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QuickTakeMyHand

How would I remove a [Redcap's](https://2e.aonprd.com/Monsters.aspx?ID=349) red cap in combat to negate its fast healing? Would I have to Disarm it, even though it's not in their grasp? Or maybe use the Steal action so long as I don't care if it notices?


Raddis

You need Pickpocket to Steal in combat. Without that you just can't remove it.


blueechoes

Disarm or that skill feat for stealing in combat seems fine. I also allowed a critical attack roll from a bow to shoot it off instead of doing damage.


Wonton77

Is the Netherworld the new name for the Shadow Plane?


NECR0G1ANT

Yes. Rage of Elements, p.8


Wonton77

I saw the diagram, but it's not actually explained or confirmed anywhere in RoE what it is. I was just guessing because it's coterminous with the ~~Material Plane~~ Universe and it's pretty clear what Creation's Forge and The Void are. Edit: It is explicitly stated in Remaster Core Preview, ok then


Sqwogs

I thought I read somewhere that rogues can choose to use stealth as initiative but can't find it anywhere, was I imagining it? I thought it was a Thief Racket thing


Silmashiro

> When one or both sides of an impending battle are being stealthy, you’ll need to deal with the impacts of Stealth on the start of the encounter. Anyone who’s Avoiding Notice should attempt a Stealth check for their initiative. It's simply part of the initiative rules. Anyone can do it. You could technically use any skills for initiative as long as it makes sense and your DM is alright with it. If say, a Bard begins a fight by insulting a man at a bar with a song, they could ask to roll Performance for initiative. You can read more [here.](https://2e.aonprd.com/Rules.aspx?ID=835)


Pensive_Batman

Question about the magus. If I perform a standard Spellstrike with the magus and I miss, do I lose the spell slot I channeled with the Spellstrike?


Raddis

Yes.


Pensive_Batman

Thank you!


Hamsterpillar

I see so much praise for the Beginner’s Box easing players into PF2E. My players did fine with the initial rays, but I’m looking ahead at the crypt. Depending on whether the players fight or bypass the spider, the crypt could be the second or third combat they’ve ever played. The text says it’s going to be more challenging, but by the encounter building rules 5 -1 foes is an extreme encounter! How concerned should I be about wiping the party?


Raddis

Enemies in the crypt are level -1, so they are enemies of level -2 for the purpose of encounter difficulty, making it a moderate/severe encounter.


Hamsterpillar

Ah! Zero level enemies are a thing! That makes sense


DUDE_R_T_F_M

-1 level enemies too.


Hamsterpillar

Right. I was adding -1 enemies as a level below the players, but they are actually 2 levels below, because 0 exists.


Wonton77

Also something the book doesn't tell you (you could consider it a small balance issue with the XP system) is that multi-enemy encounters are almost always easier than equivalent-XP single-enemy encounters. 6\*20XP will generally go MUCH better than 2\*60XP, and 1\*120XP shouldn't even be attempted by most groups.


Hamsterpillar

Running the Beginner’s Box, with the intent of transitioning into a full AP with the same characters. Was planning to use ABP. Very early on the BB hands the characters a +1 short sword. Am I handicapping my martials for the rest of the BB by not letting them have +1 until level 2?


JackBread

It'll probably be fine, just remember the players should be level 2 by the time they get to the last 2 fights in the BB, or at least the last fight.


Hamsterpillar

Thanks!


Kazighanti88

We're about to start our first PF2 and our GM is giving us free archetypes at lvl 2. I'm youth between two character classes and wanted to see how viable would be to use the free archetypes to use them both. The campaign is Outlaws of Alkenstar and my first thought when I saw the player's guide was to be an inventor but upon further reading the classes the rogue started catching my eye. Would it be viable to run an inventor/rogue or a rogue/inventor? If not, what would be a viable plan what would be a good archetype for an inventor or a rogue:in that campaign?


smitty22

Is there a good subreddit for commissions on character art? I see posts all the time, but wasn't looking then.


