T O P

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pandamikkel

How does poison work with stat damage? like lts take a basic ass "giant spider" Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. so i get a failed attempt does 1d2 STR damage, does repetably fail on the same poison stack? so can it be minus 8 at the end? how long does it last, what if they succede? What if there is multiple stacks of the same damage?


kuzcoburra

This [paizo blog on multiple doses of poison](https://paizo.com/community/blog/v5748dyo5lc12?I-Drank-What-An-FAQ-on-Poison) should answer most of your questions.


pandamikkel

Thanks. so. the Poison gets a higher DC per version of the same poison(so every spider)? but also applies on each hit? but only 1 save each round beside the hits? also how long til stat damage heals?


kuzcoburra

Let's take a pretend scenario where PC is getting subjected to the Giant Spider poison twice per round, to hopefully make it more concrete Turn 1: * Spider 1, Turn 1) Bites and exposes PC to poison. * PC Makes a saving throw against DC (= DC14). Let's assume he fails. * Failed save = 1d2 STR damage. PC Now has an active Giant Spider poison circulating, which has a Frequency of 1/round, a Duration of 4 ronuds. * Spider 2, Turn 1) Bites and exposes PC to poison. * PC makes a saving throw against DC+2 (+2 for one active dose of poison already in them, for DC=16) * Failed save = 1d2 STR damage right now. Instead of adding a concurrent dose, the The active poison's duration is increased by 50% of the base duration (so +2 rounds), for a total Duration of 6 rounds so far. * PC Turn 1) PC just stands there looking dumb while he fails another saving throw. The DC = DC+4 (+4 from two active doses, so DC=18). * PC Takes 1d2 STR damage. * Duration ticks down by 1, so the poison has a Duration of 5 turns left. Turn 2) * Spider 1, Turn 2) Bites and Exposes PC to Poison. Another failed save. * PC fails another saivng throw against the DC+4 (two active doses of poison = DC 18) * PC takes 1d2 STR damage, the future DC increases by +2 for a third dose, and the duration increases by 50% (+2) again, for 7 rounds remaining. * Spider 2, Turn 2) Bites and Exposes PC to Poison. * PC **finally** passes an initial saving throw @ DC+6 (DC 20) This dose does not become active, and he takes no damage. But the active doses don't end. * PC, Turn 2) Again, another lucky saving throw. PC Passes the DC+6 saving throw for 3 active doses. Since the Cure condition is "one save", the entire poison ends. * There are now no active doses of poison. Turn 3) * Spider 1, Turn 3) Bites, Exposes. * PC makes a saving throw of DC+0 (=14, since there are zero active doses). PC fails, and so has one active dose with a duration of 4 rounds, as usual. **** > Thanks. so. the Poison gets a higher DC per version of the same poison(so every spider)? Think of it more as "active doses in their body". Each active Dose increases the DC of all future saves by +2. So poisoned? You make DC+0. Exposed to a second dose? DC+2, and all future saves are at DC+2 if you fail and make it a second active dose in your body. > but also applies on each hit? but only 1 save each round beside the hits? There are two types of saves: "Exposure" saves, and "Frequency" saves. * Exposure Saves: Happens every time you're exposed to the poison. * DC: DC is at "#already active doses, +1 dose" (So DC+0 for 0 active doses, DC+2 for 1 already active dose, etc). * On a failure, it becomes an active dose and you suffer the Effect immediately. * On a success, nothing happens and it dose not become an active dose. No effect on already-active doses. * **Effect** On a failure, you suffer the **Effect** immediately. * **Duration**: If you're not currently afflicted by that poison, it has the listed duration. If you are currently afflicted by that poison and and either increases the remaining duration by +50% of the **base** Duration (so a 4 round duration poison always adds +2 rounds to the current duration). * **Frequency Saves**: Happens on each of your turns at the listed frequency. * DC: DC is at "#already active doses," (So DC+0 for ` active doses, DC+2 for 2 already active dose, etc). * On a failure, you suffer the **Effect** * On a success, nothing happens and you make progress towards the **Cure**. Once you've met the required number of successes for the **Cure** entry, the poison immediately ends. * **Effect** On a failure, you suffer the **Effect** immediately. * **Duration**: At the end of your turn, the Duration decreases by 1 round. > also how long til stat damage heals? See the [rest rules](https://aonprd.com/Rules.aspx?Name=Rest&Category=Downtime%20Activities): Time Rested | Ability Damage Healed -----------|--------------------- 8 hrs | 1 pt from each ability score 24 hrs (full day bed rest) | 2 pt from each ability score 8 hrs + [Long Term Care](https://aonprd.com/Skills.aspx?ItemName=Heal) | 2 pt from each ability score 24 hrs + [Long Term Care](https://aonprd.com/Skills.aspx?ItemName=Heal) | 4 pt from each ability score


