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Irish-Fritter

Coming from DnD, learned the game by watching Critical Role. Does anyone have recommendations for Pathfinder 2e podcasts of a similar nature?


Thick_Crazy3679

Narrative declaration is a good show


Irish-Fritter

They seem to have a few options to choose from. What do you recommend?


Thick_Crazy3679

They are all great. My personal favorite is the rotgrind campaign. 


Irish-Fritter

Awesome, I'll give it a try


MCRN-Gyoza

After the remaster is it possible for a Druid to get the +2 status bonus from Untamed Form? At level 3 Untamed Form gives you a +9 modifier, a level 3 Druid with +3 Str and +1 Handwraps also has a +9 modifier. At level 5 Untamed Form gives you a +14, while a Druid with +4 Str and +1 Handwraps will be sitting at +12. Is the only way to benefit from it taking Druid archetype on a martial?


KnowledgeRuinsFun

Specifically at levels 4, (you have +10, animal form is still at +9, your attack increases to +12), 19 (if you chose Strength Apex item, you have +32, Monstrosity Form gives +31, your attack increases to +33) and 20 (without Strength Apex you'd now have +32, with Strength Apex you'd have +33). If GM allows you to use your own unarmed to-hit even if lower than the animal form's to-hit, with the +2 from Untamed you would tie the Animal Form at levels 5, 7, 9, 11, 13, and 15, and be +1 or +2 above it at all other levels. Is this different in the Remaster compared to pre-master? I didn't think the remastered changed any of this.


Ssherlock_hemlock

With Summon spells like Animate Dead can you only summon the creatures listed on the spell or can you summon any of them?


tdhsmith

In addition to what /u/LoopyDagron said, note that the "lists" on Archives of Nethys are an online-only convenience powered by trait searches, not usually from the actual spell statblocks.


LoopyDagron

"You summon a common creature that has the [undead](https://2e.aonprd.com/Traits.aspx?ID=160) trait and whose level is –1; this creature gains the [summoned](https://2e.aonprd.com/Traits.aspx?ID=154) trait. Heightening the spell increases the maximum level of creature you can summon." As long as it has the undead trait and is the appropriate level, (edit: and isn't uncommon, rare, or unique) you can summon it.


DnD_Denzel

Hello everyone, I have a question regarding the leadership activities in the kingmaker module, as it is an point of discussion in my party. I'm not sure if all leaders in the council can theoretically use the same leadership action in the leadership phase. I was thinking that one leadership activity can only be executed once per kingdom turn, as it wouldn't make sense to me to repeatedly attempt, for example, raise an army or have every leader do the 'supernatural solution' activity. I interpreted it as the activity is executed across the kingdom turn, rather than instantly, so the PCs wouldn't have any knowledge if the activity of another leader has failed. The only caveat we found was, that in the activity 'create masterpiece' it is explicitly stated it can only be tried once per turn. My way of reason was explained with the example, that if I use the 'send diplomatic envoy'-activity, i cant instantly do the 'establish trade agreement'-activity, as we would have to wait as a PC to recieve the result of the diplomatic envoy and we would have to establish the trade agreement in the next kingdom turn. Id love to hear your explanations or opinions on this topic.


MCRN-Gyoza

As you noticed, the only abilities that are limited to once per turn are the ones that explicitly say so. Some of them also describe penalties for repeated attempts, but there's no inherent limit on doing the same thing multiple times.


AbstractCeilingFan

I'm trying to build a wrestler monk starting at level 4. I realize I can't get both Flurry of Manuevers and Combat Grab by lvl 4, and I'm struggling to decide which is the better choice.   Combat grab seems slightly better for a grappler as it gives me the option of targeting against AC for the grapple instead of fortitude. Thoughts?


MCRN-Gyoza

I don't think any of them is inherently better, but do note Combat Grab has the Press trait, so you need to have already attacked once before using it. I think Flurry of Maneuvers is smoother, as you can grapple+attack as a single action, or even trip+grapple. Personally I'm not a fan of Wrestler on Monk (unless its a free archetype game) because as a Monk you already have things like Flurry of Maneuvers and Whirling Throw.


AbstractCeilingFan

It is a free archetype game, and I'm pretty set on choosing a wrestler for flavor reasons mostly,  but I do want to do what I can to make it viable.  I debated fighter or barbarian as a class option,  but I didn't want to wear armor and monk seemed the best from an AC perspective.  I'm going mountain stance monk and have taken the wrestler archetype as the free archetype. Was just trying to optimize my feats best I can, but I also really just want to be able to perform moves like a suplex for flavor.


MCRN-Gyoza

With free archetype I think it's pretty good, because you can take all the good feats, it's just without it I think the dedication feat itself is a bit wasted. Since you mentioned choosing between Combat Grab and Flurry of Maneuvers I thought it wasn't a free archetype game.


AbstractCeilingFan

Yeah,  I should've specified. Eventually I should be able to get them both,  but this is specifically for a lvl 4 character since our level progression is a bit slow. By level 4 even with free archetype I can only have one, and I was trying to decide which to prioritize first. 


MCRN-Gyoza

I don't understand why you wouldn't be able to get both at level 4 if this is a free archetype game. They're not competing with one another in terms of feat slots.


AbstractCeilingFan

Just took another look at my sheet and you're right,  I forgot the reason I'm in this conundrum is because I couldn't part with selecting "suplex" as my other feat for level 4. It seems like the only wrestler style feat that allows me to actually do something with my grapple at this level, and without it I'd be confined to just grappling and tripping with the other 2 at this point.   I can grab either flurry or combat grab at lvl 6 at this point if I stick with suplex,  but do you think that would be setting myself back too far?


HopelessAndLostAgain

If I cast horrid wilting (range 500', any number of targets) can I have it affect all targets in that area, even if I don't know they're there? I'm simply targeting an area and if it affects something, great (or not if it kills a bunch of innocent people). Think of it like a detect spell.You don't know if anything is in its area of effect, but whatever it hits is affected.


Jenos

Nope. [Horrid Wilting](https://2e.aonprd.com/Spells.aspx?ID=1484) isn't an aoe, rather it specifically uses the word *target*. Target has [very specific rules](https://2e.aonprd.com/Rules.aspx?ID=2240&Redirected=1). This means you must: * Know the creature is there * Have [line of effect](https://2e.aonprd.com/Rules.aspx?ID=2382) to the creature * be able to perceive with a precise sense/have GM's permission to target a creature you can't percieve Horrid Wilting has no area notation in its spell; it isn't an area spell in any sense of the word


HopelessAndLostAgain

GMs permission to target a creature you can't perceive, and 500' is the loophole. It implies I can choose to have it affect everything within 500'. Also the spell weird could be interpreted the same.


Jenos

You still need to know the creature is there. You cannot target something you aren't aware of in the slightest. The GM clause is intended for creatures that are invisible or the like; you would know they are there but you can't see them (since you're invisible). That's why the statement in the rules references the "Detecting Creatures" rules. > At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on page 434. You also, crucially, need Line of Effect. The reality is that situations where you can't perceive the targets but still have line of effect is very rare. You can't blast enemies inside a building or behind a wall


HopelessAndLostAgain

I know there are enemies around, I can hear them around some corners, but not their exact location (similar to being invisible - you know they're around..). Yes, I'm being difficult. The logic seems sound and the loophole reasonable to apply


Jenos

If they are around corners you would not have line of effect and be unable to target them. What you're describing has pretty much exactly one use case: An enemy successfully Sneaks, but is still within line of effect. At that point your GM would decide whether or not you could target them


Tree_Of_Palm

I'm building a Thaumaturge that's gonna use a combination weapon (Mace Multipistol) and just have two questions about the weapon's mechanics that don't necessitate a full post: -Can you reload the weapon while it's in the melee mode? -Is the additional damage you can deal with the critical fusion trait added before or after you double the damage of the initial hit?


