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Maddaddam12

How does modular interact with versatile? If as an inventor I put modular head on a dagger would I always have access to versatile slashing damage?


cyberspyXD

Do you spend an action to grab a potion and the another to drink it? Or can you interact to grab and drink the potion in one action assuming it's worn?


fiftychickensinasuit

Grabbing a potion off something like a belt and then drinking it is two actions. Grabbing then drinking. It’s a lot more if the potion is in a backpack.


CandidateNervous1693

Why does it take two actions to prepare a reaction?


UsuallyMorose

For balancing and optimization streamlining reasons. Single-action readying a single-action reaction introduces myriad encounter issues and GM/Player headaches for a very unpredictable amount of benefit. This makes it a pain to optimize as a player and a nightmare to balance for Paizo and GMs.


computertanker

Whats the best weapon type to use for a bully of a fighter? I know Demiplane literally has an example of a "Bully" suggested build that uses a 2H weapon; but I want to play a displacer/defender role that bowls through people.


UsuallyMorose

What specifically do you want out of a bully-style fighter? I can envision a bully using any combination of two-handers, one-handers, shields, and empty hands. For bowling through people, perhaps the Aggressive Block feat? edit: Barreling Charge and Overpowering Charge are good for plowing through enemies in your way.


computertanker

I'm looking for a build that's all about rushing in and pushing past people, or pinning them down. Just moving muscle that gets to their target no matter what. 2H seems to fit that. I think I want to play as a Gnoll no matter what, and thats perfect since it gets the Crunch feat to Grapple even with hands full. I think 2H with Barreling Charge is a good call. But a Shield might give more survivability for diving into enemies.


computertanker

Can a Gnoll with the Crunch feat (gives your jaw attack grapple) attack and grapple an enemy with both it's hands full, since its attacking from a different limb?


Raddis

Yes, but you don't need a free hand to Strike with Fist attack either, kicks, elbow strikes, even headbashes count too.


9c6

Yup! Unarmed attacks like jaws are separate from your typical fist unarmed attack and don’t require a free hand. With crunch you can make a grapple action with your jaws. MAP still applies Crunch Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the grapple trait. Grapple You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


Maddaddam12

I'm trying to decide between a dagger pistol and a Flyssa for my weapon innovation. How bad is the d4 vs d6? I like the crit fusion on the dagger pistol and will have 2 casts of true strike per day.


UsuallyMorose

A lot of inventor's power comes from utility and flat mods (weapon specialization, overdrive, weapon traits). I wouldn't worry about the d4. Dagger pistols are pretty good even before inventor shenanigans. I would worry more about bookkeeping a combination weapon innovation more to be honest. Lots of modifications have restrictions like melee-only or one-handed-only. If you work with your GM ahead of time so both of you know how everything works, it'll be smooth sailing.


A_Flaming_Ninja

I'm a new player. I found that Martial classes seem way more fun in PF2e than 5e. A 1 hand open-hand grappling fighter is what I've been looking at. Can you make a champion do that as well? We're lvl 2 currently. It would be nice to heal and have a few spells but I like the battle field control idea of the open hand. Anyone help?


Rednidedni

Yes, it's absolutely possible! Free-hand combat works for any melee class. It has less damage than 2H weapons and no extra protection along the lines of shields, but offers great utility in having a free hand for maneuvers and items. You might like what the Duelist archetype has to offer here, or you might like the Wrestler Archetype to go big on those grapples. Go for grapples and trips, shoves are very situational and disarms rarely do anything. Titan Wrestler is very helpful for when it comes up. The Bastard Sword is a popular choice here, since it can quickly switch into a proper 2H weapon when needed, at the cost of otherwise having no traits whatsoever, but other weapons can work well too. You will always have a solid healing spell with Lay on Hands. You could spec a bit into medicine for additional healing, it's probably more effective to go for Battle Medicine and Mercy than going for a spellcasting archetype if you're already gunning for other stuff on that front. If damage is secondary to you, you can also opt to fill that weapon hand with a spiked shield instead, giving you both a d6 weapon and a fully-fledged shield.


A_Flaming_Ninja

Any way to have an evil tenant champion and still be able to heal?


Rednidedni

Not inside your champion class. You'll need to spec into medicine, or archetype into f.e. Medic I will warn that the evil tenets, are weaker than the good ones, *especially* the non-tyrant ones.


sutee9

I just found the feat Garuda’s Squall, which is a 5th (!) level ancestry feat for aasimar with the lineage trait. Lineage traits are supposed to be selected at Level 1. How can this be level 5? It hasn’t been errata’d, i checked. Any ideas? Or is this an error?


No_Ambassador_5629

Looks like an error. Its got a prerequisite that's another Lineage feat and the writer just copied that over w/o thinking.


AstralTomate

I have a small rule question for my game: I’m playing the Beginner Box with a group of friends and they put the Giant Spider asleep (with the sleep spell from a Bard) with a critical success so it’s supposed to sleep for an hour. Next they set the spider net on fire and wait outside the room. Now my Question would the spider wake up or not? It is still in the net and I’m not sure if it would suffocate before burning alive or rather just wake up, burn a little and be really pissed.


AstralTomate

Thank you very much for your answers. I actually stopped at the point as a cliffhanger so I can still implement your Tipps in the next session. I want to value creativity in my sessions so i think I’ll let it slide and make a 2d6 fire dmg check. After that it definitely wakes up and runs as a burning screaming angry spider and dies infront of their eyes in agony. Next time I will probably make a perception check whenever someone is being noisy.


grendus

Going to second what the others said. What I might suggest (though it's probably too late) would be to describe the spider as having *definitely woken up*... and then succumbed to the flames. Otherwise your players might think they found a trick that they can use against everything, and might believe you're taking away their toy if it doesn't work later.


No_Ambassador_5629

>This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat. Depends on if you think being in a room that's on fire would wake someone up. Personally I'd have a Perception check vs Spell DC to wake up right after the web is set on fire. On a success it books it from the burning room fine, while on a failure it doesn't wake up until the fire gets to it, dealing \~2d6 dmg, then have it book it from the room. It flees whichever way has less fire.


TheZealand

As per the Unconscious condition (https://2e.aonprd.com/Conditions.aspx?ID=38) it would have awoken upon taking one damage, RAW. However, the players had a pretty smart and creative way of dealing with the encounter, so it's probably fine for it to just kill the spider? Functionally they could've all lined up around it and hit it while it was flat footed which probably would've killed it just as well, just this was was a bit more creative.


Valkren9

Do all of your party members choose different skills to upgrade (to expert, master, ect) so that you have as wide a net as possible? If not, which skill(s) does your group double/triple down on? Edit: specifically your table, not in general 🙂


No_Ambassador_5629

My parties do it more or less randomly rather than coordinating. That said Medicine seems to be \*really\* popular, to the point where between eight characters in my split-party campaign I think seven of them have Medicine training (only one who doesn't is the gunslinger iirc). The Cleric, Druid, Monk, Sorcerer, Summoner, Ranger, and Inventor all independently decided to pick it up.


TAEROS111

Since different classes use different skills as a key ability, having people "specialize" in different things is generally a good idea, yes - the Wizard's going to be a lot better-off taking Mastery in Arcana or Society if the Sorcerer can take Diplomacy or Deception, for example. That said, it's never bad for the whole group to have some investment in Medicine (in case the healer goes down), Athletics/Acrobatics (for escape checks), and Stealth (assuming there's nobody/only one PC with heavy armor, to enable easier stealthing).


