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3 people marked this as FAQ candidate.

So this issue had a thread made already a few years ago, but it got derailed and never got any meaningful reply, hence why I am asking again.

So the Geneturge Mystic Connection has Reject Augmentations as it's 4th caster level bonus spell, but it's a 2nd level spell for the Mystic not a 4th level one. Is this just an oversight? Was Reject Augmentations suppose to be a multi level spell like Flight or Mystic Cure and when it got turned into a static 2nd level spell was this never changed?

I'd love some clarification on how this is suppose to be.


So, we've had a long standing debate in how the Suggestion spell works in combat, namely our GM treating it as a lesser form of Mind Control. The first time it happened The Mind Flayer made several us drop our weapons and stand still while surrounded by it's goblin minions.

Unsurprising doing this by my argument breaks the "Asking the creature to do some obviously harmful act automatically negates the effect of the spell" clause of the spell, as dropping your weapon while surrounded by enemies who also have melee weapons out and standing still seems rather harmful. Not to mention picking up your weapon and provoking AoO.

I've explained multiple times that this is the kind of spell that is cast by a sneaky spellcasting type, to make a guard think he may wanna go to the bathroom soon, or go check another part of the ramparts so she can sneak by, it suggests, not enforces a course of action, one that must sound reasonable and rational to the affected person, of which as I said above dropping your weapons and standing still while sounded by enemies isn't either of those.

But the debate hasn't been settled yet, and we got jumped by not one but five of the squidheads at the end of last session, so I know this will come up again, and after the snafu that lead to this situation in the first place, (caused by multiple party members not coordinating or even paying attention to things said/done), I really want this to be a non-issue as it should have been from the first time it came up.


I want to know so I can get the book for myself, but I can't find anything about it on google, d20pfsrd or AoN.


https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/scar ves-of-the-stinging-dancer/

So I'm curious with the above item when it's counter attack magic missile effect is proc'd, how many missiles are shot and how many charges of it's starting 50 does are used?

It says the magic missile is caster level 3, so by the spell that is 2 missiles doing 1d4+1 each. So each time it's effect is proc'd that would use two charges?


So drawing ammunition, which shuriken count as is a free action, so having ten of them in a spring-loaded wrist sheath (which can hold 1 pound of ammo, of which 10 shuriken equates to) and dispensing them as a swift action, does what for me?

I don't understand any obvious advantages as far as actions go, there's the +2 to conceal the sheath but that's about it.

Anything other then rule of cool having one of these would do for me?


So I'm going to be playing a natural Lycanthrope in my next Pathfinder game, and I'm confused on how natural attacks work with some of the feat I've taken, so I'll go into detail.

She's a Werewolf, so naturally has a 1d6 bite attack, I took aspect of the beast so she also now has two 1d4 claw attacks. I took improved natural attacks twice, one for each so now it's a 1d8 bite and two 1d6 claws.

So arises the first question, which attacks are Primary and which are Secondary? I've been told that doing a full attack action (bite, claw claw) will all be at full BAB but only 1x str mod for damage before other shenanigans like power attack. Is this correct? I have been under the assumption that my bite would be a primary so full BAB and 1.5x str for damage and my claws secondary at -5 BAB and only 0.5 str mod for damage.

I've also taken (begrudgingly) Improved Unarmed Strike and Bleeding attack, and I'm curious how that works. Do I cause the extra bleed damage on the attack? And on which attacks? If I hit all three attacks do I do 3d4 bleed damage to my target? Or only the highest of the 1d4? And is it on his turn or when the attack hits?

Curious if Bloody Assault would be the better pick over Bleeding attack, as I will be power attacking most of the time, and as I understand bleeding doesn't stack. Could I even use Bloody Assault with natural attacks? Not sure if they count as "weapon attacks" or not, it doesn't say I can't use natural attacks, so I am assuming I can.

Last question (for now); would the Rending Claws feat count as "rend" for the purposes of taking Rending Fury?

Thanks in advance for any feedback. :)


NC:WoMD is listed a source for some things on the Machinesmith page not listed in the Classes of NeoExodus: Machinesmith, such as Rampage armor, but this acronym is the only source listed with no hint or link as to what it stands for. Can anyone point me in the right direction?


Sorry if this is the wrong place to put this, but I couldn't find a better place.

Anyway I got a random warning from my Avast! AV that apparently the d20pfsrd is a "Known phishing site". I'm 99.9% sure this is just my AV being over reactive, or going on the "word" of a bunch of trolls mailing them and reporting the d20pfsrd as dangerous, but I am curious if anyone else has gotten this message as well?

EDIT: I notice the popup only appears when the donation tab appears at the bottom of the screen.


Just curious if (assuming I can convince my GM it's a fighting style) that I could use this to gain proficiency with a firearm? If so can I gain it will all of them as per the Exotic Weapon Proficiency feat? Or just one fire arm?

I'm looking to create a rapier and pistol wielding Inquisitor, specifically a Spiral Rapier, which is an exotic weapon as well. Should I consider skipping this and keeping my bonus feat for Amateur Gunslinger instead?

Love some thoughts and feedback.