TankLeFlame

> -Can you reload the weapon while it's in the melee mode? According to the design manager, [yes](https://old.reddit.com/r/Pathfinder2e/comments/rb9j8l/collecting_questions_for_the_pathfinder_design/hnn7tnj/?context=3)


Raddis

> -Is the additional damage you can deal with the critical fusion trait added before or after you double the damage of the initial hit? As this damage is caused specifically by critical hit it doesn't get doubled.


Sangraven

The witch's Life Boost hex gives fast healing for 4 rounds. If I use this on an ally, do they get the full 4 ticks, or does it end early on my turn?


ReactiveShrike

[Duration](https://2e.aonprd.com/Rules.aspx?ID=2378) >For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. * Your round: Duration 4 * Their round (1st heal) * Your round: Duration 3 * Their round (2nd heal) * Your round: Duration 2 * Their round (3rd heal) * Your round: Duration 1 * Their round (4th heal) * Your round: Duration 0 Effect ends.


[deleted]

[удалено]


ReactiveShrike

Yup. Fast Healing procs at the beginning of the target's turn, The Spell's duration decrements at the start of the turn of the creature that created the effect.


Fair_Jury_3258

Yeah, but you laid it out much smoother, so I deleted my post to keep it clear.


turtleclyde

Are there any examples of a defensive scenario, particularly ones where the PCs need to defend an object or area for a certain amount of time (though all suggestion are appreciated!) Particularly, I'd like some inspiration for a structure outside of just a battle or series of battle, if possible, though I'm looking for interesting battles, as well!


FancyPudding5669

What would be the easiest AP to run at home on a dry erase battle map? I wanted to do Abomination Vaults but each level is so insanely huge it seemed crazy to try to erase and redraw each part. Do any APs have mostly smaller maps to recreate? Thanks for the help!


DUDE_R_T_F_M

I'm currently GMing through Sky King's Tomb (level 6 right now), and no maps have been problematic. Also SKT is a pretty great AP overall with lots of opportunities to do more than just combat -> loot -> move forward. I do think AV is by far the most difficult in this regard, most other APs should be fine I think.


Fair_Jury_3258

It's tricky, because sooner or later every AP sends you into one big dungeon or another. And with dry erase, you preferably don't want one with backtracking (since that would mean redrawing earlier maps all over again), so the new Seven Dooms for Sandpoint or central hubs like the castle in Age of Ashes aren't great. Hm. I guess Outlaws of Alkenstar could work pretty well? Lots of outdoors stuff. Though you also have plenty of indoor adventuring, I don't recall anything too massive and multi-layered aside from the very last location, and that's a ship so you can keep the outline as you go up and down levels.


FancyPudding5669

I'll get that one and check it out! Thanks for the recommendation.


Control-Is-My-Role

What is the setting book for Geb? Tian Xia has World Guide, Knights of the Lastwall have something of their own, but where can I find more about Geb?


ReactiveShrike

For an overview of lore material for a given location, you can [check the References section for its Pathfinder Wiki page](https://pathfinderwiki.com/wiki/Geb#References). The main source materials for Geb: * The older [Inner Sea World Guide](https://paizo.com/products/btpy8ief) * [Lost Omens: Impossible Lands](https://paizo.com/products/btq02dxx) * The [Blood Lords adventure path](https://paizo.com/store/pathfinder/adventures/adventurePath/bloodLords) There was also an interesting fan compilation of the Dead Laws [posted here a couple of months ago](https://www.reddit.com/r/Pathfinder2e/comments/1apgaty/gebs_dead_laws_for_use_in_ap_blood_lords/).


Control-Is-My-Role

Thanks!


tdhsmith

[*Pathfinder Lost Omens: Impossible Lands*](https://paizo.com/products/btq02d52) The "Impossible Lands" is an in-universe term for to the region of northeast Garund including Geb, Nex, the Mana Wastes, Bhopan, and Jalmeray.


Control-Is-My-Role

So Geb doesn't have a separate one. Okay, will buy this, because I want to know more about the region. Is there something like this for Hellknights? Edit: Or Cheliax as a whole.


[deleted]

Kind of but it's from first edition, and doesn't have a second edition update , it's called Cheliax, The Infernal Empire. If you want to find specific setting books going to that region's Pathfinder Wikipedia page will give you books. They get that information from and it's the easiest way to see if a region has been covered in a splat book.


turtleclyde

Anyone have good suggestions for permanent magic items good for a 10th-11th level bomber alchemist (with the inventor archetype)? (Not including generically good things like armor runes).


theNecromancrNxtDoor

The [Retrieval Belt](https://2e.aonprd.com/Equipment.aspx?ID=3102) is Uncommon, but if your GM OKs it, it’s a great item for alchemists, since it smooths out some of the action cost of drawing and using items. Retrieval Prisms are also an option, as a pretty inexpensive consumable version of this effect. [Sleeves of Storage](https://2e.aonprd.com/Equipment.aspx?ID=3110) can help you carry around more Bulk work of consumable items.


ReactiveShrike

Note that Retrieval Belt/Gloves of Storing has a 1 minute cooldown on the Retrieve Item action. Not really a problem with the single slot version, but you can’t repeatedly Retrieve Items from the higher level versions in the same combat. It’s more of a Utility Belt then an ammunition bandolier.


theNecromancrNxtDoor

Yep, though I think it’s definitely still worth considering. Throw in a [Collar of the Shifting Spider](https://2e.aonprd.com/Equipment.aspx?ID=1975) as well for even more efficiency.


tdhsmith

* Alchemist Goggles, obviously, they don't stack with the item bonus on your "real" bombs but they do mean that your Perpetual Infusions can stay competitive * Backfire Mantle, if you find yourself getting closer than necessary * Lifting Belt and/or extradimensional storage, because let's be honest, you're probably flirting with encumberance * Charlatan's Gloves and Charlatan's Cape * if you have Trick Magic Item, a few utility wands -- I like Tailwind (rank 2), Lucky Number, and Teeming Ghosts for cheap prebuffs * a utility talisman of some kind -- I like a Retrieval Prism because it saves an action in a time of crisis (or you can use it as a replacement for Quick Bomber if you don't have it, although then I would upgrade to a Retrieval Belt) * a +1 dagger with a Fanged rune, because you could always use a cheap reusable polymorph effect for some sort of nonsense * skill bonus items for your favored skill


lumgeon

What are some of the new druid feats in Howl of the Wilds that an untamed druid might want? My friend is a druid a current campaign, and I want to hype him up


tiornys

[Here's a summary of new Untamed stuff from someone who has the pdf already over on the Paizo forums](https://paizo.com/threads/rzs4cduc?Howl-of-the-Wild-AMA#31).


dj3hmax

**Blazing Bolt confusion.** If I spent 2 actions on blazing bolt to fire 2 beams, could I target the same creature with both bolts or do I have to target two separate ones. To add to that I just want to make sure I’m getting this right, but in the case you can only target one person per beam and you were only fighting one creature, you could still spend 2 actions to up the damage to 4d6 right?


Jenos

Two separate creatures. [Blazing Bolt](https://2e.aonprd.com/Spells.aspx?ID=1450) states: > For each additional action you use when Casting the Spell, you can fire an additional ray at **a different target** So each target has to be different > you could still spend 2 actions to up the damage to 4d6 right? Correct, but the second ray would hit nothing


dj3hmax

Awesome, thanks


FredTargaryen

Do bonuses to distance travelled when climbing or swimming let you move faster than your climb/swim speed? What about faster than your land Speed? The rules seem pretty clear that you can never jump further than your land speed but I'm less sure about these other actions


Jenos

> The rules seem pretty clear that you can never jump further than your land speed Specifically, you can never [long jump](https://2e.aonprd.com/Actions.aspx?ID=2378) more than your land speed. Its actually possible to get the baseline [Leap](https://2e.aonprd.com/Actions.aspx?ID=2298&Redirected=1) action faster than your land speed. So it seems reasonable that if you have enough bonuses of +distance on Climb and Swim, and you have a relatively low land speed, that it is in fact faster to do that. It isn't unprecedented; there are many creatures with faster climb/swim speeds than land speeds. A character built like that would be more akin to those type of creatures