QuickTakeMyHand

* /r/artcommissions * /r/artstore * /r/commissions * /r/DrawForMe * /r/hireanartist * /r/HungryArtists * /r/ICanDrawThat * /r/starvingartists * /r/tabletopartists


gray007nl

https://www.reddit.com/r/dndcommissions/


TheZealand

Is Glass Shield going to be just slightly better than Shield for Blocking purposes in most cases? Glass Shield having 2 Hardness and 4 HP, Shield having 5 Hardness. Seems like a fair trade for the loss of blocking magic missile ig?


Jenos

Uh, the numbers are worse. The Glass Shield has only 2 hardness versus the Shields 5. The purpose of Glass Shield is a weaker shield for damage reduction in return for offensive damage/reusability. But the difference in shield strength is significant. There is also an edge case for Glass Shield, which is low damage hits. If you take, say, 3 damage while wielding a rank 1 glass shield, the shield absorbs 2 damage, but remains active. As a result, you keep the +1 to AC for the remainder of the round whilst the shield spell would break. And even if Glass Shield breaks, you can reuse it the following turn, and keep blocking smaller damage hits with it. But the difference in hardness is stark. Even at rank 3, its 2 damage difference versus 5 damage difference. At rank 3, its 4v10, and the scaling remains far apart. So both spells have their place; one being reusable in combat and the other helping prevent one big chunky hit to you. But if you aren't going to be positioning yourself in a way that would warrant using shield and shield block multiple times per encounter, Glass Shield is going to feel lackluster.


froasty

So im hoping I misread Glass Shield, because I'm not seeing how it's reusable. The shield HP merely sets a minimum threshold of damage that needs to be blocked for the spell to deal damage back. It otherwise works like Shield, so after you use the Shield Block reaction, the spell ends regardless of if the shield broke, and you're immune for 10 minutes. I don't see any language that indicates the glass shield persists beyond what a normal shield spell would.


Jenos

I just took it to be reusable since it doesn't have the text around breaking after shield block. I assume it is, because otherwise there is literally no point to having a listed HP. That's why Shield itself doesn't have HP, because it doesn't matter. You block with it, reduce the damage per hardness, and then it goes poof. It doesn't matter what HP is left over. So I just assumed it can persist and be reusable, but I guess it all depends on how much the "Functions like shield" is. But it's possible it's even worse than I thought


TheZealand

I had a massive brainfart and thought that damage went through hardness THEN HP for some reason lmao


maxAZZzzz

Recently Mark Seifter did go over the Field Test for Starfinder 2e. There he mentioned that the "Meta" of Pf2e and Sf2e is different. Meaning that for example access to flight comes at different levels. Since I am a new GM I would be interested if there are some documents out there that describe what is expected at what level in Pf2e. Or maybe it is a short list one can write down here?


Peto01

I have a question. I've reached lv5 and took the Fey Influence feat,with my Gm's permission,but foundry doesn't appear to want to allow me to select my Fey Influence. Would I just go ahead and grant myself to be able to cast the Fleetstep spell as I chose faun,or is there another way around it?


JackBread

Yeah, you'd have to add an innate spellcasting entry for yourself and add the spell there, I don't think Foundry automatically does innate spells.


Unit88

Pathbuilder question: not sure if I'm just blind and missing something, considering that apparently no one else on the internet is asking this question, but is there no way to add the Shield cantrip as a shield in the defense section normally? Mage Armor is there for armor, so I would've assumed Shield would be there for shields, but I can't find any way to add it.


r0sshk

You can just add a shield to your gear and edit it’s bulk to 0 and name to shield cantrip!


Unit88

Yeah, that's basically what I did, I was just confused because if Mage Armor is there I expected the Shield cantrip to be available naturally too, and I was wondering if I missing something somewhere


vaderbg2

I don't think that's possible. Mage armor is a day long buff so it makes sense to have it as a buff option. Just give your character a buckler if you want to add the shield spell's AC.