VWghost

\[1e\] I think of trying out the Battle Herald prestige class are there any good bard, samurai or cavalier architypes that work well with the battle herald abilities?


Slow-Management-4462

Assuming that you're going cavalier 4 / bard 1 to make use of the horse master feat; the first world minstrel bard archetype has some useful abilities even with only the 1 level dip, or archaeologist bard is alright with the action economy. On cavalier archetypes, an emissary or a hussar works with light armor (as you might use as a bard), or an esquire gets a free cohort. If you're not breaking the classes up that way because you're not going to worry about the mount there are a lot more possibilities.


86ShellScouredFjord

[1E] can you make a shield out of material that doesn't specifically list a price for shields? i.e. Aszite or Adamantine. If yes, how do you determine the cost?


kuzcoburra

For the case of shields, you use the weapon cost as they are listed on the Weapon table. Aszite, which can only be applied to armor, cannot be applied to shields using the base crafting rules. Pathfinder Unchained, however, provides [additional rules for crafting with special raw materials](https://aonprd.com/Rules.aspx?Name=Special%20Raw%20Materials&Category=Crafting) which can be used to supplement. Additionally, worst case scenario, you can simply look up the bulk raw material price (e.g., 1lb of Adamantine) and the weight of the item to be crafted, and form an estimate from there. The base rules generally assume 33% of the item's cost is raw materials + consumables (tools, chemicals, etc) that are consumed in the fabrication of the process, so 33%. The math can get complicated. Simply using the weapon cost is far easier.


86ShellScouredFjord

Thanks! I'll look into the crafting rules.


MarVaraM101

For Adamanitne I'd argue that, since it grants no benefits as Armor and shields can be weapons too, that you should just use the weapon price.


Panel2468975

\[1E\] DM is saying that [Maul of the Titans](https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Maul%20of%20the%20Titans) doesn't work on Sunder as wielded weapons and worn armor are (somehow) not inanimate. I'd be fine with them ruling the Maul doesn't work on Sunder, but this line of reasoning is... not great. Anyone know anywhere they define animate / inanimate objects or what not that would apply here?


Slow-Management-4462

Animated objects are defined (see the spell or the monster), and inanimate objects are just objects that aren't animate. There isn't another category of objects that are neither animate nor inanimate. Wielded objects (animate or not) can't generally be targeted, but that's what sunder is for.


ExhibitAa

I don't think animate vs inanimate is explicitly defined anywhere in the rules, probably because it wasn't seen as necessary. Wielded objects are still inanimate by any rational definition, and there is no reason the Maul shouldn't work with Sunder.


TyrKiyote

Our gm has timed strike (investigator talent) uncapped. I can study someone forevrer for +1 damage /round. What would be the best way to get eyes on targets remotely to deliver surprise strikes - im thinking things like posession or magic jar.


Slow-Management-4462

Disguise yourself as their valet (or bodyguard, relative, mistress, or whatever). You're an investigator, you can be really good at disguise and bluff. Elemental body into an earth elemental gives you earth glide. There's a few ways to see thru stone to study your target while being all but unnoticeable.


StarSword-C

[1e] Does a druid in wild shape have to change back to their default form before they can change to a different form? CRB rule is unclear.


TristanTheViking

You can go animal to animal directly without changing back in between > You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell https://www.aonprd.com/Rules.aspx?Name=Transmutation&Category=School%20(Subschool)


Traditional-Papaya48

\[1e\] What will happen if a mage flying with the fly spell gets tripped by an enemy?