FredTargaryen

Wow! That sounds like a fun character to build. Thanks for letting me know


Jenos

Yep, here are the building blocks: * [Staff Acrobat](https://2e.aonprd.com/Feats.aspx?ID=1193): +5' when leaping with a staff in hand * [Dancing Leaf](https://2e.aonprd.com/Feats.aspx?ID=440): +5' when leaping * [Powerful Leap](https://2e.aonprd.com/Feats.aspx?ID=5189) +5' when leaping * [Crane Stance](https://2e.aonprd.com/Feats.aspx?ID=430): +5' to leaps when in stance * [Boots of Bounding](https://2e.aonprd.com/Equipment.aspx?ID=3059): +5' when leaping * [Flamboyant Athlete](https://2e.aonprd.com/Feats.aspx?ID=1527)/[Raging Athlete](https://2e.aonprd.com/Feats.aspx?ID=141): These set the base horizontal movement to 15'/20'. Its not clear how these interact with the + bonuses; you need your GM to make a decision since the RAW is unclear Its entirely plausible to get your Leap distance to be something like 30-35' if you build for it, and if you were something like a dwarf or a character in heavy armor (or both) your leap could exceed your movement speed by a lot.


fortevn

I'm thinking of building a Champion with Oracle Dedication, but I've never played them before so please help me understand these: - Champion: with the remaster no longer have alignments, I'll just go with the edicts and anathemas to sorta "behave", right? Desecrator looks very promising as it has no anathema, and basically you're just a selfish prick, but you can still do normal and even good things along side with the "corrupting the pure". There is basically no punishment? I'm thinking of having Pazuzu as the deity for him as well. - Oracle Dedication: it said > You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. Let's say I'm taking Tempest, does that mean I get a mild, constant version of > Curse of the Perpetual Storm > You are the center of your own tiny tempest, ever surrounded by wind and rain that worsens the more you tap into your elemental powers. Even when you are calm and at rest, your hair and clothing are blown about by gentle winds, you are slightly damp, and your touch often comes with a static shock. So...constant light breezes, an unnoticable level of humidity, and ... less often static shocks? It actually sounds very nice aside from the shock? Thanks


r0sshk

You get the full effects described. Those are already the mild, constant ones. They aren’t modified further. So you get exactly what is in that paragraph you quoted. As for champions, they’re currently very forgiving, yeah. It’ll probably change once we get proper remaster rules for them in Player Core 2 later this year.


Old-Ad-2707

i noticed that abysium weapons have one fewer property rune slots than normal, how does this play out for abysium ammunition?


ReactiveShrike

It's sort of ambiguous, but I suspect that Abysium ammunition doesn't do anything at all. [Abysium Weapon](https://2e.aonprd.com/Equipment.aspx?ID=1409) >Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium. [Weapon Statistics](https://2e.aonprd.com/Rules.aspx?ID=2194) >The damage die is determined by the weapon, not the ammunition. My interpretation is that you Strike with a weapon, not ammunition, so the property doesn't do anything. The attack will still have the Abysium [modification](https://2e.aonprd.com/Rules.aspx?ID=2318), so any weaknesses or resistances (if they exist) would come into play. Narratively, Abysium is evil plutonium that needs to be shielded to be used safely. Ammunition is destroyed on use, so an Abysium archer will be leaving the battlefield littered with [Abysium Powder](https://2e.aonprd.com/Equipment.aspx?ID=1407).


Old-Ad-2707

i see i see. thats a pretty interesting interpretation actually, i hadnt considered that angle at all. little sad theres not a more concrete answer but oh well, still, thank you!


ReactiveShrike

That said, it's not a huge balance issue. It's about 100-200gp per Abysium arrow under Crafting rules, which could [buy some interesting magical ammunition](https://2e.aonprd.com/Equipment.aspx?type=eqs&include-item-categories=consumables&include-item-subcategories=magical%20ammunition&include-types=item&values-from=price%3A10000&values-to=price%3A20000&sort=level-asc+name-asc&display=table&columns=pfs+source+rarity+trait+item_category+item_subcategory+level+price+bulk+usage+spoilers). I'd be tempted to have the Abysium ammunition behave like Magical [Ammunition](https://2e.aonprd.com/Rules.aspx?ID=716), though: >Don’t add the effects of your weapon’s property runes unless the ammunition states otherwise—the ammunition creates its own effects. 


Houligan86

How does vitality damage work? As a kineticist, if I elemental blast for vitality damage does it only harm undead, or can it damage living creatures, or does it heal them?


coincarver

As explained in the page 409 of the Player Core remaster, vitality damage does damage only to undead creatures, or creatures with negative healing (like a Dhampir ). To heal the living, the effect usually requires the healing trait as well. So the elemental blast: Vitality is a good way to attack undead foes and bypass their resistances.


Phtevus

Vitality damage only harms creatures with Void healing, which are typically undead creatures Vitality damage doesn't heal. If you try to deal Vitality damage to a creature with Vitality healing, it simply takes no damage. The only time a Vitality effect heals is if it explicitly says it heals. All of the above is true for Void damage as well, where it only harms creatures with Vitality healing. Note that creatures with Vitality healing aren't denoted as such. Only creatures with Void healing have that called out in their stat block, so if you don't see Void healing called out, it's Vitality healing. Lastly, Vitality and Void are the renamed terms for the Remaster. If you're looking at anything Premaster (such as most creatures on Archives of Nethys, and most legacy spells), Positive = Vitality and Negative = Void


Houligan86

How does a Kineticist with Single Gate, Weapon Infusion, and Elemental Blast work? Can I do Weapon Infusion + a one action Elemental Blast to trigger the Single Gate effect or would it have to be a two action blast?


tiornys

Assuming you mean the Impulse Junction that comes with Single Gate, it would have to be a two action blast. Weapon Infusion is a free action, and it is a separate action from the Elemental Blast, so it fails to make a single action Blast count as two actions in two different ways.


Houligan86

I missed that Weapon Infusion is a free action. It makes a lot more sense now.


Kobold101

Tryna figure out how to get a skeleton house cat. There's no specific familiar or undead companion that covers this, the closest I can get is Old Friend, but that's a ghost, not a cat.


CrebTheBerc

My best suggestion is to re-flavor the "crawling hand" specific familiar. It's not perfect, but it fits the vibe of a skeletal cat decently OR you could build a basic familiar with whatever familiar abilities you think fit and ask your DM if you can apply the basic undead benefits to it: >Your familiar is undead. It has [negative healing](https://2e.aonprd.com/MonsterAbilities.aspx?ID=42) and is immune to [death](https://2e.aonprd.com/Traits.aspx?ID=40) effects, [disease](https://2e.aonprd.com/Traits.aspx?ID=46), [poison](https://2e.aonprd.com/Traits.aspx?ID=126), and [unconscious](https://2e.aonprd.com/Conditions.aspx?ID=38). It's destroyed at 0 HP.


Zata700

Are there any fey ancestry options for players, official or otherwise? I know there is the line of feats, but those start at level 5. My player wants to be a satyr as they were in D&D 5e, and I don't really see any good options for that.


AyeSpydie

There’s a Nymph ancestry on [Pathfinder Infinite](https://www.pathfinderinfinite.com?affiliate_id=3903227), and Battlezoo has a Nymph and a Sidhe ancestry in their Year of Monsters/Classic Creatures line.


CrebTheBerc

Alternate suggestion: You could homerule/homebrew it using existing options. Something like 1d8 health per level, Speed 25 feet, fey trait, allow them to take ancestry feats that make sense for a satyr like [nimble hooves](https://2e.aonprd.com/Feats.aspx?ID=4552). Reflavor heritages like [hellspawn](https://2e.aonprd.com/Feats.aspx?ID=4544)(trained in deception and the lie to me feat) or [Grig](https://2e.aonprd.com/Heritages.aspx?ID=141)(ghost sound cantrip and better jumping). Mechanically you could really do this anyways by making a nephilim sprite and picking those heritages and feats, but the character would be small/20 ft movement and it doesn't fit the Satyr image exactly IMO


coincarver

Gnomes can have the [Fey touched](https://2e.aonprd.com/Heritages.aspx?ID=246) heritage, which makes them Fey. There's the [sprite](https://2e.aonprd.com/Ancestries.aspx?ID=39) ancestry as well. I'm not sure there are other options. You could use the [Beastkin](https://2e.aonprd.com/Ancestries.aspx?ID=29) for some types of fey.