So the details I can remember are that they where subdivided into four different sub races, one was large sized and was meant for war, there was a medium sized one that were often diplomats and advisors, there where short stout ones that where innately sneaky.

Each subrace also got a number of "upgrade points" depending on the kind, the large ones got the least, and you got more of these upgrade points as you leveled up, and there was a long list of choices. Also this race couldn't wear armor but was build "with" their armor and some of those upgrades increased said armor.

Image wise I know the war one had a huge shield and pole arm, and the diplomat image was of female with a spade shaped headpiece. Having to rest so they didn't run out of power was a thing, and there where upgrades to allow them to operate longer without having to stop or risk becoming "fatigued".

Does anyone know what this race is called? I'm wracking my brain trying to remember, I know they are not Gearforged, Forgeborn or Warforged, I checked all those articles on the SRD, none of them are it.


Just wanted a definitive yes or no, as no one can seem to agree on this.


I'm confused on this, as the Major customization "Armor, Reinforced (Armor; Chest)" rules wording seems to indicate that it stacks with the minor one "Armor, Improved (Armor; Chest)";

"The Automata gains additional armor plates, increasing its base armor bonus by 2. In addition, it suffers an additional 10% chance of arcane spell failure and suffers a -1 armor check penalty. These penalties stack with the current penalties."

So different tiers of customization be stacked even if they are in the same location? Or when it mentions current penalties does it refer to the penalties associated with the "subrace" of Automata?

Never played with this third-party race before, so I'd love some clarification from someone who has.


Curious as while the pistols entry says it may be use ammo to cast Burning Hands it doesn't list what it's effective caster level should be counted as, and since the ones most commonly using this nifty little toy are Gunslingers who have no caster level what is the damage?

Does it go by thier effective level? Is it treated as if "used by" a first level caster? The former seems logical yet overpowered and the later under powered for a 20k gold item.

Love some feedback. :)


So I was curious if Lay on Hands and Channel Positive Energy can benefit from the the Dwarf alternate racial trait;

Spiritual Support: Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration (healing) spells upon allies. This racial trait replaces greed and hardy.

Lay on Hands and Channel Positive Energy both say a Paladin/Cleric's effective caster level when determining how much they can heal/harm/do with those abilities.

Therefor a level 4 Dwarven Paladin casting Lay on Hands with this racial trait would heal 3d6 hitpoints to a living creature instead of 2d6 if he hasn't had the trait.

Am I correct in this assumption or mistaken?


I was looking up the Zombie, Fast (Wolf) and I noticed in it's attack entry it is listed as doing 1d6+3 plus trip, so from what I understand (if I am correct) if it succeeds in scoring a hit it's automatically allowed a free trip attempt as part of that attack action.

My question is then does as per a trip attempt does the target get an attack of opportunity or not?


Curious if anywhere in official material it Pathfinder has any spells that let you change a creatures attitude so drastically it either puts away it's weapon and acts neutral/friendly, or goes berserk attacking friends and enemies alike, aka the Calm and Frenzy spells in Skyrim.


I can't be the only person to wonder about this... right? I mean they change their entire lower torso, anything worn directly on their legs or feet would come off when they shift, including armor. I suppose you could wear a shirt or kilt but I'm wondering if how Lapith deal with this is ever elaborated in lore anywhere.


(Preface: This is a work I was suddenly inspired to write a few hours ago, it takes place in a "standalone" work in the Forgotten Realms setting. Don't think to hard on the lore, just enjoy the story. I have some work to do still related to grammar, and I'd love any feedback you could give.)

The followers of Lolth had thought themselves sure of victory in the coming battle, the Followers of the Silver Maiden where alone, cut off in their cavern home in the Leth'ah'nal Hills. The only true ally a Drow could have was other Drow, and they numbered a scant three dozen by measure of the scouts sent ahead, while they thronged in the hundreds. Victory was all but assured... or so they thought in their deep seeded arrogance.

Unlike them the Followers of Eilistraee had in the intervening months made every attempt no matter how far fetched or difficult, to make friends and allies among the other races of surrounding area, by show of good will and generosity they succeeded more then they could have ever hoped, a success that would pay due diligence this night, as the collection of Drow rangers, mages and warriors waited on the crest of a small hill, watching the thunderous approach of their shadowed kin, and the unspeaking allies they brought with them, Drider and abominations both.

The Lolth commander, a brash and arrogant male Drow Noble looked on from the opposing hill, a cocky smirk a league long run across his face, seeing the Drow waiting for their doom pleased him to no end, he chastised them further calling out to them as his blasted army assembled behind him;

"So you stand ready to meet your end and have your souls plucked and returned to Lolth kicking and screaming do you? Miserable little ingrates, this pain as been long forthcoming!" He boasted. Among the good Drow there was not but silence, before the band's leader, a female Drow cloaked in a white robe and carrying a staff stepped forward, her voice was wizened and mature, and made the brash Lolth noble sound like a impudent child when she rebuked his comment;

"Spoken like a true slave of Lolth's will, a soured cocktail of words spiked with arrogance and ignorance in equal measure. Go back to whence you came. You will taste no victory here." She spoke.