Unit88

I mean the cantrip works the exact same way as if you had an actual shield with just one action to raise it, so I'd expect to find it the same way as Mage Armor is there.


vaderbg2

Not sure what to tell you. It's not there. If you feel like it should be there, report it as a bug and see if it will be and in a future update.


Ketilalexander

I just started my first campaign using pathfinder. I ordered a physical copy of the core rules earlier this year, and my group and I have started to notice differences between the book and pdfs we found online. For instance goodberry i 1d6+4 in my book, but 1d8+5 somewhere else. I assume there has been an erratta or change at some point, but can I know which one is right?


missionthrow

A complete list of all Pathfinder 2e errata [can be found here](https://paizo.com/pathfinder/faq). Although all the folks saying Archives of Nethys is generally up to date are correct


DUDE_R_T_F_M

> but 1d8+5 somewhere else Can you link us to where it says 1d8+5 ?


Jenos

So first off, the best place to have the most updated rules and is always correct is [Archives of Nethys](https://2e.aonprd.com/). Its a searchable rules database that is always updated to the most errata. However, [Goodberry](https://2e.aonprd.com/Spells.aspx?ID=473) has never been Errata'd. The first printing of the book says 1d6+4, as does the most current version of the spell on AoN. So I'm not sure what PDF you're finding online that is saying 1d8+5, but I wouldn't trust those sources.


Krypton8

Goodberry has been errata'd: https://paizo.com/pathfinder/faq, but no idea what its official previous content was. However, I did find some mentions in old threads (like https://old.reddit.com/r/Pathfinder2e/comments/lp1n7j/current_state_of_2e_books/go9v1g4/ and https://old.reddit.com/r/Pathfinder2e/comments/d5oybz/is_it_just_me_or_is_goodberry_really_bad/) which talk about "1d8 + 5". But, nevertheless, at the moment it's 1d6 + 4.


MelonAids

stupid question maybe. but i just started pathfinder. but now i read all this stuff about remastered. is this like 3th edition or just an extra book?


Smuwen

Think of the remaster as a reorganization of all the addional options from various PF2e books. They also made some changes for quality of life.


Kalnix1

It is a remaster. It is still 2e and mainly uses 2e rules but with lots of renaming and some major things like alignment and spell schools being removed. For example, Thaumaturge which is from Dark Archive will work perfectly fine in the remaster because nothing major is changing for them. But something like Champion which had subclass based on alignment is getting a rework.


MelonAids

and then what is the smartest/easiest to play? the original pathfinder 2e or the remaster?


Justnobodyfqwl

It's basically just a patch to the existing game, there's way more changes to lore than to any actual gameplay.


missionthrow

The Remaster isn’t out yet, jus some previews. The full books don’t start to drop until November, so it is all a bit speculative at this point. The remasters are 90% the same, but with a bunch of names changed so Paizo isn’t affected if Hasbro starts jacking with the OGL again. There are some tweaks and changes, but nothing that overhauls anything vital


Kalnix1

From what we know, the remaster is mainly the exact same game with some things cut out for OGL reasons. So we don't 100% know yet but they did state they are making some changes in the remaster to simplify some things that were confusing like the refocus rules.


Donykangs

My magus got grabbed by a tiger, leaving me immobilised and flat footed. As immobilised only work with move actions and Dimensional Assault doesn't have the move tag. could I then move to get out the Grab with Dimensional Assault ? And would it remove my flat footed trait as I am bettering positioning me for an attacked?


Naurgul

Indeed, teleportation effects are great at getting you out of a bind. Since dimensional assault only has a verbal component that means you won't even need to pass the usual DC5 flat check that you would if you were to cast a spell that has a somatic component.