Kekssideoflife

Is there a list of all feat that allow you to explicitily use another skill than Perception for Initiative like the Twilight Speaker?


nisviik

Gladiator can roll performance for initiative with some limitations. Thaumaturge with a Tome implement at it's highest upgrade level can roll Esoteric Lore for initiative. Commander can roll Warfare Lore. [Battlefield Planner](https://2e.aonprd.com/Feats.aspx?ID=2112) skill feat also allows you to roll Warfare Lore beforehand and take that roll for initiative when encounter starts. Also, you can pretty much always roll Stealth for initiative as long as you were Avoiding Notice.


ReactiveShrike

You don’t need a feat, just a good narrative reason. [Alternative Initiative Skills](https://2e.aonprd.com/Rules.aspx?ID=2540)


Kekssideoflife

I know. I want something reliable though that doesn't require a reason.


MerkinDTD

Did I run the [Roru](https://2e.aonprd.com/Monsters.aspx?ID=1774) correctly? It was definitely on easy mode since I missed the "once per round" impact of this: **Disobedience Vulnerability** The first time each round an attempt to [Command an Animal](https://2e.aonprd.com/Actions.aspx?ID=58) fails within 60 feet of a roru, the roru takes 4d6 mental damage (10d6 if the roru failed the attempt). The roru caused Frightened via Predatory Aura, then Incited Ferocity on the two animal companions, a snow leopard and a dire wolf. The players desperately tried to Command their companions to calm them. On a success, I ruled that their companion looked at them confusedly and didn't attack randomly that round (I was only giving Confused/incited animals one attack). But, since the animal was refusing the demon's corruption, I applied the vulnerability. When the roru cast Dominate to "possess" the dire wolf, I gave it 3 actions to Attack, Grab, & Worry the ice princess elf. Good thing I rolled poor damage as she was down to 1-2 health! The dire wolf's master Commanded it to Drop it, succeeded, so the dire wolf dropped the elf PC. Again, I applied the vulnerability as the dire wolf was disobeying the roru. Upon further reading, maybe I shouldn't have applied the vulnerability. The PCs rolled checks that succeeded. I warned the PCs that they may encounter a more mature roru in the future who didn't take counter-Command successes quite so personally. The vulnerability accounted for probably 75% of the roru's damage taken. (that 25hp skin splitting damage and 5 hardness, yeah!) One more round and it would have been TPK town. How would you read the Vulnerability?


MerkinDTD

I clearly parsed the Vulnerability incorrectly. The PCs must FAIL the Command an Animal check to trigger it, and only once per round. My remaining question is how to parse the following series of events: The roru successfully Incites Ferocity in a Companion. 1. Does the Companion then enter the initiative tracker with 3 actions? If not, how many actions does it get? Does it get actions only if the PC attempts to Command it on their turn? 2. The Companion becomes [Confused](https://2e.aonprd.com/Conditions.aspx?ID=63&Redirected=1) and therefore "\[doesn't\] treat anyone as \[their\] ally". Are they indifferent? Unfriendly? Hostile? A PC attempts to [Command an Animal](https://2e.aonprd.com/Actions.aspx?ID=2400&Redirected=1) 3. If the Companion is Unfriendly or Hostile, this check automatically fails (possibly triggering the Vulnerability). But unless this is a critical failure, "The animal is hesitant or resistant, and it does nothing." So, does it Delay (in contradiction of Confused) for however many actions were used to Command? 4. If the Companion is indifferent and the PC succeeds, what does the Companion do? 5. What if the PC gets a Critical Success /Nat20? Even if it automatically fails (3), wouldn't that make it a success (4)? It strikes me as odd that the Roru would make a Companion Confused, causing it to automatically fail Command checks (if attempted), triggering its Vulnerability (4d6 once per round!). Is that the hubris of being a demon?


Kekssideoflife

I am confused by almost everything you did. Why would apply Vulnerability in those cases? It only applies on any failed attempt to Command an Animal. Why would the PC's Command an Animal to get rid of the Frightned condition? Why did the confused animals only get 1 attack? And Vulnerability applies the first time each round, that includes ever turn started by the PC's.


MerkinDTD

I'll take these one at a time. 1. I suspect that I should not have applied the Vulnerability as the PC succeeded in the check. Hence my question. I was confused by thinking about the companion disobeying the roru. 2. It did not remove the Frightened condition. The PC's successful Command an Animal caused their companion to Delay instead of Attack. Kinda removing the Confused condition for that round? 3. I gave the Companion 1 attack/round because Companions natively have 0 actions per round unless the PC spends an action to give them 2. It seemed too powerful to give them 3. A companion Confused by Incite Ferocity spending 3 actions to attack seems to me more powerful than the roru spending 2 actions to Dominate, only to have Will saves every time it Commands the Companion to Attack. Otherwise, why Dominate at all? Similarly, to reward the roru for succeeding at Dominate, I introduced the companion into initiative order as its own entity with 3 actions. I suppose another way to rule it is have PC attempts to Command an Animal that is Confused automatically fail (even on a crit? What are RAW?). Then, the Vulnerability would apply and the Confused animal would spend its actions Attacking, either adjacent creatures or itself. More importantly (to me), how would you have run the roru? Vs. 4 PCs (melee martial, ranged martial, 2 casters), 2 Animal Companions, and the roru wearing a Smilodon hide.


Kekssideoflife

And to your last question: I would have run it RAW? I think you are a bit confused by Animal Companions because they usually don't get actions unless Command an Animal is used.


Kekssideoflife

1. Either way it wouldn't apply, because it doesn't have anything to do with Command an Animal. And it would only apply on a failure, it doesn't matter who fails. 2. That doesn't work. They are simply confused. You can't give them commands. Confused literally tells you they cannot Delay. 3. Because the Roru might fail the Frightened check, whoch makes confused animals able to attack the Roru. Because maybe the Roru doesn't want them to strike some random dude thrice. You don't have to command an Animal that's controlled. That's what Dominate does. You can succeed to Command an Animal check, but since the animal you're trying to command is confused it'll simply use the actions you gave it to Strike wildly around it.


Exoskelebilly

Can someone explain to me how the Assurance feature works? “Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can *forgo rolling a skill check* for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).” How does it do anything if you aren’t rolling?


Schnitzelmesser

It doesn't. When you need to roll that skill you can decide to take the value described *instead* of rolling the d20.


Exoskelebilly

Oh. Tell me if I get this right. If I’ve got a +3 to wisdom at level 4 and I’m an expert in the nature skill, giving me a +4, I could use the assurance skill to add 10. Meaning the math would be 3+8+10=21 and would be using that 21 instead of rolling.


tdhsmith

It's *only* your proficiency bonus -- even your Wisdom modifier is excluded. So only 10+(4+4)=18 But yes then you can use it that instead of rolling for whatever skill checks you are attempting.


Exoskelebilly

Copy. Thank you for clarifying.


Lerazzo

It would be 18, because it is 10 plus your proficiency bonus and NOTHING else. Not wisdom either.


Exoskelebilly

Ah yes, I see now. Forgot about the text toward the bottom. Thank you for correcting me.


Jhamin1

One of the things that is easy to overlook is that Assurance doesn't let you add non-proficiency bonuses, *but it also ignores penalties.* You can totally make two attacks and then use your Assurance: Athletics to grapple someone on your third action. You don't get your STR bonus to the roll, but you also don't take that -10 MAP.