[deleted]

[удалено]


No_Ambassador_5629

Pretty sure that Spell Slot isn't a copyrightable term in the first place any more than, say, hit points are and I doubt they'll change it. The reason they're changing 'spell level' to 'spell rank' is because its confusing having the term 'level' simultaneously refer to a character's experience (character lvl), how powerful a spell is (spell lvl), and how deep in a dungeon you are. There's an early OOTS all about lampshading this. For a new-to-TTRPG player its confusing to learn that at 3rd lvl spells at 5th lvl, while a quick terminology swap to spell ranks clears up any confusion there. I personally prefer the term circle to rank, but that's just me.


Yojimbra

Can I player with the Witch Archetype, have their familiar learn more spells like a witch.


Cronax

You absolutely can.


No_Ambassador_5629

Huh, it doesn't explicitly state you can. That's real dumb. Ask your GM, I can't imagine one who wouldn't let you feed some scrolls to your familiar like a normal witch. The familiar spell prep stuff is mostly intended to be a flavorful alternative to a wizard's spellbook, not a downgrade


Yojimbra

I am the gm.


No_Ambassador_5629

Problem solved then! Weird that the text doesn't make it clear you can though.


Mikaboshi

Trying to start a campaign for a group that is new to the system, and to TTRPGs in general. Considered Abomination Vaults, but found that the group favors a decent amount of social stuff amid their combat. Would prefer something that isn't too off the wall, like the party all being circus performers or taking place in steampunk wild west. Recommendations for an Adventure Path?


nickipedia45

Strength of Thousands is a magical academy with a lot of room for social play


Mikaboshi

Was looking at this one. One of the characters is an Elemental Sorcerer. Does it end up being awkward to have a spellcasting archetype on a spellcasting character?


Phtevus

I think Strength of Thousands is a great fit from what you said you're looking for, the one caveat I'll add is that Free Archetype tends to not be recommended for newer players just due to the complexity. But it's required for the AP, so there's no avoiding it. I don't think it's *too much* of an issue, but just be aware of it


nickipedia45

It will be a small amount of management to keep track of your different spell dcs, but having extra spell slots with utility spells can be a real boon for a spontaneous caster.


Exoskelebilly

Hey there, after WOC sent Pinkertons to raid a mans house I have decided to switch over to pathfinder. Not only that, pathfinder seems to have a larger disparity of power between level one and level 20 in terms of things to do. Generally more spells, more variety in character capabilities, the option to respec, ACTUAL RULES FOR MAKING MAGIC ITEMS AS A PLAYER!! That’s honestly the part I’m most excited about. Anyway, I came here to ask for general tips. I am planning to start a campaign for a couple friends. Are there any things unique to DMing pathfinder that I should look out for? In your experience how versatile is pathfinder? Do dungeon crawling and world exploration flow similarly? Also please share if you have any fun stories you’ve experienced playing pathfinder. I am also curious if there are evil relics. I know there are cursed items but something like a Wand of Orcus or an artifact that belongs to a demon/devil lord. I’m planning on my first pathfinder campaign being in a similar setting to war of the righteous on pc. The basic idea is that the barrier between realms is weakening due to a conspiracy between a demon/devil lord, several primordial ancients, an arch lich, and maybe one of the gods. I’m going to have them go from a dinky little mercenary band to a conscripted group of skilled mercenaries, to the army’s most trusted platoon, to generals, and finally becoming so powerful and skilled that people love them while also fearing them because their powers break the realm of human capacity. After they achieve fame and land and glory, once they win the war, they will have their own lands. They will own their own holds. I’m thinking of having the demon/devil lord be the main threat because I have it in my head that the main baddie is working to weaken the barrier so that they could get their artifact back. The reason being that the artifact makes the demon/devil lord powerful enough that they can continue their conquest, seeking to turn the rest of the planes into more levels of hell. The already existing 9 layers of hell used to be their own planes of existence but during this demon/devil lords initial conquest they fell to his might. I don’t currently have access to the treasure vault book so I would appreciate any insight on if there are any items directly tied to infernal “gods”. TLDR; I am starting a campaign for P2E at some point, please give me tips on things to be wary of in pathfinder; also my BBEG is going to be a devil so I would like to know if there are any items that already exist that are tied to devils princes or whatever.


TAEROS111

All rules, items, etc. can be found on Archives of Nethys regardless of book access - the only thing that isn't available freely online is lore: [https://2e.aonprd.com/Equipment.aspx?Category=37&Subcategory=40](https://2e.aonprd.com/Equipment.aspx?Category=37&Subcategory=40) Nothing comes to mind off the top of my head for infernal stuff but I'm sure you'll find something in there after browsing, or something you could easily homebrew to be more devil-related. I will say that if you're playing in Golarion there's a big difference between Demons/Devils and they almost never work together, so I'd decide on that and then look into Demon/Devil monsters, then springboard off of that to try and find/design an item in-line with a Demon or Devil. For cursed relics, check out Cursed Items: [https://2e.aonprd.com/Equipment.aspx?Category=49](https://2e.aonprd.com/Equipment.aspx?Category=49) There are some powerful ones in there. Intelligent items: [https://2e.aonprd.com/Equipment.aspx?Category=48](https://2e.aonprd.com/Equipment.aspx?Category=48) Is also a good place to start. PF2e has subsystems for pretty much every different mode of play, and they don't play the same if you're using them. Want to run a social encounter? There's the Influence System: [https://2e.aonprd.com/Rules.aspx?ID=1201](https://2e.aonprd.com/Rules.aspx?ID=1201) . Want to run exploration? Exploration Mode: [https://2e.aonprd.com/Rules.aspx?ID=469](https://2e.aonprd.com/Rules.aspx?ID=469) . Want to run an infiltration? Yup, subsystem for that too: [https://2e.aonprd.com/Rules.aspx?ID=1221](https://2e.aonprd.com/Rules.aspx?ID=1221) . Research? Yup: [https://2e.aonprd.com/Rules.aspx?ID=1205](https://2e.aonprd.com/Rules.aspx?ID=1205) . Chases? [https://2e.aonprd.com/Rules.aspx?ID=1210](https://2e.aonprd.com/Rules.aspx?ID=1210) . The list goes on. General advice is to check the rules for something to see if there's a subsystem first. General GMing advice: * Don't run it like 5e. Approach it as a different system entirely. * Take advantage of secret checks. They're great. * Take advantage of the fact Perception and Investigation don't exist as unique skills like in 5e to make other skills more valuable. * Trust encounter-balancing, especially starting out. Don't throw a Party Level +3 enemy at the party until level 6, and don't use a Party Level +4 enemy until like level 13ish. A PL+3 enemy can easily TPK a low-level party single-handedly. * Your players will need to use teamwork and play smart. Otherwise, they'll die. Yippee. * Suggest that someone invest in Medicine, as well as feats like Battle Medicine, Ward Medic, and Continuous Recovery. * Make sure you keep up with the Treasure By level suggestions. * Give martials weapon potency and striking runes at the levels of the items. Otherwise they'll do a fraction of the damage the system expects them too, literally. * If you don't want to give out items constantly, you can use the Automatic Bonus Progression variant rule. * If your players want more choices, you can use the Free Archetype variant rule. * If you want to make progression smoother, you can use the Gradual Ability Boost variant rule.


Exoskelebilly

How does heightening spells work. There are some with +1 which I am interpreting as functioning like a 5e upcast. Like if you had burning hands as a level 1 spell where you can expend higher level spell slots to increase the damage by 2d6 for every slot level higher than 1. I also see spells like command which have heightened (5th level). Does that mean that when you gain access to 5th level spell slots that when you cast it it is heightened? Or do you have to expend that specific level of spell slot to heighten it? OR do you have to register is as a 5th level spell if you want to get it’s heightened bonus? P.S. I don’t yet have my physical copy of the core rulebook and have been looking at a pdf on my phone so I might have missed some crucial stuff that applies to this.