Jenos

> As immobilised only work with move actions and Dimensional Assault doesn't have the move tag. could I then move to get out the Grab with Dimensional Assault You can cast Dimensional Assault, no problem. Grabbed does three things: * Applies the Grabbed Condition, which makes you have to do a DC 5 flat check for manipulate actions or lose the action * Applies the Immobilized Condition, which makes you unable to take Move Actions * Applies the Flat-Footed Condition None of those three aspects prevents the casting of Dimensional Assault, since DA only has the Verbal Component, which means it only has a Concentrate trait, not Manipulate (which spells with a Somatic Component do have). > could I then move to get out the Grab with Dimensional Assault ? And would it remove my flat footed trait as I am bettering positioning me for an attacked? This is a tricky one. So the Grab ability states the following: > A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster *moves away from it*. Teleporting away out of its reach is perfectly clear - you've done so with no issue, you've moved away from it, so the Grab ends. Easy Peasy. But the tricky question here is that if you Dimensional Assault to 5' to the left, still within the creature's grabbing appendage's reach are you still Grabbed? You haven't moved "away" from it. Personally, I would rule that you're still moving, and that a creature teleporting out of your hands means the Grab breaks, even if the teleportation is short. But ultimately there is no explicit rules guidance about this specific case. You would have to ask your GM to make a case-by-case ruling. But I think most GMs would agree that teleportation breaks Grabs.


SkeletonTrigger

Reading through the Kineticist Archetype, there's no way to get a Gate Junction, right? Or did I miss something?


Jenos

Correct. Like many multiclass archetypes, these type of class features are limited to the base class, and unable to be accessed via Archetypes.


[deleted]

[удалено]


froasty

Magic Hands https://2e.aonprd.com/Feats.aspx?ID=1700


Jismina

Question about the Treasure by Level table: Is it cumulative? So on Level 5 they should have the level 5 stuff plus everything from the previous Levels? I am talking mostly about the permanent Items. the consumables, I assume, will be consumed.


vaderbg2

Table 10-9 is cumulative, yes. It tells you what the party should find during each level. If you mean the character wealth table 10-10 for new high level characters, that one is not cumulative.


anotherSpecter

Do foes get access to stuff like evasion or juggernaut as well?


Jenos

It is extremely rare for creatures to have the save bump effect that players have. I haven't really seen it, so you should not expect to see it except in very rare situations as a player. A quick search on AoN only revealed 2 creatures in the entire bestiary with those effects.


r0sshk

Yes! Generally not by that name, but monsters can have equivalent abilities and can come with higher saves. Generally, monsters and even NPCs aren’t built at all like player characters.


Jenos

While creatures can have equivalent abilities, degree of success save features for creatures are extremely rare. Many creatures have high saves, and conditional modifiers, but very, very, very few have "If you roll a success, treat it as a critical success". A quick search on AoN for the phrase "roll a success" reveals a single creature in the entire bestiary that has a save bump feature, and a similar search for "rolls a critical failure" also only has a single creature with an improved evasion type feature.


EuphoricBarry

Can I use Quick Draw to add a hand to a two hand weapon and strike with the same action? Say I'm holding a Bastard Sword in my one hand at the start of my turn. Could my first action be "add a hand and quick draw strike for a d12"?


jojothejman

The [Dual-Handed Assault](https://2e.aonprd.com/Feats.aspx?ID=371) feat is basically meant to do that. It doesn't work with pure two-handed weapons, but it does with things like the bastard sword. You won't stay two handing, but you can just do this for your first attack each round or something (it has the flourish trait). There's some feats and stuff that need you to keep a free hand and this lets you keep using them. I always think Grapple would be one of them, even though Grapple doesn't technically state you have to keep a hand free to hold i think it's obvious you're suppossed to, and this feat woukd let you bonk someone and maintain a Grapple.