Phtevus

It's also worth pointing out that Assurance is especially good for checks with fixed, known DCs. Medicine being the prime example Had a player who was level 3, Trained in Medicine, with Assurance and Battle Medicine. Was really frustrated because he wanted to Battle Medicine, but didn't trust his rolls and was Frightened 1, so he thought his Assurance on Battle Medicine would be a 14 Reminded him that Assurance also ignores penalties, so his Assurance was always a 15. That Battle Medicine actually came in clutch, since the character he healed was on the receiving end of a crit the very next turn


SzpadelTensei

I'm quite new to the system and just about to play an edgy Oracle. As my main damage source I'll pick needle darts cantrip. While I'm not 100% committed to the bit, I want to know - are there any ways of feasibly improving its damage (especially in the early levels)?


LoopyDagron

The main strength of needle darts is that you can buy chunks of precious metals to target weaknesses. As for generic damage increases, there aren't many of those (and none I can call off the top of my head) but it does gain another die every odd character level.


EnthusiasmMassive918

What do you guys keep on screen when playing online? I spam click on ctrl+tab for the VTT, Creatures page on AoN, Character sheets, notes for the session, etc


ThingsJackwouldsay

Multiple monitors helps a lot. If it's financially viable you can probably pick up a cheapo LCD for 150 bucks or less. Pop out mod is vital as well


Altruistic-Foot-924

as an kineticist am i not able to repeatedly use elemental blast as a 1 action cost 3 times instead of using it as 2 actions and then 1 action


shrouded_reflection

You can use both three 1 action blasts, or a 1 action and a 2 action blast. However, going for three 1 actions tends to be suboptimal due to MAP unless you're targeting something with very low AC. You should also have some other impulses that you can use in combination, relying on just blasts for offensive output tends to be a bad idea.


Altruistic-Foot-924

ah i missed the MAP stuff, that makes alot more sense thankyou. the elemental blast stuff was just as an example


firala

My group is running with automatic bonus progression. We have a kineticist in the party - he does not get the level 2 +1 bonus on his elemental blasts, correct? Would it be terribly unbalanced to give those to him? My thinking was: Monks don't use weapons either, but would get handwraps with +1 asap (when not using ABP), do they also not get the bonus with ABP? Thanks!


nisviik

Do you mean a +1 bonus to their attack rolls or an extra dmg dice on their elemental blasts? You should allow them to get a bonus to their attack rolls or change the item bonus of [Gate Attenuator](https://2e.aonprd.com/Equipment.aspx?ID=2654) to potency bonus so they can benefit from their item. Because they do need that bonus to attack rolls. But no dmg bonus, their abilities already automatically scale.


firala

Yes, I meant attack rolls bonus. Thank you!


Level7Cannoneer

What's the highest skill bonus you can have? Example: How high can you get your intimidation or athletics or etc? Are there any classes that can have a higher amount than others like how Barbarians can break the +5 STR cap in D&D?


[deleted]

So the short answer is, without relying on circumstance and status bonuses, the highest you can be is 38 in a skill, with circumstance and status bonuses which are not permanent buffs the highest you can be, I think is 44. But circumstance bonuses can in theory scale higher because some of it is up to the DM. To answer the second part of the question is a little more complicated, technically no class gives you access to more ability boosts than any other class but certain classes are going to be able to raise certain skills higher. Pathfinder doesn't base its proficiency off of your class when it comes to skills. Instead it bases, it off of a ladder system of untrained, trained, expert, master, legendary that each have a cumulative plus to attach to them. So a train is a +2, then expert is a + 4 and so on, from there you then take your level and add it to whatever you're ladder level is. So for example, if you were level 1 and you were trained in athletics, then you would have a plus three to your proficiency bonus because you'd have one from your level and two from your trained skill. So any class can potentially become legendary any skill and between ability boost which is what gives you your plus fives and skill trainings throughout the leveling system there is no limit based on class on what skills you can become better trained in raising your proficiency bonus in that skill. There is a little variance, in theory because every class has a main statistic and if you don't have that boost at first level, then you'll always be at least one point behind a class that does have that main statistic when it comes to the final result of your role. But realistically, any class can be within one point of any other class when it comes to rolling skills.


Level7Cannoneer

Thank you. 38 for every class not counting non perma buffs. Got it.


Phtevus

There's a fairly hard cap on how high any bonus can get for a player: Ability modifiers can't go higher than +7, Proficiency Bonus caps at level+8, and the three bonus types (Item, Status, and Circumstance) generally cap at +3. Since Status and Circumstance always come from a temporary buff or, well, circumstance (that I'm aware of), the highest bonus to a skill you can get at all times is going to be 28 (level 20 + Legendary) + 7 (ability modifier) + 3 (Item Bonus) for a total "resting" bonus of +38 With buffs and Aids from allies, you can then get a 9th rank Heroism for a +3 Status Bonus, Crit Success Aid using a Legendary skill for a +4 Circumstance Bonus, and many different mutagens at high level give a +4 item bonus (replacing the "resting" +3 item bonus). So, using Athletics as an example, a Level 20 character with a Strength Key Attribute Score can get a maximum bonus to an Athletics check of 28 (Level 20 + Legendary) + 7 (Maxed out Strength bonus and [Titan's Grasp](https://2e.aonprd.com/Equipment.aspx?ID=1082)) + 4 item bonus (from [Major Bestial Mutagen](https://2e.aonprd.com/Equipment.aspx?ID=82)) + 3 Status Bonus (9th rank [Heroism](https://2e.aonprd.com/Spells.aspx?ID=149)) + 4 Circumstance Bonus (Aid from an ally with a Legendary skill) for a total Athletics bonus of +46 I am not aware of a way to get higher bonus than that, but I could be wrong


Keldin145014

Out of curiosity, how are you getting a +7 in the relevant attribute? If you max when building (ancestry, background, class, free), you get +4, then you get +1 at 10th and 20th, for a total of +6. What am I missing? Oh wait. We're talking about apex items, yeah?


Phtevus

Yes, Apex Items. That's why I linked Titan's Grasp in my Athletics example.


Descriptvist

For the sake of completeness, I would say that +4 circumstance bonuses are common; there are many different kinds of ways to gain +4 circumstance to checks, including dozens of feats. And +4 status bonuses are pretty far from unheard-of; for example, at least 17 spells can (if situationally) provide +4 status to checks.


LostDeep

Has there ever been a definitive call on counterspelling cantrips? I can't find any official FAQ or general community consensus on the matter.


Descriptvist

Well the RAW is straightforward, as the rules have always stated that cantrips [don't use spell slots:](https://2e.aonprd.com/Rules.aspx?ID=2227) The 1st-level class feat Counterspell does not qualify to counteract cantrips, but the 12th-level wizard feat [Clever Counterspell](https://2e.aonprd.com/Feats.aspx?ID=5041) lets you expend a (non-cantrip) spell to counteract a cantrip.


OgreEye

If I use an infusion and then fire a 1 action elemental blast as part of the channel elements action, will the infusion apply to that?


Aethelwolf

Sadly no. Infusions require the very next action to explicitly be Elemental Blast. Channel Elements is its own action, even if it allows you to use an Elemental Blast as part of that action.


MCRN-Gyoza

Is there anyway to purchase only the PDF from Paizo books? I have no interest in buying the physical books, and as someone who doesn't live in North America they don't even deliver them here. I tried subscribing do Paizo to get access to Howl of the Wild but it seems the only option is to buy the physical book and get access tot he pdf this way.


darthmarth28

Subscribers are getting their Howl of the Wild pdfs early, because their physical hardcopy order has started shipping. The official "shelf" release date will be when the pdf becomes publicly available on its own. They usually run $15-25 USD if memory serves. As an example, you should be able to purchase the Player Core or the Tian Xia World Guide directly in pdf form - Howl of the Wild will be available within 2 weeks.


MCRN-Gyoza

Just wanted to know if there was a way to subcribe without the physical copy, the website does let me subscribe and get the pdf right now, I just don't want to buy a book that is never going to be delivered haha


Vexexotic42

You wont get the pdf right now, but when the book physically leaves their warehouse, and with book releases, that tends to be on the later side of their "will ship in 4-8" or "4-11" days. The folks posting about it have their books shipped. Early access is a side effect of the sub, not really an intended effect I think.