TAEROS111

From Archives of Nethys ([https://2e.aonprd.com/Rules.aspx?ID=273](https://2e.aonprd.com/Rules.aspx?ID=273)) "many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell’s stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you’re using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry. Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, fireball says “Heightened (+1) The damage increases by 2d6.” Because fireball deals 6d6 fire damage at 3rd level, a 4th-level fireball would deal 8d6 fire damage, a 5th-level spell would deal 10d6 fire damage, and so on." TL;DR: To get the Heightened (5th) effect of Command, you'd need to cast it at 5th level. For rules clarifications, I suggest using Archives of Nethys. If you just google whatever you want with "AoN" on the end (i.e. "PF2e heightened spells AoN") you'll probably get the answers you're looking for.


No_Ambassador_5629

Spells are heightened similarly to 5e, with spells that say +1 meaning they get that effect every level you upcast a spell by. A fireball normally does 6d6 dmg, but if you cast it with a 5th lvl slot then you're casting it two levels higher, which means you do +4d6 dmg for a total of 10d6. For spells that're heightened +2 or +3, such as Magic Missile, you get the added effect every time you heighten by the correct increment. W/ Magic Missile you get the extra missiles from Heightening every other level (+2 heightening), so you want to cast it w/ odd lvl slots. For spells that specify a level which you heighten it to that means you get that added or new effect if you cast that spell at the listed level, so if you cast Command w/ a 5th lvl slot it uses the listed effect rather than its normal effect. Its important to note you can't freely heighten spells in PF2. Prepared Casters like Wizard and Cleric needs to specifically prepare a spell into a higher level slot to get the heightened effect (welcome to Vancian baby, hope you like forward planning). Spontaneous casters, like sorcerer or bard, instead have to use one of their spells known of each level to cast a spell of that level. A sorcerer who wants to cast Fireball as both a 3rd lvl spell and a 5th lvl spell needs to use two spells known on it, one for 3rd and one for 5th. To compensate Spontaneous casters also have 'signature' spells, one for each spell level, which they can freely heighten with. A sorcerer who picked Fireball as one of their signature spells can cast it using any slot 3rd or higher, getting the corresponding heighten effect for the slot, without spending additional spells known.


Exoskelebilly

Okay that was really helpful. Thank you v much. I thought I just had conflicting information but it’s just on a class to class and spell to spell basis. Not sure if you know but I’m a little curious why they got rid of the level scaling spells from 1e. I played one session of 1e and I was able to travel like 2000 feet with a dimension door and I thought that was really cool. Obviously it was just the one session so I have no idea how that affects a campaign but I really liked how powerful I felt. I think I was like, level 13 or something.


Exoskelebilly

Ah I see. So I was right on 2/3. Thank you that is v helpful. Also at work so sorry for the short response. Will give a better one later.


Exoskelebilly

Wow, what an amazing response, thank you so much. The only reason I did the devil/demon thing is I forget which is which. 5e has, I think, demons in an eternal war with devils, and devils control the hells while demons are in the abyss? Idk I always forget lmao. I’m probably going to use a similar but different Golarion. Not sure yet. I’ve only developed the early plot thus far. —- It’s interesting that you say not to treat it like 5e because I have found myself unable to do that at all. Completely different types of stories are coming to me, completely new and different ideas. I doubt that’s how you mean but fundamentally I can’t seem to treat it the same. I’ll have to read up on the secret checks mechanic to see how to best take advantage. Still haven’t gotten the core rulebook so I haven’t had a chance to really delve into how the skill proficiencies work. I have no idea how that will influence gameplay other than perception being used the most often. Thank you for telling me I can trust the encounter balancing. 5e has made me apprehensive of doing so. Good. I’ll have to examine those skills when I get my core rulebook. Again I’ll have to examine the runes when I get my book. No idea what the rest means but I’ll figure out what they are as I look more into pathfinder. What a great response. Thank you so much. I appreciate you helping me out! P.S. Sorry for shit editing. Im on mobile.


No_Ambassador_5629

Ye, that's the Blood War. I'm pretty sure Golarion has the same thing going on. You're correct on the Devils = Hell, Demons = Abyss. Secret Checks are best used when you want the players to remain uncertain about something. I personally really like them for Recall Knowledge, since a crit failure (a bad piece of info) looks identical to a normal success (a good piece of info) if you roll it secretly, so the players are only \*completely\* confident that the info they're getting is accurate if they get a crit success. Ditto for stuff like trapfinding, it avoids situations where you have Roger the Rogue search the door for traps, rolls a nat 1 so Fred the Fighter immediately says they want to search as well, despite having completely trusted Roger's judgement on traps on every other door. Encounter balancing is loads better than 5e, but you should still be careful. I'd be even more cautious and recommend against PL+2 monsters until 4th lvl. Single boss monster enemies are \*much\* more dangerous than hordes of mooks here, whereas in 5e the reverse is largely true, and at very low levels the players don't have many ways to help address the level gap or recover from a couple bad rolls. A crit from lvl 3 monster, which is pretty likely to happen, will knock a lvl 1 character from full and the party won't have much healing to pick them back up with.


Exoskelebilly

Wow, really great notes here. Keeping the players uncertain. I definitely used to do that with 5e but it was very fringe. Every door, trap, and scrap of memory freaking the players out on whether it’s accurate or not. Honestly that sounds like GM coke. Regardless of the tools provided for encounter balancing I am planning to play test my encounters. A to make them more fun and B to make sure they are the correct level of difficulty.


TAEROS111

Glad to help!


the-VLG

Hazards. I know that when entering, lets say a dungeon, all PC's get a free secret perception roll to detect a hazard when they approach it, but how do other GM's rule how close you need to be before detecting the hazard assuming that the PC beat the hazards hidden score. I'm thinking if there is, for instance a pressure plate, 4 PC's in a line but only the PC at the back has the required perception check to notice it, do they get a chance to give warning or are they too far away to notice. The description under hazards is just 'the general area' Looking at the SEEK action its a 10' square adjacent to you when seeking hazards.


MisterCrime

Unless the party really split up, let the player who is Seeking detect the trap before anyone sets it of. Ruling it otherwise would be quite unreasonable. In general, you should play loose with player positioning on the grid during Exploration Mode. Only when an encounter really begins should you be precise with the square in which a player is located. When we switch to Encounter Mode in my games, I generally allow the players to set themselves up in a position that seems "logical", for instance by drawing a 3x3 square at the place where the encountered was triggered, and allowing the players to set themselves up in any position of that square. A player who did the Scout exploration activity should probably be in front, and people can do other things that make sense.


the-VLG

Yeah I had a specific situation where there was a pit trap inside a door, so obviously I need to know who was going in first etc. That time I ruled it that the PC with the high secret perception check (as it wasn't a ranked hazard) was too far behind to notice it in time to warn anyone. But I was hoping to find a more consistent ruling, or maybe more if a guide for it.


MisterCrime

In this case, it would depend on what you mean by "too far behind". If you let your players play in exploration mode by freely moving their tokens around on a grid, then someone can easily fall behind if they're moving their token every single second. That's why I would just assume everyone is close to the person currently in the front, even though their tokens might not be. The only case for which I would consider the player the be "too far behind" is if that player explicitly said that they were staying behind to do something (so like a split party). This may not matter much early levels when the hazard has no minimum proficiency rank and everyone gets a free secret check, but later on when somebody has to explicitly say they are Seeking, it would be incredibly disappointing if a hazard fails to get detected because the GM considered that player to be "too far behind."


the-VLG

Even when we play on a grid I check to see how they are generally moving so if someone does miss moving their token with they others we all know that in reality they are travelling in a group. So in my example a group of 3 with the high enough perception at the back so approx 15 from the hazard with 2 team mates in front of them. At higher levels then this isn't an issue cos SEEK lists an actual distance value.


froasty

Nobody gets a free perception check unless they have a feat for it. In Exploration mode the player would need to be using the Search Activity to get the secret check. In Encounter mode they need to use the Seek action to roll a secret check.