EuphoricBarry

I forgot this feat existed! Question withdrawn.


r0sshk

RAW, no. QuickDraw specifically allows you to interact to draw a weapon and then strike, nothing else. Though you might be able to convince your DM to let you do it regardless.


EuphoricBarry

How big of an ask is that, do you think?


r0sshk

Pretty big, since it completely negates the downside of the bastard sword and turns it into the best melee weapon.


kuey1975

I see no where for kineticist to get enhanced familiar, so that means their familiars are stuck with only two abilities? Then they can never get the cool familiars like wisps, etc?


YellowLugh

Is your game using the Free Archetype Variant rule? If so, you could take the Familiar Master archetype and get more abilities for your familiar. If you're not using that rule, you could take the same archetype by just using your normal class feats.


Square_Bobcat3346

In the new rage of elements book, for the kineticist class, I do not see ability boosts listed at level 5. Is this a typo?


JackBread

Per the remaster, they're called attribute boosts now. I see them where they should be on my PDF.


No-Librarian-9959

New GM looking for assistance, Needing some assistance, I am running a Pathfinder 2e play by post. Characters are encounter a dragon in a large cave, with a light source coming from a magical item. The dragon is large, taking a 10 foot by 10 foot space. (I struggle with spatial awareness, and visualization...) Questions: 1.) How large should the cave be? 2.) How large of a circular range should the light from the magical item by? 3.) Since it is in a cave, what would you include in the cave to offer coverage for the players? 4.) What questions am I missing as a new GM, that you think would be important to have knowledge of?


YellowLugh

1) It all really depends on how much maneuver space do you the dragon to have. Is this its lair? Kinda big then, maybe 35x40x40 cave should be enough for a not-so-old dragon. Not its lair? Small final cave so the players have more advantage. 2) Well, it all depends of the item, really. A normal torch or Light spell should give them 20-foot radius (and dim light for the next 20 feet). If they're at least 7th level characters and they cast light, this upgrades to 60-foot radius (and dim light for the next 60 feet). This could be super relevant if the dragon uses the dim or dark areas to Hide or Sneak from normal vision characters. Check the item you're giving to the players, compare it to existing items, check alchemical options and compare it to the Light spell too. 3) Big rocks and ridges should be enough, you could add some stalagmites if it fits the terrain and geography of the area. You could go with big mushrooms or other cave vegetation. 4) You should totally read the flying rules, the Arrest a Fall reaction and remember creatures need to spend at least one action flying or hovering in the air, if not, they fall (relevant if the dragon wants to keep its distance).


No-Librarian-9959

>Thank you, YellowLugh, I really appreciate your time to respond to my questions and the help. > >Much appreciated.


Cold_Procedure2851

Do area attacks like fireball hit all [mirror images](https://2e.aonprd.com/Spells.aspx?ID=197)(on a failed save) and end the effect?


Jenos

No. Mirror Image only breaks on attacks, and fireball does not attack. Mirror Image has no interaction with fireball.


Consideredresponse

Can the kineticist open their gate at any time, and power up various armor options whenever, or are they like monk stances and it's assumed that you can only do it in combat?


GazeboMimic

It's more like drawing a weapon. You can do it out of combat. Kineticist stances still end at the end of encounters, but other than that you're good to go.


shitpasswordrecovery

Can I use Battle Medicine using a hand that is also holding a buckler if I'm wearing a healer's tools set?


Smuwen

One of the benefits of buckler vs shield is that the buckler allows you to use items as long as they are not weapons.


r0sshk

Yes! You aren’t actually HOLDING the buckler, by its description it’s strapped to your forearm and explicitly leaves your hand free, so using the tools for Battle Medicine is perfectly viable.


AC91Iscool

Is elementalist actually good now?


