor?

2) When using feral mutagen, does the Aboleth get the two claws and the bite attack in addition to the four tentacles?

3) When using feral mutagen, would the correct damage values be 2d6 for the claws and 3d6 for the bite (the Aboleth is Huge)? What Reach would these attack have?


Cettigne being the formerly independent city-state in south-central Molthune described in the Inner Sea World Guide page 124.


Can an undead antipaladin sue touch of corruption on himself as a swift action in the same way a paladin can use lay on hands on himself?


Ever looked at a creature and wondered why it didn't have a particular natural attack? We've seen ways that half-orcs can develop their tusks sufficiently to get a bite attack, but what about other creatures?

I'm going to throw out the first one and hopefully others will follow.

1) Gnolls. Why no bite attack?


Until recently, I had thought that all ability score requirements for feats were intended to be odd values. I've now been seeing a few feats that have even values for their prerequisites, and I'm wondering if this is a shift in thinking or if these are anomalies that should be altered to follow the "rule" of odd values. It's just a minor thing, but for some reason it strikes me as being off.


Using the Monsters as PCs rules from the Bestiary, I understand how to figure out their class levels including the effects of racial HD, but I am uncertain how to determine the ability scores.

Do these monsters simply adjust what they have with the set +4, +4, +2, +2, +0, -2 modifiers (as would a NPC monster with class levels), or should ability modifiers be pulled out from their baseline stats and use to modify the point-buy level used in the campaign?

For example (assuming that monstrous PCs are allowed), a Gnoll (CR 1) Ranger 1 can be taken as an equivalent to most races at Ranger 2. The standard gnoll is Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8. With the PC class array of modifiers, we could get something like Str 19, Dex 14, Con 15, Int 8, Wis 13, Cha 6. When pulling out to find the modifiers, we get +4 Str, +2 Con, -2 Int, -2 Cha. Applying these to 20 point buy we might see something like Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha 5.

Peeling back to get the modifiers obviously allows for more min-maxing, and it also makes adjusting for the group's point buy easier, but perhaps the monsters should take a hit and have to use the PC class levels set for balance.

How would you recommend handling ability scores for monsters with racial HD used as PCs?


A brotherhood of ghoul warrior-monks takes vows to only eat the dead that have fallen in battle - those found to have survived a battle have their wounds tended to by the monks (with the Heal skill). Killing another expressly for the purposes of eating them is forbidden by the vows as is eating anyone killed by the monk, another member of the brotherhood, or anyone in direct service to the brotherhood. The rest of the time the monks ascetically endure their hunger (which per Classic Horrors Revisited never results in actual debilitation).

While these could easily be LE, I'm wondering if LN would be possible?


When making powerful bad guys, is it legal to apply the Advanced Creature template to them to give them an overall boost in effectiveness, or is this template only intended for monsters that don't advance by character class?

When a template grants DR, resistances, or spell-like abilities based upon Hit Dice, do Hit Dice gained from class levels count or are only racial Hit Dice considered?


OK, here's the Fear Aura of the Lich from the Bestiary (1):

Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. This is a mind-affecting fear effect.

So here are my questions:
1) If a creature has less than 5 HD, no duration is mentioned. Should the frightened condition last for a number of rounds equal to the lich's Hit Dice in the same manner as the shaken condition for higher HD creatures?

2) If a creature fails the save and the duration of the shaken (or frightened) condition has expired, does the creature have to make another save if they remain in the 60-foot radius? Would this then be repeated every (lich's Hit Dice) rounds until the creature successfully saves (which grants 24 hours of immunity)?


The favored weapon of Asmodeus is listed in several places (Core Rulebook, Faiths of Corruption, and the Inner Sea World Guide) as simply "Mace" without any indication of whether it is the light mace or the heavy mace. Since both are simple weapons, it won't really matter to Clerics and Inquisitors as far as proficiency goes, but there are some spell effects that are specific to the favored weapon. Which should it be?


I'd like to use them but I'm not sure how sound they are. Looking over some of the vehicles, there seems to be some oddities in the stats, so I have worries there too. So, anyone actually using these, and if so, how well do they play?

If you're not using them (and you've read this far), why not?


Like the title says.


I have a character build in mind that concentrates on thrown weapons, and while daggers were the first thought, the rope dagger looks great. While it will require an Exotic Weapon Proficiency to use, it won't require Quick Draw for multiple attacks. Snap Shot and the Improved version look great for AoOs.

However, I have a few basic questions on the rope dart:
1) How many hands does it take to wield it?
2) Can this weapon really be used out to 5 range increments (100 feet total)? The description states a 12 ft. cord, but that's not even long enough for one range increment (20 ft.).