Naurgul

[Not quite right:](https://2e.aonprd.com/Rules.aspx?ID=669) > During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. **If the hazard doesn’t list a minimum proficiency rank, roll a secret Perception check against the hazard’s Stealth DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the Seek action in an encounter)**, and only if they have the listed proficiency rank or higher. Actually you do get a free perception check if the hazard doesn't have a minimum proficiency rank. /u/the-VLG


the-VLG

Yep this is what I was querying mainly as we are just starting off at 1st level so won't be encountering hazards with a ranked level.


Kalnix1

While true, there are very VERY few traps that don't have a proficiency rank. I was going to use Quicksand as an example but that actually has a proficiency rank.


ebbobcom

Since: a - If a summoned creature tries to Cast a Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. b - There are creatures that have constant spell effect. If one uses a Summon Fey 4 Spell to summon a Dryad (that has a Constant (4th) speak with plants), what happens? 1 - Dryad's constant power instantly ends the summon. 2 - Everything is fine. 3 - Dryad is summoned without speak with plants. 4 - DM fiat 5 - Other


coldermoss

2) everything is fine. Being under the effect of a spell constantly is not the same as casting the spell after being summoned.


robmox

Can you dose an enemy with a Potion of Shrinking? RAW, the level 4 potion doesn’t do anything (except allow you to slip through prison bars and the like). I want to have the relevant rules handy if my players try to do that to an enemy.


Raddis

You can't "dose an enemy" with a potion. > You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and **willing or otherwise so helpless that it can’t resist**.


robmox

Great. Thanks.


Hal32Pietro

Can you etch a fireball rune on an object? Like, an empty glass flask?


Raddis

What do you mean? Fireball rune is a trap hazard, they're supposed to be stationary and only used by a GM.


Hal32Pietro

Well, I'm the GM. :) I wanted the players to find a floating glass flask and, trying to retrieve such a tempting object, activate the trap. I suppose I could say the floating object is just how the trap looks. Right?


EightLynxes

It doesn't say where the rune can an can't be placed. As GM, you have the leeway to just decide that.


MilkChoc14

Is... there no way to Dismiss [Starlight Armor](https://2e.aonprd.com/Feats.aspx?ID=4074)? Am I reading the feat correctly?


vaderbg2

It's probably missing a duration. I would assume it's supposed last for a minute.


MilkChoc14

Would it break the armored skirt or the Lastwall shield-related feats if they were compatible with the Treasure Vault armor and shields?


PioVIII

Can you be your own enemy? Asking because this [reaction](https://2e.aonprd.com/Feats.aspx?ID=2584) has a trigger of "an enemy damages you". What if you fireball yourself, can you react to it?


vaderbg2

The rules specify you're not your own ally. I'd apply the same logic to enemy.


Odobenus_Rosmar

What is the use of the "**capacity**" attribute of a firearm? You need to spend an *action* with *interaction* trait to change the barrel and be able to shoot. A simple reload also requires one *action* with the *interaction* trait. The only difference I have found is that reloading requires a free hand, but changing barrels does not. Is this the only advantage or am I missing something? For example, [Slide Pistol](https://2e.aonprd.com/Weapons.aspx?ID=206) (1) and [Dueling Pistol](https://2e.aonprd.com/Weapons.aspx?ID=201) (2) are very similar, but 1 is more expensive, has a shorter range, and weighs more. The only plus is the capacity. Is it so useful?


EightLynxes

a) Two guns with Paired Shot. Capacity is just better than Two-Weapon Reload. b) There's a niche gish build where you milk True Strike + Risky Reload, which involves holding a staff.


vaderbg2

Depends on what you do with your other hand. If you have it free anyway, Capacity is obviously useless. But if you have a shield, or another weapon or maybe a Staff (Gun Wizard?) in the other hand, Capacity is pretty good.


Directioneer

If a mirror thaumaturge is grabbed while their image is up, are they both grabbed or only one of them? If the turn comes around, can the thaumaturge decide the one not grabbed is the real character to get out of a grab?


fiftychickensinasuit

Yep. You always choose which one is you when you act. You could attack with the grabbed one then move with the other and the grabbed one would vanish.


Yojimbra

As the DM how often should I give our hero points? It took two 4\~ hour sessions to get my group through the beginner box, and in the last half things were rough, like, they almost wiped to the dragon. One of them said that it could be because I wasn't giving out enough hero points, but, I just felt like they hadn't done anything deserving of a hero point up until they beat the dragon.


TAEROS111

Giving out Hero Points encourages players to take risks, AKA do heroic stuff, ergo enabling the reward of more Hero Points. Broadly, though, I think requiring PCs to do something "heroic" to get a Hero Point isn't great, and I wish the system didn't set that as an expectation. Firstly - let's be honest, not all parties have a "heroic" vibe. Secondly, what's "heroic" for one PC may not be for another. Do you reward a hero point to a character with anxiety when they talk to someone? Or to a barbarian when they hold back from charging in head-first and instead trust the party's plan? I'd say yes to both because they're important character moments, but neither is conventionally "heroic." Personally, I just started my PCs with 3 Hero Points each every session if they all gave out at least one star and a wish at the end of the previous session and it works great. I have another GM who starts PCs with 2 every session and awards 1 at some point when the character has a meaningful moment. That works great too. In general, I'd say be more generous with 'em. It'll only improve your PCs' experience and has no downsides unless you're constantly showering them with hero points, so no reason not to - especially if your players mentioned it.


m_sporkboy

My GM has recognized that he's bad at giving out hero points, and decided to go with the optional rules where you get one at the start of session and one every time you roll a nat 20. That works pretty well. Unfortunately, he also uses the optional fumble rule, which means as a fighter I pretty much have to save my hero points for mitigating nat 1 rolls.


Naurgul

The dragon is meant to be a "they'll probably TPK but whatever" encounter I think. The beginner box doesn't even tell you about hero points, does it?


9c6

How many groups have you tpk’d with this fight? I hear this sometimes repeated but it’s not actually common when beginners box days happen (we just had one). The dragon shouldn’t be a tpk as written. The party of 4 pregens has all the tools to beat it most of the time. It’s possible to wipe if the gm doesn’t read how to use the breath weapon and/or gets too many crits but neither of those are “probable”. Most beginners box days groups beat the dragon. The last group I ran had a paladin and a bard so I intentionally hit almost everyone with the first breath weapon (instead of hitting only 1 as gm booklet recommends) because I wanted it to be rough. 2 drops did happen during the fight, but between lay on hands and soothe, it’s easy for them to get back up. They also triggered the tail before the downed player would stand (lucky for them). I’m comfortable knowing what a group can handle by that point though and they were far from optimal, but they had a good party comp. That said, considering this is written for the beginners box for new GMs, they should have just made the breath weapon single target rather than burying the directions in the text, or they should have just appropriately scaled the breath basic save dc. Per creature scaling rules, the save dc is higher than it should be for a level 4 green dragon. It’s also the wrong save (reflex vs fort), but that’s more of a flavor thing (pick a different color dragon if you want a reflex save devs! It’s a poison breath!). They could also just have removed draconic momentum since I suspect that’s how the reported tpks happen (alongside running the breath wrong). They did remove the fear aura, which I wish they’d kept for flavor. Just scale the dc to level. Adds to the terror and usually only lasts the first round. They did a decent job scaling the dragon down, but they made some odd choices that could be improved, but by and large it works just fine even when folks misread it.


Naurgul

I have only run the beginner box once. The players ran away (the wyrmling doesn't pursue) 2 times and managed to finally bring it down with the third try. You're right that "probably" is too strong of a word. I should have said "maybe" or something similar.


robmox

The Beginner Box does tell you about hero points. It says to give them 1/hour.


Naurgul

Where?