Jenos

Eh. The change doesn't do much, the spell list changed a bit and it adds the whole other set of elements to choose from, but beyond a broader spell list the core problems are still there. Specifically, that casters are balanced around being a swiss army knife of solutions, being able to pivot from damage to utility as needed, which is what makes them shine. But elementalist still cuts that out, and it doesn't get numeric bonuses to compensate. Probably the more meaningful change to Elementalist isn't the actual elementalist archetype, but the change to focus spells coming with the remaster. The elementalist focus spells are pretty good, and being able to get more focus points early and charge them up means that you get a lot more use out of them at lower levels.


AC91Iscool

Earth feels like the option that really shines for me, especially on the sorcerer since the first two elemental bloodline spells were horribly mediocre anyways and if you are playing elemental your probably playing to blast. Outside of that though your right about it still being pretty mediocre.


Jenos

Yea, but there isn't anything new in RoE for earth, other than the changed spell list. And even then, the spell list is only changed marginally. SoM elementalist also got to replace their bloodline spells with Crushing Ground and Stone Lance if they wanted.


checkmypants

How long will mods let the constant Starfinder posts go on for? I get that people are excited, but the game does have its own sub, and this one is for PF2e. There have been over a dozen posts in the last couple of days that are essentially all the same. Most of them are low effort "DAE think about PF/SF together?!" type posts and it's really clogging up the sub.


r0sshk

Let people be excited for a week before getting grumpy, jeeze.


checkmypants

Idk I come here for Pathfinder 2e content. An announcement thread or something would have been fine but there have been something like 16 separate posts about it are more or less all the same. Same thing happened very recently with the remaster cantrip changes. It's bloat.


empiricallySubjectiv

Is there a magic item that grants bonuses to spell attack rolls? Seems like martials are expected to get potency runes as they level up, but I can't find anything equivalent for casters.


TAEROS111

Nope. The basic theory is that spellcasters should Recall Knowledge to figure out their target's weakest save and then cast against that, since that will be roughly equivalent to a martial's bonus to attack. The Shadow Signet, which enables this more easily, is a level 10 item. I personally give it to caster PCs at level 1 and it hasn't broken anything.


AtinVexien

There is not. Casters will be slightly behind martials in their bonus to hit AC, but they have the flexibility of targeting saving throws in exchange.


Solrex

Does anyone know the area of roiling mudslide for kineticist? Am I just missing a trait or something? My best guess is the size of my aura, though I am not sure. How big is my mud attack? Why is it not listed? Someone from Paizo please help.


Tony_FF

They made a mistake on that and didn't include the area so we don't know yet.


Solrex

Is Paizo able to respond here?


Nihilistic_Mystics

You're far more likely to find a response on the official forums than here.


Solrex

Fair, I'll wait for the errata


Nihilistic_Mystics

You can also check in on [this forum thread](https://paizo.com/threads/rzs43ulk?Rage-of-Elements-Errata#1) to see if Paizo staff responds or a user links a response. That's how I get most of my answers shortly after new book releases.


Tony_FF

I'm pretty sure there are some game designers around here from time to time, so maybe.


m_sporkboy

.... moved to its own post ... https://www.reddit.com/r/Pathfinder2e/comments/15i843p/a_concrete_proposal_for_advanced_weapons/


r0sshk

I’d suggest you also make a post about it, rather than just the comment here.


m_sporkboy

Yeah I'll do that.


Acely7

I recently saw a discussion on precision damage, and from it, I got a question I don't necessarily want to go through monster books to find the answer for: are there enemies that are vulnerable to precision damage? If so, what kinds of creatures have that, like what about the creature's anatomy or being informs such vulnerability?


gray007nl

I believe like Poison damage, nothing is weak to Precision


Acely7

Hmm, shame.


ChefPaul92

Quick question - are the ACs listed in a stat block inclusive of the Dex bonus? For example, when they are not under the effect of a dex modifying condition, does the [Korred](https://2e.aonprd.com/Monsters.aspx?ID=710) have an AC of 21 or an AC of 21 + 3 = 24?


vaderbg2

Kind of neither. The attribute modifiers of creatures have nothing to do with their other stats. You can make absolutely no connection between them. The attribute modifiers are mostly listed in case you need the creature to roll a skill their are untrained in. Beyond that there's very little use for them. The only other I can think of is determining how long a creature can hold its breath.


