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Are fey immortal? I know if they die in the First World they often reform or reincarnate, but how about in general? Do they age, and do they die of old age eventually? If they do, how long are their natural lifespans?
This is especially important to know, and also especially difficult to simply infer, for Gathlain PCs. Supposedly, they develop from their seed as adolescent fey... and that's all anything tells us, as far as I can find. There's no age track table nor any mention of which track they use in any of the books that they're in. How would one determine starting age or when to apply age categories?
The only other thing I can find in regards to the ages/aging of fey is this sentence from the fluff text of the Fey Creature template:

Bestiary 3 wrote:
They live long lives, barring death by misadventure, and rarely show outward signs of age.

That, however, is from a template that can be added to a creature, so it may only be referring comparatively to the base creature. It's also not particularly helpful either way.

Both Admonishing Ray and Boneshaker are 2nd-level spells on the Wizard and Cleric spell lists, and both deal a nice amount of damage. I'm wondering which is better at which levels and in which situations.

Admonishing Ray is Close range, requires no save, and is a Force spell, but deals nonlethal damage and requires a ranged touch attack. It can also eventually spread its targeting to over multiple creatures if desired. As nonlethal damage, it can't hurt undead.

Boneshaker is Medium range, requires no attack roll, deals uncapped lethal untyped damage, and can shift the target 5 feet, but allows a Fort save for half damage and negating the movement. It also has a completely different effect on undead, forcing them to spend an immediate action to move or attack. Furthermore, it requires an inexpensive focus component. Boneshaker appears on more spell lists than Admonishing Ray.

Both spells also scale their damage very differently, and both are affected by Spell Resistance. Both spells have both verbal and somatic components.

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Just think about it.

Pretty much what the title says. I'll start.
All Diehard really does is allow you to kill yourself faster by letting you burn multiple Resolve points and then having the enemy smack you one more time and you have to spend more Resolve. It should have been named Die-Easy.
Also, YOU LITERALLY NEED ENGINEERING TRAINING AND A FEAT TO PUT AN OBJECT ON TOP OF ANOTHER OBJECT. And it falls over by itself in a few seconds anyway! I'm not sure whether that's hilarious or enraging, but it's definitely at least weird.

Looking at the weapon choices, it seems like you're constantly needing to buy the newest weapons in order to stay actually playable, so who would pay to enhance a weapon you're just going to throw away in a couple sessions? You can't seriously be expected to pay for a really high level Fusion Seal at low level, so is it just for the weapon types that only have a few versions spaced out across large gaps, or am I missing something?

The Sha'ir archetype for the Occultist, although kind of underpowered, is a really appealing flavour to spin a character around and eliminates the need to (possibly literally, in some cases) juggle items in order to cast your spells. But I have a bigger problem in planning a Sha'ir than having fewer Resonant Powers and strangely staggered spell access: making sure your little Jin buddies aren't easily killed.

The Jin aren't familiars, so they don't have some of the built-in defenses of the traditional Wizardly/Witchy/etc. pals like Improved Evasion or, later, Spell Resistance. Sure, they use your base saves if better than their own (thankfully, Occultist has 2 good saves, Fort and Will, and the Jin other than Earth have good Reflex) and have half your hit points (so picking up Toughness and improving your own Con will technically give them a bit more). Being Elementals, they're immune to precision damage and several nasty afflictions, but AoE damage is their real problem, like most companions.
The Air Elemental Jin has a 100 foot, perfect maneuverability fly speed, so it will fare a bit better than the others by flying in the air, and the Fire Jin has a fast land speed, but the Earth Jin's burrow speed may not work in all terrain and the poor Water Jin is stuck with its measly 20 foot speed unless you're underwater. Furthermore, regardless of which you pick, they can't be more than 30 feet from you if you want to have access to your spells, Resonant Powers, and Focus Powers (and you can't put them in an extradimensional space because that would mean they're on a different plane from you).
The most troubling non-combat issues are that Fire Elementals cannot enter any non-flammable liquid, such as water, and that commoners may freak out a bit when someone walks through a little farming hamlet with multiple Tiny Outsiders in tow.
The most obvious solution is a Familiar Satchel:

Familiar Satchel wrote:
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.

It weighs 6 pounds, only costs 25gp, and does not specify that the creature needs to be a Familiar, though it doesn't say what material it's made of. A Jin, being a Small Elemental with the Young template (and therefore Tiny-sized), would fit in the satchel, though you get an additional Jin at 6th level and 14th level. I'm also unsure if a Fire Jin would burn the satchel if placed inside (maybe if you lined it with something non-flammable?).

So, any other ideas?

On a related note: does anyone know how the HP works when you use Augment Jin?

OR "How I learned to stop competing and form Voltron."