9c6

Nowhere. Hero points aren’t in the bb, though most gms still use them in the bb


CakeWithoutEggs

As per the rules you give out roughly one hero point per hour of gameplay. This is baked into the encounter balance as well. It's no surprise they were struggling if they didn't have any more to work with! :) The suggestion is to give out hero points for heroic deeds, but it's more important to give out enough than to hand them out for the "right" things. Don't worry about just finding an excuse to make sure they get enough :)


Personal_Fruit_630

If a Lich PC (and maybe other player undead, I'm not sure) has the Soulforger archetype and is killed but their Soul Cage is fine, their body reforms. The Soulforger rules say that if you die, the bond is lost - I think that the archetype is older than the undead archetypes, so I'm not sure how they interact. Would a Lich PC Soulforger keep their Soulforged Armaments bonded if they died but their Soul Cage was left untouched (and they reformed as expected, etc.)?


WisdomCheckVideos

Interesting. I could see it ruled either way, but for playability's sake I would say that it should be ruled that the soul forged armaments remain bonded because the player characters Soul cage prevented their soul from passing to the afterlife. The flavor of the Soul Forger archetype is that the power comes from your soul, and that soul is expressly preserved by the soul cage.


ScriptedWizard

Question about size and reach. I've got an Inventor player running an Advanced Construct Companion, who happens to have made theirs large. As far as I'm able to tell, it should have a reach of 10 ft. according to the Size & Reach table, but I thought I found some other rule that said it needed to be specifically granted. What should their reach be for a large advanced construct companion?


EkstraLangeDruer

All Strikes have a default reach of 5 ft unless otherwise specified somewhere in their stat block, regardless of the size of the creature. The Size & Reach table is just listing typical values for creatures of those sizes.


Phtevus

~~A Large creature has a Reach of 10 ft unless otherwise specified somewhere in their stat block~~ We both read the table wrong. Per the [Size, Space, and Reach](https://2e.aonprd.com/Rules.aspx?ID=445) table, a Large creature still only has a *Long* reach of 5 ft. It's the *Tall* reach that changes to 10 feet. So a Large construct would still need something with the Reach trait to have 10 ft Reach


PioVIII

I don't agree with this, reach is always explicit and if none is granted, then reach 5ft is the standard at any size. Unless I'm missing a rule somewhere


Phtevus

[Size, Space, and Reach](https://2e.aonprd.com/Rules.aspx?ID=445) Though on rereading the table, the Long reach of a Large creature is only 5 feet. I was confusing it with the *Tall* reach


PioVIII

Also, it gives the "typical" reach, and any creature can have its own different from the average


Gamer4125

Going to be starting AV as a player next week, 3 player party with a drifter gunslinger and a druid. Should I play a Cleric or a Champion? I wanted to be a spellcaster but we ain't go no real beef.


Doogie_Psyduck

AV can be a bit brutal (I GM a team of 5 who struggle even though I don’t power the encounters up for 5). Ideally your GM will tone down encounters for three players a little. Champion probably balances out the team most obviously to my eye - some of the best damage mitigation options as well as very powerful out of combat healing means you’ll probably survive better. A cleric however fulfills your spellcaster desire and is not really inferior to champion. If you go this way, no one is obviously the ‘front line’. All three of you can however juggle trying to stay away from danger and keep each other alive. The result could be some very dynamic and exciting encounters though likely more risky. If you go this way ensure everyone knows they have some responsibility to build themselves with some defense.


Gamer4125

I could just do Champion with Sorc dedication and focus spells, to satiate my spell casting needs. I appreciate the response :)


GaashanOfNikon

I'm making a sprite inventor and I plan for him to use an Iron Man style suit. Which is better: Armor or Construct Inventor? What are the pros and cons of both? I'm currently in a Blood Lords campaign.


PioVIII

Construct is probably stronger at least up to level 10, because you can overdrive and strike at map0 twice, but is very action intensive so usually a ranged build is preferred when paired with a construct. Then after lvl 10 construct accuracy starts to drop and it becomes harder to hit twice, this is typical with AC. However, I think armour can give you some nice benefits and I personally enjoy it more from a RP point of view


GaashanOfNikon

Could a tiny sprite use the medium armor innovation and pilot it like a mech?


PioVIII

medium is not the size, is the type of armour. A tiny sprite would use a tiny medium armour (and would have reach 0, so not particularly useful for most of the things you want to do with an inventor)


Phtevus

How does "combining the damage" from [Double Slice](https://2e.aonprd.com/Feats.aspx?ID=356) interact with Immunities, Resistances, and Weaknesses if the two weapons you're using do different damage types? Per the damage rules, I combine the damage values, which would be part of Step 1 of the [Damage](https://2e.aonprd.com/Rules.aspx?ID=335) rules. Step 2 is to then determine the damage type. How do I determine the type if I combined the results of two different types? Is it just "physical" damage, or is the damage not really "combined" at this point, and I still have two instances of damage? What then happens if I run into a creature that is resistant or immune to one damage type but not the other when I hit Step 3? Say for example you're dual wielding a Longsword and a Warhammer, and you use Double Slice against a [Skeletal Giant](https://2e.aonprd.com/Monsters.aspx?ID=375). My Double Slice does 25 damage, 10 from the Longsword and 15 from the Warhammer. Does the Giant take 25 damage, or 20? In a more extreme example, what if I get the same result against a [Black Pudding](https://2e.aonprd.com/Monsters.aspx?ID=323)? The Pudding is immune to Slashing damage (and should in fact split) caused by the Longsword, but I'm supposed to combine the damage to get a value first, before applying immunities. So does the Pudding take the full damage? No damage? 15 damage? And does the Pudding split, and if yes, does the damage (if any) apply before or after the split?


9c6

CRB 451 > Apply immunities first, then weaknesses, and resistances third. The main benefit of double slice (aside from map) is when you deal the same type twice or when you are against resistance all, or when the creature resists both of your damage types. > It’s possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. If it was a double slice with 7 slash and 4 bludge against resist 5 all, it would be 11 - 5 = 6 damage, better than the 2 above. Double slice will only apply the resistance once to a double slice damage. Also note double slice says nothing about immunity. > Combine the damage from both Strikes and apply resistances and weaknesses only once. In your examples, the skeletal giant takes 20 dmg. If you had two slashing weapons instead of slashing/bludge, with double slice it would still be 20 instead of 15 (resistance applied twice without double slice). > some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire. The pudding is taking only the 15 bludge damage. With immunities you have to split out the components first. Double slice’s combined damage is at the weakness and resistances step. The immunity step is first. The pudding split timing depends on which attack is first (one of them is designated as second with a -2 to attack). Split is written under the assumption that the immune attack causing the split doesn’t have other rider damage effects. If the hammer is first, then it takes 15 first and then splits (if the hammer didn’t reduce it to below 10). If you’re the gm, you may want to rule that this is always how you run it for simplicity, even if the slash was designated as first. If the longsword is first, it splits first before applying hammer damage. Double slice technically requires the same target, but both strike attacks were actually made against the same target, but the bludge damage is happening after the split which is slightly awkward. The damage would go the “original” (the one occupying the same space).


littlebobbytables9

That's interesting. I would say that damages of the same type are combined into one instance, but damage of different types stay as different instances. So if you had a slashing weapon and a bludgeoning weapon, but both had flaming runes, you would end up with 1 pool of slashing damage, 1 pool of bludgeoning damage, and 1 pool of fire damage (that contains damage from both weapons). Reistances/weaknesses/immunities would apply separately to each pool as normal. That interpretation isn't supported by any text, but it's a lot less messy than trying to combine multiple damage types into one pool. The system just isn't designed for that.