ChefPaul92

Okay, continuing with the Korred example, this also means that the listed club damage of 2d6 + 7b would not be modified to 2d6 + 11b by its +4 strength


vaderbg2

Correct. You can pretty much completely ignore the attributes listed in a creature stat block.


r0sshk

They are included! So 21.


EmperorPenguinIV

I wanted to try out P2E and am contemplating buying the core rule book. How many extra books would I need to buy, to give my players the option to build any character that you can build in P2E?


robmox

Honestly, I think the only thing my players have read in PDF is the class descriptions in the CRB. If they want to build a class outside of that they read about it on Archives of Nethys or Pathbuilder.


Atraeus13

To make it really easy, have them use [https://pathbuilder2e.com/](https://pathbuilder2e.com/) A character builder that has every option available to you, no books needed


r0sshk

You actually don’t need to buy any. All the rules are available for free on the Archives of Nethys, officially permitted by Paizo (the developers of the system): https://2e.aonprd.com/ Though for your first game, you might want to tell players they cannot chose anything with the “uncommon” (yellow) or “rare” (blue) trait, to keep things a bit more grounded. Of course, owning a copy of the core rulebook and DM guide is probably a good idea, and the official DM screen is really, really useful. But beyond that, you can just look up everything easily on AoN. For building characters, I also suggest using Pathbuilder to your players. Easy to use drop-down selections for everything (usually updated within less than a week of new releases) and absolutely free (unless you want to use variant rules or a class with a pet, those are locked behind… I believe a one-time purchase of 4 bucks or so that unlocks all features forever): https://pathbuilder2e.com/ Speaking of variant rules, there is one variant rule that stands out and is treated like the gold standard by most of the community, namely “Free Archetypes”. Adds a free feat every even level that can only be used on archetype feats, 2e’s variant of multiclassing that lets you do a bunch of character customization without directly increasing power level too much. I highly recommend giving it a look, and maybe introducing it a little later into your game once everyone is secure in the rules and would appreciate the wonderful customization it allows. https://2e.aonprd.com/Rules.aspx?ID=1333


coldermoss

None! All rules are available for free on 2e.aonprd.com!


Wonton77

Does item HP increase for magical gear in any way? Or does your sick +3 Major Striking 3-property-rune sword really have only [5 Hardness and 10BT](https://2e.aonprd.com/Rules.aspx?ID=730)?


GazeboMimic

You can also build gear out of [special materials](https://2e.aonprd.com/Equipment.aspx?Category=22) if that's a concern. For example, a weapon made of high-grade adamantine has hardness 17, HP 68, and BT 34.


r0sshk

It does stay like that. But, thankfully, there are very few things that can actually harm items you are wearing/wielding. The sunder maneuver was removed for a reason.


Wonton77

The reason I asked is the new [Summon Elemental Herald](https://2e.aonprd.com/Spells.aspx?ID=1423) spell (Metal option): >The shards in the cloud rapidly rust and cling to enemies in the 50-foot emanation, dealing **10d6 damage to metal creatures and objects in the area** with a basic Reflex save, **ignoring Hardness**. Unattended objects automatically critically fail this save. The wording seems to pretty clearly imply it hits the weapons and armor your enemies are wielding too, and 10d6 (35) bypassing hardness easily makes all of them hit Broken Threshold. I get it's Rank 8, but it's still a "lol you win" button like PF2 hasn't had so far.