The Lolth commander's expression turned to disgusted anger where once had been a cock sure look of over blown ego, he barked in Drowish; " Ust llye fau'lad!" Which ordered his first line of warriors and skirmishers forward. "Venoch!" He yelled, his line charging forward, nearly a third of his forces now barreled towards the small hill intent to cut down the his bastard kin in warm blood, the archers behind readied a volley to proceed the slaughter but the brash noble stopped them, wanting them to die in melee, not at range.

As the Lolth attack thundered to within a stone's throw of Eilistraee's faithful did the err of the former become obvious; with a wave of her hand the cloak of obscurity was lifted and the large group of Orcs, Gnolls, High Elves and Dwarves in front of the good Drow was revealed. With a immense cry they surged forward meeting the advancing Lolth Drow, their sudden appearance catching them off guard and blunting their charge in a bloody counter attack.

In panic the formerly smug Lolth Commander ordered his second line to hastily reinforce the first, but by the times they readied to charge the first line had been routed, utterly crushed and cast aside as the combined forces of Eilistraee's faithful and their allies formed ranks and charged them back.

The Orcs and Gnolls spearheaded the attack, crashing into the second line as it barely readied for the attack. The Lolth were ruthless in close combat, but even they paled to the savage might of the burly Orcs and beastly Gnolls, who showed them first hand what a real savaging looked like.

The Dwarves, knowing full well they could not keep up with the front ranks instead fell back to the second row, forming a shield wall on either side of the spearhead, heavy tower shields and stout frames behind planted firmly to foil any attempts to flank their allies, the Lolth commander in his panicked ignorance soon obliged them sending his first and only reserve unit to flank on either side in a pincer attack.

He expected the short warriors to buckle with ease, but he knew nothing of the resolve and steadfast fighting of the Dwarves, who despite a few losses held unflinching, inflicting grievous losses on the flanking forces, sending them spiraling into a hasty retreat.

For their own part the High Elves of Linen'tyr Forest had stayed within the center of formation, Mages and bowman alike raining down focused fire on both the Lolth lines as they charged, and their own bastard archers that fumbled to failed to make any meaningful difference.

The Eilistraee faithful joined their highborne kin in the center, their own mages raised magical barriers that turned any Lolth fired arrow to dust when it passed through, their own archers focused on directly aiding the front and side lines with their short bows, taking any shot they could to ease the burden on Dwarves, Orcs and Gnolls. The few melee oriented among them joined the spearhead attack, if not for the massive distinction in how they dressed and thought they may have been mistaken for the Lolth skirmishers in the heat of battle, aid their brutish allies in dispatching one Lolth zealot after the other.

Arrogance long replaced with disbelief the Lolth commander could only watch in shock as his army was shredded, even the powerful Drider and monstrous aberrations they brought with them did little but slow down the meat grinder that was the combined forces arrayed against them.

Nearly two thirds of his forces has been wiped out, and the allies of Eilistraee rallied for the final push to wipe them out. A seething rage built up within in his blackened heart, unleashed in a might cry as he gathered all he had left for one final push. He found himself met in single combat by the very Priestess of Eilistraee who has chastised him earlier. Sword met staff in a again and again, before the commander reeled back with his free and hand fired a massive stream of shadowflame at the Priestess who had deftly countered all his enraged attacks.

She replied in kind, issuing forth a stream of blinding white Starfire that met his black flame in a magical meeting of the soul, each pushing against the other trying to overcome the other's power. But in short order he could his flame being pushed back inch by inch until with one powerful thrust of his hand her flame overcame his own, dispelling his magic and scorching his hand, making him fall to the ground defeated.

As he looked up the Priestess raised her staff to the clear night's sky above, and looking up to the meet the tip of her staff he realized in his final moments that the choice to fight the Eilistraee Drow thinking them alone and weak was his first mistake, but to challenge the power of her devoted priesthood on the night of the fullmoon when they and Eilistraee's power was at it's zenith would be the final one.

"I'm sorry for this, may the Dark Lady have mercy on your soul, child." Before he could react the Priestess channeled the power of the moonlight into her own self by way of her staff, her eyes shown glowing white as she issued forth a massive blast of holy white flame, the immolated the Lolth Drow form completely he screamed as he was overcome, turned to nothing in an instant and his soul flung far away, likely to either Lolth or Eilistraee's domain, the later the one the Priestess hoped for, that be may find peace in the next life.

The wave of power came to an end, and with it the last of the resolve of the Lolth troops that remained, seeing their leading obliterated utterly by the blessed power of Eilistraee no less broke them utterly and those that could scattered and ran, the combined allies of the Eilistraee Drow pursing them only a scant few yards, being asked ahead of time to reframed from running down those that ran, to which they all, even Orcs and Gnolls obliged.

When all was said and done all the remained of once mighty Spider Hag army was a small group that found themselves surrounded on all sides. A single Drider and four Drow stood there, all that they had thought and known shattered in a few terrifying minute of battle, with no chance to escape they dropped their weapons and fell to their knees.

The chieftain Galrak walked up the group, a look of sudden disgust came across his face, and he raised one of his scimitar to strike one of defeated Lolth Drow down but found his arm suddenly caught by a telekinetic force, stopping him before he swung. The Priestess, hand held aloft in his direction looked him the eyes, not uttering a single word she simply shook her head side to side. Remembering his agreement not to kill routed enemies Galrak took a few deep breaths to regain his composure, the Priestess releasing his hand to which he replied to by sheathing his sword and nodding to her, stepping back to allow her to hold sway on the defeated one's fate.