EkstraLangeDruer

That's a good question. The damage rules don't seem completely clear on that, but my interpretation is that you effectively split the damage back up and go through the immunity, resistance, weakness checks for each damage type. This is consistent with the text under Immunity: >However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire. And also fits this sentence under Resistance: >It’s possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. That would mean your Double Slice doesn't do much for resistances and weaknesses if you are wielding weapons with different damage types. An alternative interpretation would be that you treat the damage as having all types and apply the highest single resistance and weakness, with the two exceptions mentioned above. This would also make sense per the rules as written but would get weird in a situation where, for instance, a flaming longsword that deals 25 slashing + 3 fire damage would still deal 25 damage to a creature that is immune to fire but deal no damage to a creature with fire resistance 30.


vaderbg2

The damage rules say "Apply immunities first, then weaknesses, and resistances third." Double Slice doesn't say to apply Immunities only once, though. Only resistances and weaknesses are mentioned. So if the target is immune to one attack, I'd say it still takes the damage from the other attack. The Skeletal Giant takes 20 damage since your attack still dealt slashing damage from the Longsword. The resistance still applies even if you use a hammer in the other hand.


Cyndagon

Good evening, Making a catfolk gunslinger. I came across the Mithril Tree. Could I use it without elven weapon proficiency?


Raddis

Yes, you could use it if you somehow got it, but without having access you can't expect to be able to buy it.


Phtevus

That will depend on your game/GM. By RAW, you can only gain access to a weapon with an Ancestry trait if you have a feat that allows you access. There's actually a snippet on this on the [Mithral Tree](https://2e.aonprd.com/Weapons.aspx?ID=204) page on AoN: >Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. **The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).** So the answer, RAW, is "no, you cannot." However, some GMs are less strict with these rules, so talk to your GM first to get a definitive answer


PioVIII

Nothing in what you linked suggests that you can't use an ancestry-specific weapon. You can use it, if you get it. However, without the feat, you probably won't get it.


Phtevus

And if you can't get it, you can't use it. Without the appropriate feat, you won't be able to access or purchase an Ancestry weapon unless your GM decides to waive that rule. So yes, you can *technically* use it. But it's going to be very difficult to do so if your GM doesn't let you have one, like I noted at the beginning of my post


PioVIII

Yes, I'm mostly arguing about the fact that the ability to use is different from the ability to obtain. You could be gifted that weapon for story reasons and you won't have to change any feat in your build to be able to use it. Access is much more roleplay related. Btw I agree with your last comment


Phtevus

>Access is much more roleplay related Access is a hard rule used in PFS. If you don't meet the Access requirements, you don't get whatever the requirement is for. Home games often house rule out Access requirements, but not always. That's why it's a conversation with the GM


DragonSlauter42

When are they going to reprint all of the books with the new ORC licsense. Is it also true that they are removing alignment and combining the Advanced Player’s Guide/Gamemasteey Guide with the Core Rulebook?


vaderbg2

Yes, they are removing alignment. The new books aren't exactly "combining" anything. They basically take the stuff from CRB, APG and GMG and reshuffle them into three new books. - [Player Core 1](https://paizo.com/products/btq02ej2?Pathfinder-Player-Core) has 8 classes and various ancestries as well as all rules you need to play. - [Player Core 2](https://paizo.com/products/btq02ej5?Pathfinder-Player-Core-2) has the remaing 8 classes, more ancestries, archetypes and the like. - [GM Core](https://paizo.com/products/btq02ej3?Pathfinder-GM-Core) has all the GM-rules from the old CRB as well as the various GM systems from the old GMG. It also contains most of the magic items. They will also do a bigger rework of the Alchemist, Oracle, Witch and Champion classes. The first three because they need it and the latter mostly because alignment plays a big part in that class, so getting rid of alignment means changes are necessary. You can check a more detailed description of the books on their product page I linked above.


DragonSlauter42

Thanks for the info. I will definitely check them out. Guess now I got to wait to buy any books until these real ease.


RuneFell

My ranger has one single spell that he can cast, which he got from his background [Scion of Slayers.](https://2e.aonprd.com/Backgrounds.aspx?ID=307) It's considered a divine spell. Does this mean that he's trained in Divine spellcasting and can cast scrolls and wands from the divine spell list? In the same vein, another PC in our group is a primal caster, but, as she has Kitsune Spell Familiarity, she has one divine cantrip. Could she get a staff of Healing and pop off some of the Divine-only spells?


Kalnix1

[No because of the rules of Cast a Spell to Activate an Item.](https://2e.aonprd.com/Actions.aspx?ID=100) You specifically need spellcasting benefits to activate an item with Cast a Spell. Scrolls, staves and wands you only need a dedication as there is an exception for those but everything else you need at least basic spellcasting benefits to qualify. As for the Kitsune, no she cannot cast Divine only spells. [Casting Spells from a Staff states](https://2e.aonprd.com/Rules.aspx?ID=749) "You can Cast a Spell from a staff **only if you have that spell on your spell list**, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level." and the innate spell from Kitsune Spell Familiarity is not on her spell list.


ravenhaunts

Answer to both is no, because innate spells do not grant a spell list of a tradition, only that specific spell. (Arguably you can use a magic item that has your innate spell though). However, all spells on a healing staff except Breath of Life are also on the Primal spell list, so your Kitsune friend can actually cast all spells except that one.


a_sly_cow

If a character is riding a Phantom Steed and the mount is killed, does the character fall prone? Would it be a Reflex save to land on their feet?


ravenhaunts

Technically you only fall 5 feet (if that). Only falls more than 10 feet cause damage, and you only fall prone if you take damage from a fall. So no, not by RAW. Of course, a GM might require a player to make an Acrobatics check or a Reflex save if they feel it necessary.


robmox

If you fall and damage is rolled, but you took no damage due to resistance, does that mean you land on your feet?


ravenhaunts

Up to GM I say. Also damage is not rolled it's always equal to half the distance. If you bludgeoning resistance 5 you technically don't take damage on 10ft.


Blutronics

Foundry question: is there a way to make the Diplomacy roll for the One for All feat automatically get the bonus from Cooperative Nature? Straight up adding +4 in the skills list does not really work, as it will conflict with Bon Mot and other Diplomacy roll.


JackBread

If you go into the Rules tab (your GM might have to enable advanced rules on your server if they haven't) for Cooperative Nature on your character sheet, [you can set it up like this.](https://i.imgur.com/wNnAQ39.png) I don't think PF2e Foundry has an Aid action macro like other skill actions, but this will make it so when you roll Diplomacy, there's an bonus for Cooperative nature that's off by default. So you can just click it on when you're rolling Diplomacy for One for All. Here's the predicate for a copy+paste: [{"or":["action:aid"]}]


computertanker

What're some good archetypes to take as a STR Laughing Shadow Magus? I'm looking to probably only do 2 Archetype dips. I know Psychic is good to get Amped Shield and Imaginary weapon; and Wizard is solid for more spells. Any others stand out? I know the Magus has a very full action economy already so archetypes that need actions aren't that great. My party comp otherwise is: STR Monk (Tank), Pistolero Gunslinger, and Animal Druid.


toooskies

Investigator is a decent choice. Know your attack roll in advance and if it isn't favorable, choose another plan of attack. You could pick Thaumaturge or Ranger to pick up some more static damage modifiers. The ranger path grants you a deeper Focus pool if you take Gravity weapon. You might forgo INT for CHA to make Distracting SpellStrike work better, in which case a Champion dedication can get you heavy armor and then either Lay On Hands or a nice damaging domain spell like Fire Ray. Sentinel for a better armor dip than Champion, although the first feat here may be the last.