I've tired of the min-max possibilities and some of the "gray rules" in Reincarnate, so I've decided to house rule it thusly:

When you use Reincarnate, you effectively rebuild your character to the new race. Class levels cannot be changed, but feats, skills, and languages can be altered to account for the new race - for example a former elf that no longer has proficiency in the longsword now that he's a dwarf can/must drop Weapon Focus (longsword) and replace it with another feat.

The character is effectively fully comfortable with the changes and his mind rationalizes away the differences. While the former-elf-now-dwarf may remember he once spoke elven but now speaks dwarven, this is simply accepted as part of the change.

The magic also grants the new life the benefit of youth, starting at whatever the race would have for the class taken at first level. However, this is a complete change - physical penalties are washed away but so too are mental bonuses since the 'new you' is young of spirit too.


Several creatures have natural spellcasting ability (apart from spell-like abilities) without actually having spellcasting class levels. Dragons having natural Sorcerer spellcasting is the most obvious example.

I am considering making some thematic changes to a few creatures that involve swapping out the class associated with a given creature types natural spellcasting abilities.

First up comes the Celestials. I note that the Planetar (Angel), Solar (Angel), Ghaele (Azata), Star Archon, and Trumpet Archon all cast spells as Clerics. I'm fine with the natural spellcasting, but I feel that swapping it for Oracle spellcasting (spontaneous) is a better fit. This gives the creature a tighter limit on spell variety (as opposed to the ever-expanding full Cleric spell list) as well as removing the need for a DF component. This last part is pretty important in my eyes since Celestials are not necessarily tied to gods.


Assuming that monstrous races without racial HD are allowed as PCs for a moment, is there any downside to a merfolk synthesist summoner?

As near as I can tell, it'll get the land speed of the eidolon, so the main drawback to the merfolk is pretty much negated whenever the eidolon is in play.


These questions all apply to the White-Haired Witch archetype from the Dragon Empires Primer.

1) Does the hair attack add Strength to the attack roll and to damage (in addition to Intelligence)?

2) If the hair is the W-HW's only natural attack (which is likely) does it add 1 1/2 times the W-HW's Strength modifier to damage (in addition to intelligence)?

3) Can the entire reach be used for attacks of opportunity?

4) Since Pull is a free action, can the W-HW use it multiple times in a single turn to reel in an enemy?

5) Is a W-HW actually required to have white hair?


Actual scenario coming up in the next session: Characters are on a keelboat in moderate winds with rain when they are attacked by a sea creature.

Moderate wind doesn't seem cause any effects, but the rain causes visibility range to be halved and -4 to Perception. What effect does halving the visibility range actually have? Rain also causes the same effect as severe winds to to flames, ranged weapon attacks, and Perception. The effect on flames and ranged weapons is clear, but does this mean that there is another -4 to Perception for a cumulative -8 penalty?

Also, can a creature attacking from the water (reach 10 ft.) use the water and/or the edge of the ship as either concealment or cover? I'm thinking concealment (20% miss chance), but maybe partial cover might work better. I'm also thinking it should work both ways. Opinions?


Spell-like abilities don't usually require somatic or verbal components, but they do grant attacks of opportunity. So, just how noticeable are they when used? Is a paladin using detect evil going to look like Chuck having a flash?

Can Spellcraft be used to determine which spell the spell-like ability is equivalent to despite there not being any verbal or somatic clues?


I've heard one argument against Prestige Classes that centers on too many irrelevant levels that don't really do anything that the base classes don't meaning that the PrC should only be a few levels. The counter is that this will make the PrC an optimized dip and frontload it by default since there are not enough levels to spread the good stuff out.

So, how about this solution:

1) Create a multi level PrC, likely only 3-5 level.
2) List the Prerequisites for each level of the PrC. Take care that the abilities granted at any level are necessary to take the higher level, but make sure that at least some interrupt prevents optimized power-diving into the next level(s).

As a generic example:

X Class (3 levels)
Prerequisites (1st Level): BAB +3, Skill A 5 ranks, Skill B 5 ranks, Feat X
Grants: HD, BAB, Saves, skill ranks, class skill list, Special Ability X

Prerequisites (2nd level): BAB +6, Skill A 9 ranks, Skill B 9 ranks, Feat X, Feat Y, Special Ability X
Grants: HD, BAB, Saves, skill ranks, Special Ability Y

Prerequisites (3rd level): BAB, +9, Skill A 13 ranks, Skill B 13 ranks, Feat X, Feat Y, Feat Z, Special Ability X, Special Ability Y
Grants: HD, BAB, Saves, skill ranks, Special Ability Z

This means that the 1st level of X Class could be taken as a character's 6th level, the 2nd level of X Class could be taken as soon as a character's 10th level, and the 3rd (and final) level of X Class could be taken as soon as a character's 14th level.

With the levels split this way, the special abilities given at each level could be strong without fearing that the class is frontloaded yet there don't need to be dead levels built in to stretch it out.


If a human gains racial hit dice, such as from becoming a Skeletal Champion, does Skilled grant an extra skill point for each of the racial HD?