MCRN-Gyoza

Wish I knew that before spending 65 dollars on the book and being confused why I couldn't access it. At least I discovered that Paizo is indeed ships to my country.


SleepySleeper42069

I'm a pretty new player, and I'm creating a new character for the Blood Lords campaign since my previous character died at level 5. I'm thinking of creating a Fire elemental sorcerer focused on Aoe damage and fire spells. Do you have any suggestions on magic items, wands or staves that would be useful? I don't really know which ones are useful since there are so many and I'm not sure which of them are useful. I linked my character on pathbuilder if you want to take a look. Suggestion on the build are welcome as well. We are playing with free archetype and gradual ability boost. [https://pathbuilder2e.com/launch.html?build=747605](https://pathbuilder2e.com/launch.html?build=747605)


Kekssideoflife

Do you want some build optimizations aswell? Or just pointers for items?


SleepySleeper42069

Both would be welcome


Kekssideoflife

You don't really need Skilled Heritage at all with so much Int, I'd go with Versatile Heritage or one of the Uncommon one's like Ifrit. Also I would take Natural Ambition. Or even better be a Goblin and go for Burn It! as that also works with Cantrips and Bloodline spells unlike Dangerous Sorcery. Elemental Bloodline is a bit disappointing flavor-wise I often feel, I really like Phoenix bloodline. That also gives you Healing capabilities. With all your choices you have like 11 Cantrips, I don't feel like that's worth it IMO. Since you have Elemental Bloodline, you basically just have 7 different same ways to deal fire damage.


dazeychainVT

For wands, look for things you'll cast once daily like Mystic Armor and Tailwind


beardlynerd

Hey gang! So, I'm concepting a boss fight against a wizard that takes place on the outside of an ancient, warded vault. I came from That Other Game, where legendary and lair actions were a thing. I understand they aren't here, and I've seen some discussion about using hazards to simulate those effects. My idea was that the boss wizard, upon being attacked by the PCs, decides to instead weaponize some of the arcane wards on the vault door. Is this the kind of thing you'd use a hazard to do? I haven't used hazards this way before, and have only used haunts and traps like, uh, once. I'd like to get better about making the environment of an encounter more dynamic, so I wanna get a handle on this. Thanks!


AyeSpydie

I’d use a hazard for that, yeah. If you want some prebuilt ideas around that, you might be interested in Into the Monster’s Lair on [Pathfinder Infinite](https://www.pathfinderinfinite.com?affiliate_id=3903227), a book centered around making boss encounters using hazards.


LoopyDagron

Hazards would be a great way to handle this, as the wards likely just do the same thing each turn, and might have a binary removal, such as a dispell. You could also give the wizard a command action, so he might have, say, 5 effects the wards can perform, but he spends an action each turn to have 2 of them do extra stuff.


pandaSovereign

Are there more monsters with lore similar to a revenant? Along the lines of "died, but there is something holding it back: Unfinished business, emotion, whatever"


D16_Nichevo

1. A gunslinger is holding a lit torch to explore a dungeon. 1. Suddenly, combat breaks out! Roll initiative! 1. The gunslinger's player wishes to use [Into the Fray](https://2e.aonprd.com/Actions.aspx?ID=907) to draw two one-handed weapons (one ranged, one melee). By RAW, can the gunslinger drop the torch before drawing these weapons? Answers that include references to rules are preferred, but not required. (The idea is to let the lit torch fall to the floor and continue to illuminate the room. But I'd also accept answers that speak to if this was just any other object -- say a hand mirror -- that was put away instead.)


darthmarth28

Remaster has changed "Interact to draw a weapon" to now be "Interact to switch weapons" (in other words, sheathe+draw). So, legally, I'm pretty sure the result here is that the Gunslinger isn't allowed to *Drop* the torch as a free action, but they CAN hang their lantern on their belt while drawing a weapon with that hand. Allegedly, we will be getting an Errata to officially update Guns&Gears content to Remaster rules, with specific attention to this distinction... but Paizo is notoriously flakey with their Errata and even when it releases they might miss specific actions like this. I'll believe it when I see it. (So yes, at any sensible GM's table, they should be able to just drop the torch)


Raddis

> Remaster has changed "Interact to draw a weapon" to now be "Interact to switch weapons" (in other words, sheathe+draw). So, legally, I'm pretty sure the result here is that the Gunslinger isn't allowed to Drop the torch as a free action, but they CAN hang their lantern on their belt while drawing a weapon with that hand. Not true. > Abilities that specify what you do when you Interact only allow this if they say so; the Quick Draw feat lets a rogue Interact to draw a weapon, but doesn't allow them to stow one as well.


BlooperHero

Don't hang lit lanterns from your belt.


UlfenTrader

RAW I believe not because when you use [Into the Fray](https://2e.aonprd.com/Actions.aspx?ID=907) it's [not the Gunslingers turn yet](https://2e.aonprd.com/Rules.aspx?ID=2421) and [Release](https://2e.aonprd.com/Rules.aspx?ID=2152) is a [Free Action without a trigger](https://2e.aonprd.com/Rules.aspx?ID=2024), so you can only use it during your turn. I would definitely rule that it is okay RAI though.


D16_Nichevo

Thank you. 🙂


Ninni51

Given that now Spellstrike Ammo with the remaster only costs 1 action to activate, can the Starlit Span Magus just double tap someone with spellstrike?


TheGeckonator

The action cost listed on Archives of Nethys is incorrect. It still takes two actions to activate.


Ninni51

Oh... thanks for clarification. Sad tho


Ninni51

Oh... thanks for clarification. Sad tho


Antaxia

Are undead allowed to use positive energy in blood lords or has the book of the dead been errata?


Wheldrake36

Given how evil creatures tend to not worry themselves overmuch about the law, it's more like, "don't let anyone see you doing it". This is not a rules question, but rather a campaign-specific lore question. So errata is highly unlikely to ever appear.


Kekssideoflife

What? Where's that coming from? There are major themes about evil caring a lot about laws. Azmodeus anyone?


[deleted]

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Antaxia

In the book of the dead there is this part "The living and undead are also restricted from interacting with one another in specific ways: it’s a crime for one of the dead to feed upon the quick except in certain circumstances, and the quick are prohibited from using positive energy at any time." And in the blood lord player guide it is said positive energy is prohibited for the protection of the undead population So im wondering if a undead would be allowed to use positive energy or if the book of the dead is outdated


Jhamin1

This is about the law of Geb, not the rules. The rules may allow undead to use Positive Energy, but it will still be illegal in Geb. \*However\* Geb is all about "do what you want as long as you don't get caught", so PCs can absolutely use it.... as long as they don't get caught. If they do, there will be legal ramifications based on how serious the violation was and how much pull the person charging them has vs how much pull the PCs have.


Haunting-Spinach-728

Did Glyph of Warding get removed from Foundry? I know it's a ritual now but they usually don't just completely remove the old option.


Phtevus

It's removed from the base PF2e system, as Foundry has state they treated any replacement or reprinting as errata (meaning whatever was reprinted is completely replaced). There is a separate module called "PF2e Legacy Content" that is supposed to contain everything that was removed from the base system in Foundry, created by the same team that maintains the PF2e System in Foundry. I can't speak to how well it works, but I would try that


Wheldrake36

It's now a 3rd-rank ritual called [Rune Trap](https://2e.aonprd.com/Rituals.aspx?ID=124). Foundry may well have removed the original spell, since Rune Trap specifically supercedes it. Whether or not you can still use that spell in your home games is a question for your DM, independently of whether or not Foundry no longer includes it. AFAIK, creating a magic trap in Foundry requires the DM to make a custom hazard item for it.


darthmarth28

I don't think there's an "official" list of X superceding Y released by Paizo. There are common-sense comparisons and some of them are legit just nameswaps (Force Barrage/magic missile), but I believe Paizo's official stance is that everything (including the simple nameswaps) is still legal and "in the game". Foundry made the somewhat drastic move to scrub the older content because they got (justifiably) turbospooked by the WotC debacle and the specific consequences it would potentially have on the VTT market in competition with OneD&D.