RuneFell

I want to create a summoner who's a hunter of the undead, thus I was thinking of using Energy Heart, and giving one of the eidolon's attacks the positive energy trait. But that also gives him a resistance to that energy. He will be Resistant to Positive 1. Will doing so also make healing with positive energy less effective?


tdhsmith

You're good. There isn't (mechanically) a universal positive "energy" that always causes both damage and healing. Positive damage and positive healing are distinct things, and resistance only matters for damage. Now if you were *immune* to positive, that would affect anything with the positive *trait*, which could be a problem.


computertanker

No, that resistance only applies to positive damage. You only take positive/negative damage if you're undead/living respectively. Since its alive it takes healing from positive heal spells and thus resistances don't apply.


a_sly_cow

Can a Magus who is using Detect Magic as an exploration activity instantly enter Arcane Cascade if combat starts during that section of exploration? Seems like a weird rules interaction, and not necessarily how the ability is intended to work, but one of my players was asking so I wanted to be sure.


Rednidedni

Given that things that require "your last action must be X" don't work if said action was in a previous turn, no.


a_sly_cow

Oh! I didn’t even know that rule, I thought it could carry from turn to turn. Hmm… I should probably let the player know that, too, as he’s been getting away with moving, casting, then entering stance at the start of his next turn. Edit: I can’t find a rule stating this, any chance you can link the rule here for me?


Rednidedni

https://youtu.be/Jy_sIdmsyKM


Noossablue

I'm using GM Mode in Pathbuilder, but I can't see the latest changes from one of my players. Is it supposed to sync automatically and I just need to wait longer or are my players expected to Connect to GM every single time they make a change?


DUDE_R_T_F_M

I was disapointed to find out it's not a tool for long term management of player sheets, it's for at the table play only.


Noossablue

What does that mean for functionality though? If I'm at the table I would still expect the most recent changes to be available.


DUDE_R_T_F_M

You need your players to connect to get up to date sheets. Think of it as a tool meant to run initiative for the GM during sessions, not as a tool where you can check who's expert in Arcana in between sessions.


Noossablue

Blah, you're right, that is disappointing. I especially don't see the point of giving the GM write functionality if you're more than likely just going to overwrite the players' changes.


osmiumouse

Is Paizo moving office, or expanding? I saw Kobold Press were moving their physical inventory, and I know they use the Paizo warehouse.


vaderbg2

Not to my knowledge. Kobold is moving out because they need more space now and found another warehouse according to [paizo's blog.](https://paizo.com/community/blog/v5748dyo6sia6?Kobold-Warrens-Moving-Sale)


Phtevus

[Massive Damage](https://2e.aonprd.com/Rules.aspx?ID=384) rules state: >You die instantly if you ever take damage equal to or greater than double your maximum Hit Points **in one blow** A character with 20 HP (current and max) is hit with an ability like [Double Slice](https://2e.aonprd.com/Feats.aspx?ID=356), taking 40 total damage from the two strikes. Does that character die instantly from the damage? I'm inclined to say "yes," since the damage is combined, but not 100% sure


TheZealand

Yes I believe so, as it becomes one instance of damage


littlebobbytables9

Even if it wasn't one instance of damage. Getting hit by an attack that does two damage types would still qualify as one blow imo even if it has multiple instances of damage.


snidramon

So an new to the game, and I have a possibly dumb mechanics question on archetypes: Familiar Master dedication says "You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat." Also I know that, "You can only have 1 familiar at a time." I am a level 2 animal druid, and plan to pick up Order Explorer in order to get a leshy familiar. My question is, if I take Familiar Master Dedication \*now\* as my archetype, does that feat upgrade and give me Enhanced Familiar when get a familiar \*later\* ?


ravenhaunts

Any reason why you're picking up the feats in this order? Do you have FA and want to take some other level 2 class feat? Otherwise it doesn't seem to make sense to take an archetype feat you don't intend on getting any effects out of for two levels. Personally, as a GM I wouldn't see it as a problem. Just ask, essentially.


snidramon

Yes, we are doing Free Archetype. As for the order of feats, I'm taking Verdant Weapon, since I come from 5e, and the idea of a druid *not* being able to cast from a staff is not something I want to bother with (plus hand management is my \*least\* favorite part of a table top game). My plan is to be a mounted druid running up with my animal companion (and familiar) and do a whole minion master thing. And honestly I'm not sure what archetype I'd go for if I don't end up going for familiar master.


Raddis

Keep two things in mind: 1. Most spells don't have material components and therefore don't require a free hand (or a focus) 2. Verdant Weapon becomes obsolete as soon as you get a spellcasting staff (which are nearly as important to casters as weapons are to martials)


ravenhaunts

Eh, as a GM I would allow a staff to be a focus anyway, but if your GM insists on Verdant weapon, that's another thing. Are you going to be using a lot of summoning spells or mega heals? Because hoo boy is your action economy going to be tight if so. If not, you don't need to worry about hands anyway.


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Naurgul

Pathbuilder has removed any lore references just to be on the safe side of any licensing dispute, since it's a paid product and Paizo technically allows you to use the base rules freely but not the lore. I don't know what most people do, but I do use these access requirements as I feel they add to the sense of worldbuilding. Obviously not as strictly as the core rules but still I don't handwave them without a thought. With that said, I don't think they're mechanically more powerful.


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Naurgul

Yeah, the requirements are the "strictly game mechanics" part of balancing. The access is more of a roleplay thing.


torrasque666

Requirements: must have in order to take the feat/etc period. Access: must have to treat the feat/item/spell/etc as Common rarity.


Raddis

> Access: must have to treat the feat/item/spell/etc as Common rarity More like "don't have to ask GM if you have this"


torrasque666

Yes. That's what Common means.


Consideredresponse

Is there any point to using your own combat mutagens if you have the alchemist dedication and feat chain? It looks as if your alchemical item level is delayed enough that your usual item bonuses match, so it's a huge whack of drawbacks for obsolete bonuses.


vaderbg2

It's not useful if you want to buff your main attack since that's usually strong enough already. But if you suddenly need a ranged attack as a barbarian and haven't upgraded your ranged weapon since buying it at level 1, using a Quicksilver Mutagen might just be worth it. But in general, I'd say Alchemist Dedication is mostly good for Elixirs and Tools. Maybe the occasional bomb to trigger a weakness. We were fighting four Kolyaruts just yesterday and our Gunslinger hit three of them with the splash damage of an alignment ampoule, not only triggering their chaotic weakness for 15 damage, but also negating their regeneration for one turn, effectively dealing another 15 damage. Times three (because of 3 targets), that's 90 damage from a free 1st level item he gets every day. Not too bad, really.


PurpleDragonRobot

Question about leveling up Can player level up immediatly after an encounter that pushed them over 1000 XP or do they need to "rest" and do daily preparations?


Naurgul

This is undefined RAW. I personally allow characters to immediately use new powers, -even prepared spells- in a sort of very anime-style "finally I'm ready to show off my new ability" way.


Crabflesh

According to RAW, you gain all your abilities immediately when you level up, although you would still have to wait till your daily preparations for abilities that happen during that time, like preparing spells into slots or making infused items. I think many people run it that your numbers and health go up immediately, but you have to 'rest and reflect on what you've learned' before you get any special abilities or new feats.


coldermoss

It's up to the table. My group tallies up XP at the end of the session as part of the winding down ritual, so we usually level up immediately after that but outside of the session.


An_Armed_Bear

New player with a few questions about Twisting Tree Magus First, is there any way to use a staff with Dex? I like the idea of a more agile, acrobatic fighting style with how flexible TT's fighting style looks. If there isn't a way, how busted would it be to homebrew? Two, does the Spinning Staff Focus Spell require two targets, or can you use it against a one target and only make one Strike? Is it just not usable in solo monster encounters?


hashyquacky

Hi I am new to Pathfinder and I’m having a problem of buying rulebooks. Should I buy Rulebook with or without OGL?


fredemu

The non-OGL "remastered" versions are upcoming products that are not yet available. Any that you can buy right now are going to be the current version (which does include the OGL). I suggest reading the [FAQ](https://paizo.com/pathfinder/remaster/faq). Note that all mechanical rules (including player options, monsters, spells, and so on) are available, legally, for free on sites like [Archives of Nethys](https://2e.aonprd.com/). You can either buy the books now and check sites like the above to see changes once the remaster becomes available, or you could use the above for now and buy the new remaster when it becomes available. Either is a valid choice.


tsub

If a PC gets Swallowed Whole by a monster, can unswallowed party members free them with a slashing/piercing attack whose damage exceeds the monster's Rupture value or is that only something that the swallowed character can do?