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

From the wording of Skilled, I'm inclined to believe it only applies to increases in level, but I figured I'd check.


This is what I have for an Eidolon of a Summoner 8 (Half-Elf with favored class adding to EP and one selection of Extra Evolution giving a total of 14EP).

Biped = +2 Natural Armor
8th Level Summoner = +6 Natural Armor
Improved Natural Armor (evolution) = +2 Natural Armor
Improved Natural Armor (evolution) = +2 Natural Armor

So that's +12 Natural Armor.

Now we have a base Dexterity of 15, but two selections of Ability Increase (Dex) make it a 19 and then add in the Dodge feat.

The Summoner has also given it a Ring of Protection +1 and Bracers of Armor +2 (only 6,000 gp worth of gear - pretty small change for 8th level).

So I'm getting AC 30 (touch 16, flat-footed 25) in total. This seems really high for 8th level. According to the Bestiary, that's an appropriate AC for a CR 15 monster. Am I doing something wrong, or are Eidolons just intended to have high AC very easily?


OK, I have need of an antipaladin to appear in disguise. It's a class skill for them and so too is Bluff and with Undetectable Alignment we are off to a good start. However, there seems to be a problem.

How does the antipaladin disguise himself when he has a 'palpable' Aura of Despair surrounding himself? And no, having him be unconscious the entire time is not an option.


Here's my problem: Im a GM and one of my players took a Blackblade Magus and she wants me to roleplay the personality of her blackblade. She's always asking if the sword has any opinions on various things and otherwise trying to engage in conversations with it. Great character hook, right? Well, not really since she never wants to interact with other NPCs and somtimes not even with the other PCs. At times, it almost seems like a way to steal spotlight time since she expects me (as GM) to participate one-on-one in these interactions. I heard from the other player that came with her that she often plays wizards or sorcerers with familiars and does the same thing.

Next session I'm going to tell her that since the blackblade is part of her character that it's her burden to roleplay it. I have enough NPCs to deal with. Is this being unreasonable?


Eidolons (and those mounts paladins use) can move back to their extraplanar homes taking whatever they are wearing/carrying with them. OK, but now a problem. If I kill an Eidolon that happens to have some nice magic items on it and it goes away taking those items with it, right? So my loot disappears and I get nothing?


Can an Eidolon that has Limbs (arms) use Bracers of Armor?

If so, and assuming that all of its usual armor points have gone into natural armor and since the Summoner is likely to wear actual armor, this seems like a strong option.


Does Golarion have one (or more) moon(s)? Any other celestial features like visible rings?


I had a discussion yesterday at the FLGS with a young lady that is a D&D4e fan. She brough up a few gripes about Pathfinder (no surprise), but one that struck me was this:

She had stated that she disliked that friendlies provide cover bonuses to ranged attacks and than Precise Shot with the prerequisite Point Blank Shot were so necessary for making ranged attacks that they precluded the use of ranged weapons except for those characters made specifically for ranged attacks. She also said that this included casters that want to use rays.

I disagreed and stated that in my party of six everyone uses ranged weapons when the foe is at a distance (usually more than 100 feet), but everyone (even the ranger that's very good with a bow) puts them away when the fight closes to melee and draws out melee weapons even if this costs them a turn of not doing damage. She thought this was 'weird' and said that that's not what shes seen in most Pathfinder games.

Is it so odd?


As a GM, I'm already loathing the Summoner, and here are a few of my questions that popped up last game:

1) If a Summoner begins using his 1 minute ritual to summon his eidolon, do monsters summoned by his summon monster SLA remain in play until the ritual is complete, or does starting the ritual shut this ability down?

2) What type of action does the ritual require for each turn of the minute?

3)Does performing the ritual provoke attacks of opportunity?


I'm building a very powerful Unfettered Eidolon that is a high-level Wizard's unwilling enforcer. The Wizard vanquished a Summoner rival and then used the True Name arcane discovery to 'steal' the Eidolon for his own use.

Now I'm left to build it. I'm curious if the usual Eidolon restrictions on maximum attacks apply to an Unfettered Eidolon. Likewise, is it limited to only the evolutions shown or can in purchase others including the ones from Ultimate Magic)?


I can't seem picture what elven eyes in Pathfinder are supposed to look like. From various sources we have several varying descriptions, so which is correct?

1) Elves have large blue, green, violet, amber, or red irises and large black pupils leaving no visible whites to their eyes. (This is often pictured in Elves of Golarion and the CRB).

2) Elves have large blue, green, violet, amber, or red irises and large colored pupils (presumably colored in a darker shade of the iris color) leaving no visible whites to their eyes nor the typical black pupil. (The bit on colored pupils come from the text in the CRB).

3) Elves have monochromatic eyes of blue, green, violet, amber or red with no visible irises, pupils, or whites to their eyes.

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