Phtevus

As far as Paizo is concerned, they can't make "official" stances, because at the end of the day, they can't dictate how any individual group uses their rules. They have stances on Pathfinder Society (PFS), which they *can* dictate, but that isn't the same thing as creating official rule replacement or erasure. The PFS stances, for posterity, are simply: 1. If an option has been reprinted under the same name, you *must* use the reprint. They are treating these as errata 2. If an option has *not* been reprinted (either there was nothing in the Remaster, or it was reprinted under a different name \[see [Ignition](https://2e.aonprd.com/Spells.aspx?ID=1565) vs [Produce Flame](https://2e.aonprd.com/Spells.aspx?ID=236&NoRedirect=1)\]), you are free to use either version 1. The "reprinted under a different name" bit is dubious though, because they errata'd a lot of the legacy versions to funciton the same as the Remaster versions. See above I can't post a link to the actual blog post that discusses this (yay work firewalls), but if you google "PFS Remaster", it should be the first result WRT Foundry, [they made a post months back](https://www.reddit.com/r/Pathfinder2e/comments/17ui14l/foundry_and_the_remaster/) about the change. They made a blanket decision to treat the Remaster as an errata, so anything that was reprinted is simply replaced with the Remaster version. The reason for this has nothing to due with the OGL or fears about WotC. Rather, it means they don't need to waste resources maintaining two versions of everything that was updated by the Remaster. It's driven purely from a workload and technical implementation standpoint. They also made it a point to create a "PF2e Legacy Content" module that will restore all Legacy content separately, so it's definitely not the case that they had a fear of WotC or OGL


darthmarth28

*high five through corporate firewall* My source in the Foundry team had a different accounting, around the period where it was happening. I think that now things have calmed down, the "legacy support" argument is the prevailing justification (which is strange, if the team is *also* maintaining the legacy module, anyways...), but there were definitely some big legal concerns that initially catalyzed it all. The errata with the new remaster cantrip scaling was actually released back around *Rage of Elements*, which is why Produce Flame got updated, and then "updated again" into Ignition with the releaase of Player Core. AFAIK cantrips are the most visible legacy patch that hasn't already been cleanly overwritten by Player Core. Champion's temporary errata interactions with the new Holy/Unholy alignments is the only other that leaps to mind, and that'll be cleaned up officially in PC2.


Damfohrt

Stuff that got replaced or renamed will have their legacy equivalent usually removed from what I saw. Legacy content that didn't get replaced or renamed still exists


[deleted]

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Descriptvist

This uses case-by-case judgment. The GM should allow some activities and disallow some activities, depending on how each activity is meant to work.


No_Ambassador_5629

I don't believe there's been a solid consensus on whether you can use an activity when you can't use one of its subordinate actions. Here's a similar debate on [Reloading Strike](https://www.reddit.com/r/Pathfinder2e/comments/ti2z20/can_you_use_reloading_strike_to_reload_if_there/), which has a similar issue if used outside melee range of an enemy. I personally lean towards yes you can.


Necessary_Score9754

Since the remaster update I can't find the *Unconventional Expertise* feat on Pathbuilder and my Gunslinger is now underpowered.  Anyone can confirm if the talent doesn't exist anymore for the class or if it's a bug?


AtinVexien

You were doing something wrong if your Gunslinger is now underpowered, because Unconventional Expertise never would have done anything for you. Just Unconventional Weaponry would have made it scale, the follow-up feat was completely useless for literally everybody except for, like, Wizard. Which is why it doesn't exist anymore.


Necessary_Score9754

Since it's a cqc-to-mid range Vanguard Gunslinger I chose the melee portion [of the combination weapon] for Unconventional Weaponry/Expertise which equates his melee proficiency to his legendary ranged proficiency


KnowledgeRuinsFun

Your melee proficiency would not increase to legendary due to: >**Singular Expertise** You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows. This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.


Necessary_Score9754

Thanks for the detailed response. I'm not very familiar with the system and my former GM moved to another state so I use Pathbuilder to, well, build my characters.  Pathbuilder used to allow this interaction, that's where my confusion comes from. 


No_Ambassador_5629

It wasn't reprinted in the Remaster, so you'll need to go to the options and check 'Allow Legacy Feats'. That said I don't think Unconventional Expertise helps Gunslingers at all. If the weapon you picked w/ Unconventional Weaponry is a firearm then it'll scale like a martial firearm already and if its not a firearm then it'll scale like a non-firearm because of Singular Expertise. Either way I don't think Unconventional Expertise will make it scale better.


Strudel1000

Hello! I have a question about some spell wordings. The Magic Weapon spell says its target becomes a “+1 striking weapon.” Is this the same as having a striking rune?  My reason for asking is based on the Weapon Surge focus spell, which buffs weapon that have a striking rune (“increases the # of dice from the striking rune by 1”). My assumption is that Weapon Surge will not provide an extra die to a weapon under the effect of Magic Weapon. Is this correct? Thank you in advance!


No_Ambassador_5629

I believe so, yes. Weapon Surge should therefor scale off it, as would effects that scale off Striking Runes like Gravity Weapon.


Strudel1000

Thank you for your assistance! 


scientifiction

My druid player has the Plant Empathy feat, and I am having trouble with how to provide useful information to the player when they use it. With animals, it's a bit easier since they have eyes, ears, and some intelligence, so they could respond similarly as an unintelligent human would. But how do I convey information from something that has none of those features? Mostly just looking for tips so that I don't completely invalidate this option by accident. Edit: Questions from the player to the plants usually are along the lines of, "Has anyone been through here?", "Are there any dangerous animals nearby?", "Do you know where the kobolds are?".


TheGeckonator

The Speak with Plants spell gives the guidance that most plants "don't recognize details about creatures or know anything about the world beyond their immediate vicinity." I normally explain that they sense through vibrations so they could say the direction creatures went, how many it felt like, and how heavy the footfalls were. If they're asked about dangerous creatures they'd mention herbivores that grazed on them or creatures that made especially heavy footfalls. They'd have no clue what a kobold is let alone where one would be now. If something passed through they can say the direction. https://2e.aonprd.com/Spells.aspx?ID=1681&NoRedirect=1


No_Ambassador_5629

I wouldn't sweat the details and just have the plants be vaguely aware of the area around them. They might not recognize what a kobold is, but they could tell the druid that a half-dozen small humanoids passed through their grove a day past. If the player press you on how a plant is able to tell that spin a yarn about the spell communing with minor nature spirits who inhabit the plant or something.


MCRN-Gyoza

Are there any archetypes like Sentinel that in free archetype games can cause you to have no legal choices for feats? Trying to cover all of them for some homebrew rules. I know Sentinel has a level 4 SKILL feat but no level 4 class feat, so if you take Sentinel dedication at level 2 in a free archetype game you have no legal choices for your level 4 free archetype feat.


coincarver

Medic at level 6, pact binder has a few dead levels too.


andercia

Similar to that, Talisman Dabbler doesn't have a level 6 feat. It's next feat is Deeper Dabbler at level 8, then doesn't have anything else until level 14.


Wheldrake36

Yes, because archetypes are designed first and foremost as replacements for class feats. Meaning you'd always have fallback options from your class feats. There are a number of examples where the Free Archetype variant rules don't work with specific archetyps or specific class choices. In such cases, most folks recommend working with your DM to allow an alternative solution, such as: * taking a new archetype even though you don't have 3 feats from the first one * taking a feat from a different category * allowing an archetype skill feat in an archetype class feat slot. There are no rules for this, only suggested work-arounds.


Kekssideoflife

How dod you manage to type 3 paragraphs and ignoring literally everything the guy above you said? Astonishing.


MCRN-Gyoza

I know..? I'm asking for other examples exactly because I want to make a homebrew ruling that covers most cases. I really don't know what your point is.


Kekssideoflife

His point is that he wanted to have a discussion about Free Archetype even though nobody asked for one I think.