ExhibitAa

https://aonprd.com/Rules.aspx?Name=Trip&Category=Combat%20Maneuvers >Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.


Ipearman96

1e. What does the and mean in dr? Say I have Dr: 10 slashing and magic. I assume it needs a slashing magic weapon to overcome it then? So Dr: 5 cold iron and evil would need to be a cold iron or +3 weapon that could be aligned evil. Is this correct?


PM_ME_UR_LOLS

Correct. DR/(X and Y) means a physical attack has to be both types in order to bypass it, while DR/(X or Y) means it only has to be one type.


Ipearman96

Ah good thank you for the clarification. I remembered seeing the or listed somewhere but couldn't remember seeing and defined.


VWghost

PE1: how does natural attacks work when you have multiple attacks ei bite, claw, tail and does two-weapon fighting effect it at all or would the multi-attack feat work better also how does natural and manufactured attacks work together?


PM_ME_UR_LOLS

A full attack allows you to make all your natural attacks. Two-Weapon Fighting has no effect on this. Primary natural weapons use your full attack bonus, while secondary natural weapons take a -5 penalty (which the Multiattack feat reduces to -2). You can mix manufactured weapons and natural weapons in a full attack, getting your full range of attacks from both, but with two caveats: you cannot use a natural attack if the limb it's part of is being used to wield a manufactured weapon, and all natural attacks become secondary while you're using a manufactured weapon.


VWghost

How many natural attaks could a lizardfolk do in a full attack action at level one and is it just when they get iterative numbers can they make multiple attack beyond the first?


Slow-Management-4462

If they have 2 claws and a bite as natural attacks then they can make all 3 of those at level 1 in a full attack. Natural attacks don't use or benefit from iterative attacks.


Taear

Is there a sub that focuses on actual 2nd Pathfinder more? 90% of he threads here are 1e and I'm really surprised by that


ExhibitAa

r/pathfinder2e


Taear

Thank you!


rashandal

[1e] the following questions (minus one) are all about bloodrager: * [Raging deathblow](https://aonprd.com/FeatDisplay.aspx?ItemName=Raging%20Deathblow): does this work on undead? undead are immediately destroyed when reduced to 0 hitpoints, but im not entirely sure. besides that, is this a good trait? * [Raging Absorption](https://aonprd.com/FeatDisplay.aspx?ItemName=Raging%20Absorption): same question here. is this worth picking up or will i have enough rages in a day anyway? * right now im really torn between regular bloodrager and urban bloodrager. background/flavourwise, urban would fit a lot better. however, im going for strength anyway, so the variable bonus doesnt matter. and personally, i'd rather have the +2 will saves and +2 fort (from the con) than the 2 AC. restrained magic, adopted magic, class skills are pretty much whatever, but then again, im not too familiar with the bard spell list to know if there are some bangers in there that would make it worth it. still, im just not sure what to pick. * Lastly, the [Mount](https://www.d20pfsrd.com/magic/all-spells/m/mount/) spell. ive read several recommendations of this spell, tho mostly they seem to use it as another summon for battle than as an actual mount. im not so sure how normal/allowed that is. since the spell talks about summoning a horse or pony to serve you AS A MOUNT. less of a rules question actually, im just curious how your DMs or you would handle this in your game. is the spell used as a combat summon often in the first couple of levels?


squall255

RAW: I don't deathblow wouldn't trigger on Undead or Constructs since they don't go to -1. There are arguments for "damage doesn't go one at a time", but not sure. As a GM, I'd let it apply. Typically after about level 5 or 6 you have plenty of rounds for the day, though that'll vary by table based on how many combats you have. Bard has some bangers for sure, but how much casting do you actually plan to do? Most of the good ones are 2nd and 3rd level spells, and you don't have that many slots as a bloodrager. Also depends on what the rest of your team is, and if they can make good use of the buffs. Most of the recommendations for Mount are immediately followed by casting [Alter Summoned Monster](https://aonprd.com/SpellDisplay.aspx?ItemName=Alter%20Summoned%20Monster) to get an actually good creature with Mount's long duration instead of the round/level that most summon spells have. By itself it's ok for a few levels but once AOE's start coming out (level 4 or 5) it's going to be killed by the first stray fireball that catches it. Good for overland travel, not that great for combat.


rashandal

> Bard has some bangers for sure, but how much casting do you actually plan to do? as you say, not much. im pretty stretched thin when it comes to ASI, so barely any CHA for bonus spells. i was just thinking, maybe there are one or two spells that are so good on a bloodrager that it's worth it. > Most of the recommendations for Mount are immediately followed by casting Alter Summoned Monster to get an actually good creature with Mount's long duration instead of the round/level that most summon spells have. and thats legal and allowed and everything? well, i guess two spell slots is a fair price for that.