The male Drow nearly struck down, looked up to the Priestess as she approached, the Dwarven Thane Thorin spoke up; "They are nary yer kin. It is for yeh to pass judgment upon 'em." The defeated Drow spoke up in reply, addressing the Priestess; "We... We submit... t-to... Eilistraee's will." The Priest replied abruptly; "You will submit to no one." Shocked by her reply he looked up wide eyed to her, before she knelt down with a smile and placed a hand on either side of his battered and bruised face. " Eilistraee doesn't want you to submit to anyone child, she only wishes you to be free. If you are willing, we can show you the path." She spoke.

He looked backed to the other four who nodded to him, to which he then spoke for them all, saying; "Then we will... walk... that path." The priestess nodded to him, motioning for several of her attendants to come over, the throngs of allies parting like waves to let them through. Two bore bandages, they without word or complaint disrobed all five penitent, seeing to their wounds before the third handed each a simple white robe with which to dress themselves. Even the Drider was healed and give a robe, for even as abominable as she was, still deserved to walk the path of freedom with her Drow kin.

The three then beckoned the five to follow them into the hillside home of the Eilistraee Drow, so that they may begin their journey towards redemption in earnest. All the while the priests and shamans of the other races where tending to the injured and dead alike, true to allies all worked together to see to the most injured first, regardless of their race, and gave proper rite to those who had made the ultimate sacrifice in defense of hearth and home of friend.

"The battle is over. The war is long in the distance. But now, the healing can being." Loth'mar spoke up, standing abreast with the Priestess and the other leaders. "Yes, I believe so." She replied to him.

For what had they done to earn such friends you ask?

The Dwarves of Karen'don to the east where the first among them, if not the most hesitant to ally with the good aligned Drow. Their knowledge of poisons, and their cures had been instrumental in curing a outbreak of strange poisonous gas that had flooded their mines, succeeding in not only finding the source and cleansing the air but also curing the many deathly sick Dwarves who had been exposed. This had earned the High Thane's undying respect, and he signed a pact of mutual assistance on that very day.

So it was that day when word arrived of an impending attack did the High Thane instruct his eldest son and Thane, Thorin Stoutheart to take a detachment of Stalwards to march to the Leth'ah'nal at once to defend their ally's home.

Eilistraee's children found quick friends among the Orcish tribe lead by the Chieftain Galrak Bonebreaker, who themselves had broken off from the brutal ways of their kin. They feigned the norms in battle or with visiting "dignitaries" from other tribes, but in truth no longer beat abd belittled the young, woman or the elderly. It was the eldest of the tribe, a gnarled old Shaman whom had heard whispers of the Drow's silver goddess from the spirits for many years before the day they met in earnest. Even Galrak bowed to the old one's wisdom, and allied with the Drow, saying they need only call if ever there was need, the emissary of Eilistraee agreed and in kind noted should anything be needed by the tribe they would assistance as they could.

That time of need came soon enough, and it took only a single word for Galrak to rally his kin to banner of the Eilistraee's Choosen. He personally lead them to stand with the Drow, ready to honor Orcish and Drow ancestors both in the din of battle.

The Gnolls where simply mercenaries, come to pay a debt owed to one particular Drow among Eilistraee's devote, who that was or what the favor was they where repaying they would not say, only that their savage warriors would fight and die to repay that debt.

The Elves where the hardest to convince of all their allies. T'was not surpassing when one stopped to consider it. Drow and Elves had a enmity as old as time itself, since when the two had been one race in ages long past. They would not allow any Drow to approach without stern warning to turn back under pain of death from nocked arrows and drawn bows, to which to their surprise the Drow complied each time, until one faithful day when a single white cloaked Drow approached them by herself.

When asked her name and what she was doing she merely replied; "I am the Lady in White. I bare nothing but myself, and my wish to speak of peace." The elves did not trust her anymore then those who had came before, arms outstretched and empty as her's where they demanded she prove she was unarmed. The Drow without a word undid the sash of her simple robe and let it fall aside, without so much as a hint of pride she stood nude before them, unashamed and unafraid.

The Elves shocked by the display agreed to allow her through, beckoning her to re-cloth herself and follow them, but she did not the former, following them naked all the way to their village hidden deep in the forest to seek audience with the clan's leader, a powerful elven seer by the name of Loth'mer Rali'mor.

She stood in front of him, arms parted in gesture of good tidings, eyes wide and lips smiling as she spoke to him. "I bring only tidings of peace from the children of Eilistraee. Peer into my mind noble seer. See for your own self that I have nothing to hide." Surprised by her offer he none the less obliged her, using his powers he probed the deepest depth of her mind and souls, though no matter how deep he delved how hard he scryed he could find nothing obscured to him her mind was laid as bare to him as her body was to all around then, nor could he either sense the tiniest hint of malcontent in her thoughts.

