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I have a new player who's interested in playing a fox character (not a lycanthrope or and actual fox, an anthromorph... or furry if you will).

Does anyone have a source for character races I could reference or a suggestion for stats and race abilities that I could use for the character?


Just a few questions that I've tried scowering the books for and can't seem to find. If you know where in the book these answers are given could you please reference the page, it would be greatly appreiated.

Also, some of these are situational and require answers more in the line of opinions or house rulings.

1: How long does it take a character, mount, etc to become fatigued when going full out movement during travel?

2: Sundering a weapon of armor piece is something I can understand. However, when character want to target a specific body part, knees, hands, left shoulder, etc what would the increase in difficulty become to hit the specific point?

3. Massive damage rules. In 3.5 you had to make a fort save if you took 50% or more of your health in one attack to stay alive. Where is this rule in Pathfinder?

4. I had a player with a Darkmantle attached to him from head to torso. His arms were pinned to his side and the fighter comes up to wail on the Darkmantle. With each attack the Darkmantle took, I had the fighter roll a lower dice to injure the player. While the players argued that this wasn't how attacks into a grapple worked, I argued that this wasn't two humanoids wrestling with eachother. Anywhere the fighter hit the Darkmantle, the other player was only a thin leathery membrane underneath and didn't recieve damage immunity because of the Darkmantle. He was being hit as well as the creature. How would you have handled this?


So I have a summoner in our group who doesn't realize his creatures are the ones who should be in the front lines, not him. He insists on getting into melee and duking it out with the creatures.

He's taken no feats for better armor, no stats to help him in melee combat, and seems completely shocked every time he goes to cast a spell and gets smacked upside the head by an attack of opportunity because he refuses to cast defensively.

When there's an obvious trap ahead, he runs to figure it out, not giving the rogue or heavier armor wearer's a chance to take the chance of setting it off. He doesn't have skills placed to do this either.

I've been pulling back on the damage he's supposed to be taking and telling him that if he doesn't learn his limitations, the monsters are going to teach his character a permanent lesson. This doesn't seem to phase him in the slightest.

I should also add that the only source of healing they have is from a paladin's lay on hands and some potions... he's drinking as many, if not more, than the fighter.

Any suggestions from other DM's?


I play a sniper rogue in our Pathfinder campaign. I'm good at my job. I hide, pop my head for one moment, hit something with SA damage for very far away thanks to elven sniper feats, and hide again.

However, our DM is starting to send creatures my way to try and prevent my 1 attack = 1 kill (for basic creatures) equation. I'm light and mobile, I can usually reposition myself and hide with relative ease. However, I've started thinking about simply fortifying my chosen position with some simple traps.

Tanglefoot bags, snares, maybe even a few clouds that make creatures go to sleep. They have to be simple in design and easily dropped so I can get them out. However, I can't find any rules for making a trap as a PC...

No materials needed, no skill checks, nothing. Can anyone out there help me?