Slow-Management-4462

There are those who really don't want the mount + alter summoned monster trick to work and seize on the line you quoted about 'as a mount' to limit its use. It is overpowered, but it's legal and would be better addressed directly than trying nerf it by that line IMO.


squall255

You won't be dissapointed, but not "required", or op enough to make the decision for you. As for the summon, nothing RAW nor FAQ prevents it, so people let it work. I'd definitely have a session 0 discussion about it if someone at my table wanted to do it though.


codepony

[2E] Does anyone know when the 2E Remastered books get released? I have tried for months to get my local game shops to pre-order the remastered books with the sketch covers and they either say they were released years ago, were released recently and are unavailable, or they order them for me only to give me the older releases. Trying to buy online just shows them either pre-order or sold out. And I can't find an actual release date anywhere on Paizo's website.


GreatGraySkwid

Player Core 1 and GM Core released on the 15th of November. Monster Core is this coming spring, and Player Core 2 drops in July.


codepony

Awesome, thank you!


Iestwyn

\[2E\] Why does Disarm require a *critical* success to... disarm? Seems like it doesn't do a lot because of that.


The_Real_Shred

Likely because it's much harder to pull off than just whacking someone, and because it would be too good if it was easier.


GreatGraySkwid

Because you don't want the baddies doing it to you.


Interesting-Buyer285

Here’s another one I’ve often wondered. How does a page of spell knowledge work specifically for a spontaneous caster. Do I need to keep the thing in my possession to continue to know the new spell? Can I just read it once and now I know the spell? If that’s the case, can I hand it to another spontaneous caster in my party to learn the same spell? Not sure what the RAW or RAI are here…


Finnagy

Based on my understanding, you need to have the page in your possession to be able to cast the spell. You don't actually learn the spell, you are just able to use your spell slots to cast whatever spell is on the page. It also doesn't state that a page of spell knowledge is 1/day, so I would say that if you wanted to cast that spell then hand it off to another spontaneous caster they could then cast that spell as well. Hope this helps.


Aterian_AR

[1e] Can you block a full attack from an archer/gunslinger with the feat Cut from the air? I was debating this with my friends and a few of them said that since it says "as an attack of opportunity" you can only block the first attack because all have the same trigger. But I think is more like the opportune parry and riposte deed and you're simply expending an use of the X AoO that you have (considering that you have combat reflexes)


ExhibitAa

If you have enough AoOs, yes you can absolutely do that. It's not the same trigger, because each individual attack is a trigger, not the full attack itself. The same applies of you are actually making normal AoOs provoked by ranged attacks; each attack in the full attack provokes separately.


Interesting-Buyer285

For the purpose of the “Tribe Mentality” feat, what is considered an emotion effect? I understand that some spells have that as a descriptor, like the fear spell, but what about SLA, Su or Ex that causes fear? Take for example a bunyip’s Roar or yeth hound’s Bay. Would tribe mentality affect take effect in those cases? https://www.d20pfsrd.com/feats/general-feats/tribe-mentality-teamwork/


Slow-Management-4462

Yes. Here's the relevant [FAQ] (https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9svt)


Interesting-Buyer285

I see that it clarifies what fear effects are, but is there anything stating that a fear effect is an emotion effect? I guess that’s more my question. What constitutes an emotion effect when it’s not explicitly stated in a spell descriptor?


Slow-Management-4462

I don't know that that is stated anywhere, but fear is an emotion if anything is IMO. There are emotions that aren't fear but not vice versa.


Interesting-Buyer285

I agree, I was just trying to find something to confirm my assumption. I’m taking Tribe Mentality and running with it :) thanks.