Satisfied he ended his probing, and addressed her proper, saying there could be peace between their people, but the old wounds would make a lasting friendship a long road to travel. The Lady in White bowed her head replying that it was as much as could has asked for, thanking him she departed, and despite being offered her robe back by an eleven warrior who had picked it up for her she urged they keep it, as a token of friendship. So did the Drow leave them, walking all the way home to Leth'ah'nal wearing nothing but her own skin.

And despite that long road they had yet to travel as allies when a messenger arrived to the elves of need of warriors to defend the Drow's home Loth'mer obliged, personally leading a band of their finest ranger and mages to fight alongside them in their hour of need.

T'was on that night in the halls of the Drow home that a celebration was held, Orc, Dwarf, Elf and even Gnoll, drank, and sung and made merry together, entertained by the unclothed but not uncouth dancing of the grateful priesthood of Eilistraee.

The lesson on this day was two fold, that he who made only slaves and foes from those he met, would one day stand alone and fall with no one at their side, and that when one stands with ally and friend not even the fiercest storm could rout the resolve of kinship and friend.


This isn't necessarily related to Pathfinder, as this is intended to a Fate game with homebrew elements to fit the setting I'm creating. If it's against the rules to post anything here not related directly to Pathfinder then I'm sorry, but I'm asking this as I don't know of a larger group of tabletop players from which to pool answers for a solution to my problem.

Said problem as the title says is I'm looking for something that could help me create top down vehicles, some very large, some rather small. Why would you need this in Fate you ask? Well I want to have a constantly updating map to use with Roll20, so everyone has an idea of where they are at any given point, so they don't have to constantly have to scroll back through the chat to remember where they where, and for basic things like line of sight and the complications of getting somewhere in a single "turn" or if they have a line of sight to a enemy.

I won't spoil much but the story will take place on a large "land train" basically a series of massive armored cars being towed through an endless desert non-stop through a desert over the course of a few in-game weeks. Said train will be constantly harassed by your standard post apoc "wasters" who will take with various vehicles, from buggies to "boarding buses" and try to get aboard to fight them.

Which is why I want to have a "battle map" that I can drop in the various cars and what not and have tokens on the represent where everyone is. Anyone know of a free program or trick I could use to make what I'm looking for?


A simple question, I know almost all goblins are, and though they are a separate race I've always thought of them as a mid point between Goblins and Half-Orcs/Orcs as far as what they are capable of. I'm not sure if Orcs are universally illiterate Pathfinder paints them as brainless brutes so much I doubt most of them could even learn to read and write if they wanted to.

Anyhow, anyone know for sure?


A concept I have been mulling about with in my head for quite a while, thought I'd share and see what everyone else thinks;

Spoiler:
The creature known by commoners as a Sinkhole Vine is a creature capable of single handily dropping whole settlements into the hidden chasm it has dug beneath.

Scholars are unsure of of the beast's exact origin, but research into them (with more then a little concurring knowledge passed on from Druid orders), have come to the near universal conclusion that despite looking like a plant the creature is in fact an affront to nature in all it's forms, ones even druids willingly purge when found.

The Sinkhole Vine is dangerous not for is ferocity but for it's subtly. The vines grow from seedlings over the course of decades and sometimes centuries, year by years eroding and consuming earth and stones to fuel their growth, reaching further and further towards the surface, all the while creating massive sinkholes beneath them, for which their name comes from.

Most unsettling of all is these vines, despite not being innately carnivorous are almost always found to take root under stabilized settlements of humanoids. It's theorized by some that the creature harbors some innate hatred towards humanoid and the settlements they build, but are also no guardians of nature as other misunderstood creatures like Treants are.

This is because the stone and earth they devour is utterly destroyed, consumed to allow the beast to grow to truly colossal size. In short, unlike every other known plant the Sinkhole takes from nature without ever giving anything back.

Yet still it seeks to reproduce as other plants and animals do, but only once it has succeed in it's task of collapsing villages, towns and in the case of larger varieties whole towns or forts. Once it succeeds and nothing remains put a massive gaping chasm open to the sky and elements the beast undergoes a starting metamorphosis. it's usually sickly green tendrils covered in green and inner purplish leaves slowly wither away turning into lifeless gnarled roots.

Drawing all of it's life force towards the massive tangled core that is it's true "mind" it forms a single giant polyp like growth, slowly building in size and pressure until after a week or more the mass finally explodes with immense force, killing itself and sending hundreds of thousands of small, windborne seedlings into the air, counting on the force of the blast the prevailing winds to spread it's children far and wide.

The overwhelming majority of these seeds end up either consumed by various wildlife like birds and small animals like mice and squirrels, and those that do land in inhospitable non-temperate terrain like mountains and deserts have no chance to take root, even those that land in open places like fields and forests wither and die, despite plenty all other forms of plants being able to flourish or at least make due in such places, once again pointing to it's unnatural origin.
Only the scant few seeds that find their way towards caves and ravines take root, even then they grow slowly and do little damage, those that find their way beneath villagers and cities, such as being sucked into a sewer grate or into a sturdy cave network a fortress was built over.

Dealing with mature, growing Sinkhole Vines is a matter of timing. If found to late then destroying the malevolent creature may very well cause a partial or entire collapse of the terrain above it, as it's inching tendrils are the only thing keeping the terrain semi stable, even if full intends to collapse it all into the void beneath.