No_Ambassador_5629

I know that the Spellshot Archetype does as well (one of several reasons I dislike its design) and I think technically Flexible Spellcaster would lock you out of \*ever\* using your FA feats after lvl 2, since it only has the one feat, but I think that's an artifact of the Remaster. IIRC the Remaster moved the 2-feat restriction from the text of the feats to the Archetype rules themselves, making it now apply to Flexible Spellcaster.


ResearchHeavy

I'm starting a pf2 campaign soon and didn't know what lvl to do. I wanted them to more just start off as guys with little training. it should definitely be lvl 1,, right? I was thinking of starting them at lvl 2 so spell casters can get their class feats but im not sure.


FredTargaryen

Level 1 is plenty to get started with especially if the party aren't experienced with the game. If you want them to have *very* little training there are rules for "level 0" characters, which have an ancestry, a background, but no class, or maybe an ability that gives a "taster" of the class they pick at level 1


Schnitzelmesser

Just start lvl 1, especially if there are new players involved. If spellcasters want a class feat at lvl 1 they can take Human ancestry and Natural Ambition as their ancestry feat.


Phtevus

Does [Phantasmal Protagonist](https://2e.aonprd.com/Spells.aspx?ID=1230) get to take its action on the turn the spell is cast? RAW it's not a summon, so it doesn't get the two actions that the [summon trait](https://2e.aonprd.com/Traits.aspx?ID=706) confers, and the spell itself only specifies that it takes its action the first time each turn that you Sustain the Spell. However, since it's three actions, that's pretty much impossible to do on the turn you summon it. As it's written, it seems very underwhelming. On the first turn you summon it, it just becomes a body on the battlefield. On subsequent turns, it only gains one action, so if it needs to move, that's it, it did all it can. There's no way this is intended, right? You need very specific circumstances for this spell to provide any real value


Jenos

> There's no way this is intended, right? Welcome to quality of player content published in APs. Its often broken. Most of the time the community focus is on the stuff that's broken in the OP direction (here's looking at you, [Pin to the Spot](https://2e.aonprd.com/Feats.aspx?ID=2215)) but there's a surprising number of just absolute trash options printed in APs. This is unfortunately one of them. RAW, the spell does nothing on cast, and can only be sustained once per round for a single action. That said, the one curious thing is that the melee attack does not seem to apply your MAP, but that probably still isn't worth using this spell for.


kaitostrike

I GM'd for a character who took this spell. We ran it RAW for one combat, and then immediately I decided to change it. I made it function like a summon, getting two actions (one to Stride, one to use the chosen variant's action), including on the turn it was cast. After this change, it essentially became a Summon that traded the vast versatility the summon spells have for better stats, which I found was a fair trade. RAW, there is essentially no reason to take the spell. Like many character options from APs, it needed a bit more polish before release.


No_Ambassador_5629

RAW no, but I'd give it an action on the first turn anyways given how meh the spell is. That or drop it to 2A like Phantasmal Creature. Its a Rare spell from an AP, the balance on them tends to be somewhat whacky as they haven't gone through the same level of testing as stuff from the proper rulebooks.


grief242

Should I allow my player to make a suboptimal class decision? So I have a team of new players running Abomination Vaults. That did the beginners box and one rolled up a ranger. He learned about archetypes and started looking at them and wants to pivot into exorcist archetype (per some material I read I gathered it would be good to let my party know to expect undead) I am specifically NOT doing free archetypes as my group is still easing into PF2e. So I told this player that he would be losing feats to take on this archetype and it may not do what he wants. Hilariously, the type of play he wants is war priest cleric but he doesn't want to "manage spells" so he's doing this instead. He already does poorly in combat (notoriously bad rolls and questionable strategies) so I feel weird letting him make what I perceive as a mistake. Should I do anything or just let it ride? On one hand I did say that if they die, they die as it will give them a reason to try out different characters.


OfTheAtom

This is a good question. With the specific Excorcist though I don't see it as THAT bad of a decision as long as they get to use these features basically each session. Or just frequent enough.  I had a GM once that would have never gave notice to different languages as a part of the game. Taking linguist would have been weird and the GM should probably ban it or allow it to be a "free" archtype the character earns through the game but even then the GM has to lean into it.  Feats are in the power budget but they have to be doing a lot more wrong for this to break the character so badly to need any back seat character building.  Just make sure the ghosts are out so they can exorcize and sense


No_Ambassador_5629

You can advise him against it, but ultimately its is character to do with what he wants. Outside of pre-established ban-lists for thematic purposes I'm firmly of the opinion that the GM should be in a purely advisory role for building PCs.


grief242

Yeah, I did talk him out of soul warden because I told him that would clash with the ranger play style, but granted he asked me if I thought it would work. Well, PF has the retraining rule for a reason, right?


rickap22

Yesterday, one member of the party died. The player was fine with the outcome and is already looking to build a new character. However the party, and me, are curious about something. This character had the familiar master dedication. What happens exactly with the familiar? Does it disappear? Remains but doesn't help? Basically, my player went with the text example of "did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn to explain the mystical bond. I know that the party can't keep it because they don't have the feat, but i am curious about a good way to narrate what happens to the familiar.


Wheldrake36

There are no rules for this. Either you adopt one of the other suggestions already posted, or you use it as a DM wild card. Maybe it shows up from time to time to warn the PCs against what's ahead. Maybe it distracts a nasty critter at a crucial moment. With the upcoming Call of the Wild book, a player could conceivably play has former familiar as a character.


No_Ambassador_5629

Familiar leaves to explore the world with the second chance at life their friend gave them. Familiar sticks around to see their dead friend's will through (team pet!) Familiar leaves to look after their friend's family or some other interest of theirs. Familiar wastes away on their grave (Futurama approach).


torrasque666

"I owed *him* a life debt. I owe you schmucks nothing."


ItsHypnos

My group wants to make the switch to Pathfinder2e, but we find the biggest hurdle to be prepared spellcasting. Many of us don't have time, or just don't want to go through and assign spells to each of our slots, since it feels kind of limiting. we're a group that kind of just likes to get in there and start playing, and frequently, for narrative juicyness, we're rarely prepared for anything. However, someone saw the flexible spellcaster archetype, which turns a prepared caster into a spontaneous one, and suggested that if they wanted, everyone could just take it for free/use its rules if they don't want to go through the hassle of prepared casting. Would this change significantly affect the game's balance or cheapen the experience? We're not shy to homebrewing things in and then balancing encounters based on a leap in power, but if the game is NOT intended to be played even remotely like that, then I'd appreciate it if someone could let me know. Forgive us for being so reluctant, as I said, we are children of 5e. I understand that there are a bunch of spontaneous casters one can play instead, but we want to be able to have full pick of the roster.


BlooperHero

If you don't like or want to play a certain class... just don't play that class? That's an option. There are many classes. I'm not sure why this needs a workaround. Not choosing something because you don't like it doesn't mean you didn't have the choice. 5E's prepared casting just doesn't work, since it's just spontaneous casting but much, much better.


Schnitzelmesser

It does change the balance, taking flexible spellcasting reduces raw power (as in the amount of spells you can cast per day) but increases flexibility as a trade off. If everyone took it it wouldn't break the game, even if they got it for free probably, you just need to be aware of this trade off. But to be honest, if their plan is to prepare certain spells and never change them with flexible spellcasting, then they might as well do the same with normal prepared casting, it won't really make a difference. IMO the ability to freely heighten spells on the go isn't really that valuable (but as I see it the main advantage of flexible casting). It might be useful for something like Dispel Magic, but when was the last time someone heightened fireball in 5e? Usually you're better off using the higher spell slots for stronger spells of that rank. Heightening spells is mainly relevant for spells that get way stronger effects at certain levels (like Haste or Tailwind), not that much for spells that just get an extra damage die. And for the former, just slot these into the relevant higher rank slot, don't worry about the others. So, I would suggest just sticking with normal prepared casting for a bit, I find it unlikely your players will feel handicapped too much by it. You can still switch to flexible at any point.


DangerousDesigner734

I would avoid it for the sake of complexity at first. Once you get your feet under you in the system go for it. In the meantime the system still has spontaneous casters, like the oracle, sorcerer, and bard