So a few threads (notably including the AM BARBARIAN and numerous Kitsune Fox Shape discussions) have gotten me thinking:
Could you build a party that fits into one or two creatures' spaces, functions as a single unit, or just takes up as little space as possible? Just make the rest of the party easily portable for one other member? Can you gestalt without gestalting?
Just a thought experiment, so post your ideas and concepts freely!
Here's some of the jumbled mess I like to call ideas to get this started:

A mounted character is a pretty obvious start, and a cohort or even a PC can function as a mount. Wild Shape-focused Druid, Synthesist Summoner, Mooncursed Barbarian, and Agathiel Vigilante would all likely work for a mount.

A Kitsune that casts psychic magic can cast its spells in Fox Shape without any additional feats because of the Thought and Emotion components, and a fox is Tiny size, so it could easily ride along on another party member (YMMV according to rulings on sharing spaces).

Some races have feats or alternate racial traits that allow them to benefit from sharing spaces with an ally who also has them (e.g. Kobolds with Shoulder to Shoulder).

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It seems to me that, because of the Evangelist's Aligned Class ability, you gain many other powers and benefits for a relatively small cost. Kineticist is notoriously incapable of multiclassing, so would this be a solution? Is it a good trade? What deity would you choose? And with what element(s)?

I'm personally considering this for a mono-element Pyro with Sarenrae as a deity, possibly VMC Oracle (Flame Mystery, Powerless Prophecy Curse). It already mostly fits with the concept I had for him, so why not?

Can you threaten with one weapon, but attack with another weapon that doesn't and still get the benefits of flanking?

My specific desire is to use Tail Terror with a Long Lash Kobold Tail Attachment (a Reach weapon) in order to qualify for sneak attacks (from the Bushwacker archetype) with a pistol.
Theoretically, if I'm threatening it with my tail lash, it's still something the enemy has to worry about, so it should still disrupt them even if I'm not attacking with the thing that's technically threatening their space. I remember reading somewhere that you don't count as wielding one thing if you attacked with something else, though, so I'm not sure if this works.
I know I could eventually do this with Improved Snap Shot, but I'd rather my frontlining high-AC Pistolero (Have you SEEN all the AC bonuses Kobold Gunslingers get? He could be an unhittable little terror!) not have to wait until 15th level or so to come online with some actual damage, and I wouldn't mind having 2 feats left over at high level when I can afford a second magic gun for Two-Weapon Fighting and Improved TWF (probably at 17th and 19th level if I do get them, but who knows?), though I probably won't be able to since Bushwacker trades out bonus feats.

So I'm sure everyone has noticed the way Pathfinder notes fractions. For example, for some things it's "1/2" but for others it's "1 for every 2."
This (along with seeing someone somewhere say as much) led me to assume that Pathfinder rounds fractions (the former expression) up, while not doing so for written-out (the latter) expressions.
This, however, is not the case (as stated by one small line in the CRB), which brings up the question of "Why consistently use two separate methods of notation if they mean the same?" Is it simply lack of communication? Was it initially meant to be different but changed somewhere along the way? I was under the impression that books need to keep their word count down, so why ever write it out when a fraction will suffice?

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So, I was originally going to make this thread about just my own topic, but I decided that maybe this could be fun for a lot of things.

Have you ever noticed something in the game that's completely inane, inconsequential, and silly, and makes no difference to anyone, but you notice and remember it's a bit off or just wrong anyway?
Here's mine: maple syrup is the same price as honey (both 1gp per pound), but it should be a great deal more expensive!

I absolutely adore the flavour and mechanics of TPK Games' Malefactor class, and I've been planning on playing one, but I'm not sure if there are things that should be changed in order for it to keep up with other classes (I'm not expecting it to stand up to 9-level casters, of course, just other martials and partial casters).
For example, the 3/4 BAB worries me a little. The Strife pool also seems a little small for something you're going to use for almost every ability other than basic maledictions, especially because you're only 3/4 BAB (and without melee allies on the same target as you because of your aura) and Strife Surge only works on a 5% chance before 20th level (then it's 10%), and only activated by targets in a 10 foot radius.
Has anyone played this class to give some idea if my concerns are warranted? Or perhaps just someone with a better eye for balance?

A Demon Talon is a magic item that replaces a lost arm by grafting itself onto where an arm used to be, and it consists of, basically, a demon's arm. Since it is a magic item with a magic aura, it can be dispelled; the questions remaining are really when/in what state and in what capacity?

Can it only be dispelled before being grafted onto a body, meaning the magic on the item is specifically for the graft, or can it be dispelled AFTER the graft has taken place as well? I think the crafting requirements of Limited Wish and Regenerate would likely suggest the former, meaning that the item just counts as a part of the recipient's body afterward.
Also, what happens when it IS dispelled? I would assume that if it was dispelled while unattached, the arm would just die and become useless (unless something else happens to a fiend's severed body parts that I'm unaware of, like vanishing back to its home plane, or hopping around as a disembodied limb). If it can, indeed, be dispelled once attached, would it fall off, or would it just go limp (and if it did fall off, would the person be bleeding as from a wound, or would the wound be closed already? Would it only fall off if hit with Mage's Disjunction?)?
Of course, not only would all this be important to know in case a character's Demon Talon is targeted by a Dispel Magic, but also for how it would function in an anti-magic field.