If discovered to early when it's crevice home is too removed from the surface it may be to difficult to remove, miners having to spends years trying to dig to it's location, all the while the creature growing larger and causing even more irreversible damage.

The "sweet spot" for finding a Sinkhole Vine is when the beast has dug a big enough hole to be noticed by discovery or chance, but the ground above is still stable and sure enough that once removed it can be left be or buttressed by man made supports to keep it from total collapse, these works cannot be done while the creature still lives, as it will actively seek out and destroy works of wood and metal, and consume those of stone and earth like it does so normally.

The creatures are known by druids and natural loreists to be at least semi sentient, but those few who have tried to commune with it's conscious report a detached, unknowable conscious, like the profaned mind of eldritch horror. The very act of trying to commune with it sends the beast into a panicked frenzy, as if the projection of consciousness pains it to no end, something it simply cannot understand despite Druids and other like vocations having the talent to communicate with normal flora without problem.

Combating and destroying a Sinkhole Vine can be just as arduous of an endeavor as reaching it in the first place. The giant core mass itself has no maw or other orifice to speak of, but is often tough and covered in matted tangled vines that prove proof against blunt weapons and the slashing of swords and other light edged weapons. Only the haft of a swung axe or greatsword, or the powerful thrust of spear or dagger seem to have any noticeable effect, even then only a moderate one.

What truly affects a Sinkhole Vine is fire. The beast loathes and actively stays away from any source of flame or heat, and it reels in pain if set alight by fire, mundane, magical or otherwise, it also has no love for cold, becoming brittle and is easily hewn apart by might once frozen. It holds no special resistance to acid or electricity but no weakness either.

If attacked a Sinkhole vine will relate by uprooting some of it's vines and whipping them at it's attackers, using it's innate tremor sense to find and attempt to grapple and squeeze them to death or simple dropping large vines of them like large cudgels to crush them utterly.

This is dangerous for more then the obvious reasons that come from fighting a giant creature, namely that as vines are hack or burned off and rendered useless the monster will pull more and more of it's tendrils off to fight back, weakening the earthen walls all around it and it's aggressors. Every newly replaced vine risks total collapse of the space it occupies, and such a collapse with likely be utterly fatal for the dauntless heroes, and even if they do escape there is no guarantee the collapse will be enough to kill the Sinkhole Vine, it may simply be delayed for a few years or a decade almost, to make sure it's dead it would have to be dug out and set alight, a grim prospect given that it's ultimate goal of destabilizing the world above may be partially or fully completed.

If successfully killed Sinkhole Vines are known to quake and tremble in it's death throes before collapsing motionless, all it's vines falling so as well as over the course of few minutes it's body turns gnarled and lifeless, decaying into nothing after no more then a few hours, but not creating or spreading any seeds either, as it failed to reach that cycle in it's life.

Battles such as this inevitably breed speculation on who or what brought such a horrible mockery of nature into being in the first place. Druids have encountered such profane things for centuries, having heard, read and told about encounters with things matching the description of Sinkhole Vines dating back thousands of years.

Some theorize the beast was born of particularly spiteful one of their order, a Druid so antagonized by humanoid kind's progress at the cost of nature sought in spite to seek vengeance on them, but rejected by nature's will as she seeks only to exist, as such instead of working with and benefiting nature, profaned and bent her to their will, bringing life to a bastard child of nature and the unknown, an act nature surely never forgave.

So that's all I have, what do you think everyone? I feel this creature would serve as an end of arc goal for a party, perhaps their ultimate goal for the adventure or just one chapter of it. A lot rides on killing the beast quickly before it causes even more damage, the surviving denizens of a collapsed city will likely not be to kind to bungling adventurers who ended up causing more harm then good after all.

Anyhow looking for any suggestions or constructive feedback you guys have.


Found this interesting feat while trolling the SRD, but I'm little confused by it vagueness; http://www.d20pfsrd.com/feats/combat-feats/bounding-hammer-combat

It only says you can do it with hammers, yet doesn't define what qualifies AS a hammer. I'm starting to wonder if a Mace or club would count as they are in the same class of weapon as a hammer, even a Piston Maul would count as maul is just another word for hammer.

Any thoughts? Or should I just leave this feat's exact definition to GM's discretion?


So I'm making a Dwarf Armored Hulk, one who is something of a layabout drunkard who tends to fall asleep (read: pass out on the floor from drinking to much) in heavy armor, and rarely if ever bothers to take his armor off while adventuring.

At first I thought taking the Endurance feat would be enough, but it only counteracts fatigue from medium armor. There;s also an armor truss to prop up the armor so he can get into it on his own, but that's a lot of work and extra weight to lug around, and is outside his character being a lazy drunk of a dwarf.

So, suggestions for preventing/curing fatigue from sleeping in heavy armor, open to any ideas.


So I am thinking of making a Dwarven Armored Hulk (Barbarian) for a 20 point buy, 5 level start game and I'm wondering if the Armored Hulk's Armored Swiftness (Ex) would be waste on account of the Dwarf racial Slow and Steady trait.