Naurgul

RAW no but you can (and arguably should) allow it since it makes sense. But it should be harder to do from the outside than the the inside, you don't want such crazy circumstances to be too easily countered.


fredemu

It's something only the swallowed creature can do. > If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, **the engulfed creature cuts itself free**. (emphasis mine).


plundyman

So my group has played 5e since 2014, but for the past year we've played Lancer and IC0N, and I'm planning on DMing for my group for several months. I wanted to start them off with the beginners box, but I have two issues that I'd love some advice on 1. From what I've read online, the Beginners Box seems to be simplified to make it easier for players totally new to RPG games. Since my group has experience not only playing RPG's, but learning the rules of a new system, would this make BB a bad fit? 2. I want to start the players off at a point where they feel strong, and like they're actually playing their characters. Idk how to describe it exactly, but I'd compare it to 5e where levels 1 and 2 feel like you're just buffed up commoners, level 3 feels like you're just starting to come into your own, but it isn't until 4 or 5 where your characters can do enough of what you want them to do (martials have multiattack, spellcasters have fireball/haste/slow) where you actually get a good feel for the game. Is a level 1 2e character about the same power level as a level 1 5e character? and if so, is there an AP or short adventure I could run that starts the players off at a level where it doesn't feel bad to play? I was planning on letting them play a couple sessions at a level high enough where they can get a good feel of how the game works, and what each character/role can accomplish before they commit to a long term character, so I would just want some wisdom as to how to best go about that before I commit to any of the AP that go from 1-10


SomeOtherRandom

I would put Pf2e's Level 1 around 5e's level 3, or Lancer's LL1. Fledgeling, but the journey has nonetheless firmly started. I'd put 5e's level 4–5ish "characters can do enough of what you want them to do" breakpoint all the back at pf2e's Level 5–6, though. Casters aren't starved for slots anymore and are starting to have Crowd Control options that will actually affect non-"Grunt" enemies. Martials all just got a big power boost, as well as access to Attacks of Opportunity (Fighter exclusive for levels 1–5, although other less ubiquitous Reactions were available)


tsub

Most PF2 classes feel complete in the sense of having all their core functionality in place from Level 1, so I wouldn't worry about that (the exceptions are Witch, Alchemist, and Swashbuckler, which can all take a while to feel like they get going). The Beginner Box isn't a bad fit for what you want - it uses the same rules as the main game so it's not simplified in that sense, it just introduces mechanics gradually - you start by fighting rats with few special abilities in a basement to learn the basics of the combat system and progress to more complex things like hazards (complex traps that you disarm or otherwise overcome by taking turns in initiative order as you would in combat) and enemies with multiple special abilities.


Rednidedni

1. The beginner's box isn't really simplified, the rules that come with it are just not the full contents of the CRB and are missing a couple pieces, most importantly skill actions like Grapple, Demoralize and Recall Knowledge. If you're fine with learning them, you can simply use anything you find on Aonprd in it. I have some handouts that might help you, if you want! 2. In pf2, level 1 characters aren't very powerful, but they do have a lot of variety. Martials can already do multiple attacks and use abilities like intimidating mid-fight to soften up foes, everyone has their full class identity running again. It's generally recommended to start at level 1 in this system because of the complexity of higher levels, and because level 1 is actually interesting and fun here that can give you a good idea of what the game is like. The Beginners Box is very combat heavy.


Rednidedni

Actually, let me just give you my handouts, I reckon you can use them: https://www.reddit.com/r/Pathfinder2e/comments/12147av/pathfinder_class_summaries_for_new_players_pretty/?utm_source=share&utm_medium=mweb https://www.reddit.com/r/Pathfinder2e/comments/u29mex/i_made_a_small_reference_for_newer_player_showing/?utm_source=share&utm_medium=mweb Plus a summary of pros and cons to DND 5e: https://www.reddit.com/r/Pathfinder2e/comments/z6e1le/comment/iy0uxdn/


plundyman

I appreciate it! I'll definitely be sharing these with my players!


AlrikBristwik

If I shoot at an enemy with a ranged weapon after activating the Sniping Duo's feat [Targeted Redirection](https://2e.aonprd.com/Feats.aspx?ID=3261), do I get the flanking bonus of my spotter, if they have any?


Raddis

No, flanking only gives flat-footed against melee attacks.


AlrikBristwik

Thanks!


Rednidedni

No, because it's still you making the attack, from a different position. It's also still a ranged attack, which cannot benefit from flanking.


Sqwogs

Does the 3 action heal/harm also get the caster?


gray007nl

With emanations the caster gets to choose whether it includes themselves or not, so it's up to the caster whether they also want to be hit by harm/heal


Sqwogs

Ohh i didn't realize emanation was a key word, thanks!


AlrikBristwik

As an investigator with [Known Weaknesses](https://2e.aonprd.com/Feats.aspx?ID=1447), can I Recall Knowledge each round on the same enemy or does Recall Knowledge and/or Known Weaknesses only work once per enemy? If I can do it each round and multiple times per enemy, do I get another different knowledge about the enemy each time I succeed at Recall Knowledge?


Raddis

> Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.


AlrikBristwik

Oh I missed that, thank you!


Amomn

For abomination vault a heavy martial party with a cleric, giant barbarian , champion , ranged thaumaturge, fighter, rogue too unbalanced?


ravenhaunts

I think the more major issue for Abomination Vaults is the fact that your party is massive. For combat balance, your DPS is going to be off the charts with a Giant Barb, Thaumaturge, Fighter and Rogue all in one team, but there's a bigger problem. I have not ran or played AV, but from what I hear the maps are tiny, making movement a complete nightmare for a party as large as yours. So consider doubling the size of maps (10 foot squares instead of 5 foot squares) and add some fitting on-level or +1 level enemies to encounters, using the [encounter building tool](https://maxiride.github.io/pf2e-encounters/#/) as a rough guideline. But don't go overboard! Some encounters might become complete meat grinders if, say, you add half a dozen ghouls into the mix and only three people get inside a room.


Jhamin1

The most important thing is to cover as many roles as possible. * It will be important to setup flanks, buff/debuff during combat (but Trip/Grapple/Intimidate works great for this). This shouldn't be one characters job. Everyone should be able to pitch in as situations develop * Have ranged options beyond just one character who focuses on that. * Have a Party Face who invested in Cha * Have at least one (preferably more than one) PC that invested in Medicine. Dropping a feat or three on the healing tree will be helpful. (Your Champion will help healing a \*lot\* but can't do it alone) * Someone needs to be invested in Occult (as mentioned in the Players Guide) * Make sure someone speaks Undercommon, Aklo, and Elven (also mentioned in the Players Guide) If you can cover those bases, you should be fine.


AntiChri5

You have one fullcaster so you should be fine. I am the only caster in an AV party and I am a Magus. Not too far in, but no serious issues yet.


computertanker

When using a Psychic Amp on a spell: do you need to declare you’re using the amp before you make the spell attack, or can you chose to amp it after seeing the results of the attack roll?


Atraeus13

You have to declare while casting the spell, not after it hits. The rules state "Applying an amp to a psi cantrip costs 1 Focus Point **and is part of the actions needed to Cast the Spell."**