Any thoughts? I'm interested in hearing from anyone else whose made a Dwarven Armored Hulk, on the benefits and drawbacks encountered playing one.


Curious if any rules or pre-made campaigns have delved into the possibility of the player group being part of a much larger force of allies participating in a large scale clash with an similarly sized enemy force.

For example, the group volunteers to help a human army as it makes a daring night time raid against a heavily entrenched Orcish Warcamp whose owners have been assaulting the nearby human bastion relentlessly for months.

With the soldiers mustered they launch a surprise assault in order to distract the bulk of the horde and keep the greenskins attention long enough for the heroes (perhaps with a few extra soldiers and a sergeant helping them) to get in through a gap made by friendly artillery to set light to the Orcish larders and workshops, and then kill the chieftain commanding the hoard.

The attackers can only press the attack for so long before they will be routed by the superior numbers of greenskins so the heroes don't have the luxury of time to complete their objective, if they take to long they risk not only wasting countless friendly lives on this gamble, but risk death or worse, capture by the green tide.

Should the succeed however, without a strong chief to keep the horde as a unified force, the lesser chieftains under his command will jockey for position amongst themselves, which will inevitably lead to full blown civil war among the orcs, making routing them from the homeland they have invaded not easy but feasible for the first time in many long months.

So, is it possible to set up such a scenario to play out? By possible I mean without having to keep track of several hundred individual NPCs position and actions, yet allowing the heroes to use their powers and talents to influence the battle (such a Barbarian letting out a warcry to rally fleeing soldiers to stand and fight, or a mage altering the weather to suit the attackers objective).

Any feedback would be appreciated as always.


So I've always felt Dwarves made the best Geomancers, yet strangely I have yet to find a class or even archetype for an existing class that truly suits the role.

When I think of a Geomancer I think of a mage capable of bending the very earth and stone to his whim with little more then a gesture, whose connection to the earth is so deep it's as if he was earth given a fleshen mortal form, as the origin of Dwarves in some media is said to be.

From my searching the best fit I've been able to find would be a Dwarf Sorcerer with the Deep Earth Bloodline, yet still there are many interesting and power spells with the earth descriptor outside of even a Sorcerer's wide domain like Elemental Swarm or Soften Earth and Stone.

Starting to wonder if there is a class more suited to the role of a Geomancer class. Prehaps an Oracle would be better suited to my vision of the class?

Any feedback or suggestions would be just lovely.


I know RP means race points, and it's an at a glace way to judge a race's power in comparison to others in a setting, but I'm confused as to why Drow have two numbers instead of one.

Does it mean depending on choices they can be above average or absurdly over powered? Or is there some subtle nuance I am missing?


So was paging through the ref wiki and while reading up on Lycanthropes from "Bite Me! Wereblooded" I noted something that found odd. When I read over their traits I noticed a mention of silver and thought "A weakness of course. Makes sense." Then I looked closer to see it was a Damage Reduction vs Silver, not a vulnerability;

Defensive Abilities: A natural lycanthrope gains DR 10/silver in animal or hybrid form. An afflicted lycanthrope gains DR 5/silver in animal or hybrid form.

Can someone explain why this is? I thought given that Pathfinder uses a lot of the old tropes of mythical beasts that all were beasts would be vulnerable to silver. Does the resistance have something to do with them still retaining their free will and independent thought even in hybrid and beast form? As opposed devolving into a wild hostile animal like some afflicted do.

Love some feedback on this.


At something of an impasse here while brainstorming a character, but to get the heart of the story, we have to go back to the beginning (a cookie who can tell me where that line is from... XD):

Backstory:
My character is a young man, one who suddenly loses all he loves in a violent attack that robs him of his family, his home and his true love. He turns to his faith in the Light to try and find peace inside, but the seeds of spite have already been planted into his heart, which festers with rage more and more each passing day.

He can feel this change, and decides to find peace in battle, so becomes an apprentice to a local paladin order, which almost don't take him, as they can sense his inner conflict, but the Lord Commander takes pity on him and tutors him as his apprentice personally for no one else will.

He spends less then a year honing his skills as a Paladin, before he's anger and spite comes out one to many times, and he kills a defenseless man suspected of murder before he even get a proper trial. On top of that it's late found out the man was innocent to begin with.

This was the final disgrace, he is stripped of his title, his armor, his powers and thrown out of the order, exiled from his own homeland forever on pane of death if he returns.

Shattered and broken, having lost everything, everyone, the void in his heart that once held the light of his love and faith slowly gets filled with a seeping darkness, as some primordial force of dread and spite starts to whisper into his ear, making promises of vengeance is he will give his soul in exchange.

He agrees, and over the course of several years goes through the arduous journey to become a Antipaladin, finding it so easy to wield the profane mockeries of the powers he couldn't wield as a Paladin, gifted to him by this nameless god with whom he made his pact with.

He takes over a large group of bandits, but literally stabbing his sword down the Bandit Chief's throat and killing him right in front of all his henchmen.

Rallying the rabble of thugs he executes a major attack of the very same town which houses the Paladin order he was thrown out of years ago. The Paladins themselves don't stand idly by and actively work to repel the bandits as the town has few guards besides them, but this was all part of the Antipaladin's plan.

The town wasn't his true target, the bandits are a means to an end, nothing more, and that end is to lure out his former master, whom he wishes to slay in single combat and offer his soul to his unholy patron.

He gets his wish for this one on one duel to the death, and in the first half of their battle he easily overpowers his former master, taunting him for being weak in his belief in the life, and that only death was absolute, even knocking his war hammer out of his hand.

But his underestimates his master's devotion to the light, and willingness to suffer so others don't have to, fully calling on his light blessed powers he turns the tide of the battle and then in the final climax impales his former apprentice with his own cursed sword, leaving him for dead, he himself badly injured but alive.

As the Antipaladin lays dying, his world shattered for a third time, he hears his patron whisper to him just as his vision fades to black, and a massive infusion of unholy energy revives him in undeath.

The dark god explains that his death was the last part of his training, and that now he can fully serve him, and gain the revenge on the world that so badly wronged him.

Of note though is unlike so many other servants of deities like this my character is well aware he is being used, and fully embraces being a means to an end.

As he puts it; "I am the tip of the spear thrust into gaping, festering wound of a world. Let it rot, let it die, let me break off in them, let me end their pain with the stillness and peace of death! Let all come to nothing before my hand. For death has no fear for one who has died thrice before!"

So that's the backstory but I'm torn on what I want him to be when he's raised into undeath by his dark master;

Death Knight or Grave Knight.

The first is my favorite so far, with no modification to hit dice, powers more in line with a Warcraft-esq Death Knight (which if it wasn't obvious is what I'm interested in going for.) Right down to the name and some of the abilities, which makes me thing it was made in homage to Warcraft's take on an evil Paladin.

But the other option seems like it could be more powerful in the long run, including a skeletal mount rather then a zombie one, and immunity to cold which a Death Knight doesn't have.

So all that being said, thoughts and opinions? Assume all third party content noted here is allowed by the DM for the sake of which would be the better fit for my character, and thanks in advance for feedback.


Just a curious question, I thought I knew the answer, since it states Druids are forbidden from wearing armor with any metal parts, I thought it said weapons followed suit, yet strangely I can't find anything to say that outright.

So simple question then, can a druid use weapons with metal parts (not counted wooden ones turned into Ironwood, as we know this copasheshy)? Or would that causes them to loose their powers as wearing metal armor would?


So while outlining my WIP female Aasimar Paladin, I came across an odd conflict I'd like to get a second opinion on, though the title itself may clue in on what I'm asking about;

Simply put I want my Aasimar be of angelic descent, and according to the wiki I can choose for her to be of angelic blood via "Variant Aasimar Heritages".

"Angel-Blooded" replaces her Daylight Sp with an Alter Self Sp, but I also want her to have the "Heavenly Radiance" racial feat as well, this is where the conflict arises.

"Heavenly Radiance" requires she retains her Daylight Sp, yet "Angel-Blooded" changes it to Alter Self Sp. So... She can either have the blood of Angels or be radiant like a heavenly being, yet not both at the same time? That seems extremely silly to me.

I'm just curious if anyone's run into this before and how they choose to deal with it. I'm thinking if I choose to have both that expending charges of Alter Self to fuel the added Sp of "Heavenly Radiance" would be perfectly acceptable lore and game play wise.

Feedback as always greatly appreciated.


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Namely, when you look at a half orc half X what makes it obvious in your mind he or she is clearly half orc? This is more of an ascetic question not asking about game rules to identify a half orc with a skill check.

Personally for me what should be obvious about a half orc is greenish skin, lower tusks, taller and/or more musculature. When I think of half orc half elf for instance, this is what comes to mind:

http://orig11.deviantart.net/ae08/f/2010/175/8/6/elf_orc_character_by_colby stevenson.jpg

Before anyone says she's a pretty orc just for the sake of a fapfic, I have to add the argument that any cross with an elf parent is going to pretty, there's just no two ways around that, even the ugliest X crossed with an elf, (rules about elf parent not being able to pass on genes because of blah blah reason, clone birthing, ect.) will likely be at least a far bit less offensive to look at, if not mildly to very aesthetically pleasing.

So whats everyone else's defining half orc feature? Skin color, posture/muscle mass, ect. ?


So I'm messing around with a 15 point Standard Fantasy character; a Chaotic Neutral Hobgoblin, Unchained Rogue, with emphasis on acrobatics, climbing and stealth.

His main weapon won't be used often, mostly as a climbing aid, but is sharp enough to take out a guard, mostly if he messes up and gets noticed or can't find another way around and a place to stash the body is nearby.

My question is what is the benefit of a Kukri vs a standard Dagger for this kind of character?

The Kukri is 8 gp, 1d4 18–20/x2 Critical, No bonus reach, weighs 2 lbs and can only slash with no special traits.

Standard Dagger is only 2 gp, also 1d4, with 19-20/x2, has a 10 ft reach and weighs only 1 lb. It can also pierce or slash and has a +2 on Sleight of Hand checks to conceal it on his person.

I'm still very green to tabletop, so I don't fully understand if the 18-20/x crit is a benefit or a drawback, all and all the Kukri seems to possess no benefit once so ever compared to a dagger.

Any thoughts or feedback would be greatly appreciated.


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