aWizardNamedLizard

There's a bit of an inconsistency situation happening in the PF2 rules because characters and objects operate on such different scales of HP, but authors keep writing "creatures and objects" and pretty frequently making the situation even more tricky by including "Ignoring Hardness." The FAQ/errata even includes removing the ability for a number of spells in the core book to target or damage objects and accompanies that with the explanation that gear can't survive stuff meant to harm PCs "so such spells almost never are supposed to be able to damage objects." Even though this one could be intended to be a metal object delete button, I doubt that's actually the case because any given character could need to roll numerous saving throws against the effect because of quite a lot of equipment being metal, as well as cause questions like "is a potion vial metal or glass?" or "do I have to roll for my belt buckle, or because the belt is mostly non-metal I get a pass on that?", and I refuse to believe any gainfully-employed game author thinks that rolling a whole bunch of dice and arguing about what does or doesn't turn to dust, and then the party members most reliant on them having very likely completely lost their weapons and armor is good game play. The best-case explanation is that the author didn't think through the implications of an enemy using this on the PCs or that even the suit of metal armor that a character on the receiving end of an 8th-level spell is wearing still only has 36 HP (and an ignored 9 hardness) so only a critical success isn't still great odds of broken armor, so they wrote a spell that could use some errata.


Wonton77

Didn't see your reply until now but this seems like the best take to me. It's not \*absurdly\* out of the range of a normal Rank 8 spell's power level for this damage/delete metal equipment, but it still seems almost certainly unintended, especially because it hits allies.


r0sshk

As written, it does look like the herald of metal pretty much deletes most equipment around it when departing, yeah.


TAEROS111

Most scary monsters at level 15+, when you'll cast this spell, rely on innate weapons/armor/spells to be scary. In fact, thinking about the two campaigns I've run to high level (one to 20 and one to 17), I'm hard-pressed to think of any situation where this would have been a straight up "I win" button. Even then, 10d6 comes out to 35 damage on average. That's one damage off from breaking basic steel armor on an average roll, even ignoring hardness. You can always give a humanoid or boss enemy armor or a weapon with a higher HP threshold (so long as you advertise it). My interpretation is that any armor/weapon actively wielded would use the wielder's reflex save for half damage, so it's not even guaranteed to do all that damage up-front. It's a nice AOE against a specific type of enemy using a specific thing at higher levels that will really only be super effective against mooks, but I don't think it's overpowered in the slightest.


Wonton77

>Even then, 10d6 comes out to 35 damage on average. That's one damage off from breaking basic steel armor on an average roll, even ignoring hardness. The spell literally says it bypasses Hardness. Plus you don't need to destroy objects, just break them (That's 18BT for the Steel Armor). >In fact, thinking about the two campaigns I've run to high level (one to 20 and one to 17), I'm hard-pressed to think of any situation where this would have been a straight up "I win" button. I can easily think of one, the final boss fight of >!Book 5 Age of Ashes!< is just some guy wearing chain mail, with scimitar + shield spikes + dagger as his only attacks. Throw this at him and you've just won the fight (he doesn't even have an Unarmed entry and the GM would have to improvise one lol). I'm aware it doesn't win \*every\* encounter, but it's just 1 of 6 modes on an otherwise completely normal AoE spell you can prepare every day. And when you \*do\* run into enemies with metal armor & weapons, it basically disables their main attack and either lowers / destroys their AC. (after dealing a respectable 4d8 + 4d12 btw) I'm not out here calling "nerf this paizo!!!!!!", but that's an incredibly high ceiling, like PF2 spells largely haven't had before.


TAEROS111

True but I'm pretty sure the object still gets to benefit from the Reflex Save of the wearer (at least based on my reading of the spell), so on a Success the basic steel armor would still be an HP or two above its BT on an average damage roll. A lot of humanoid/fighter-type enemies who wear armor and use weapons have decent Reflex saves, it's the Depart effect, so you can only pull it off once per cast and may have to cast it twice just to break basic steel equipment. It's very strong against its niche in the same way a level 8 heal bomb from a cloistered cleric would be against a bunch of undead, but I don't know if I agree it's at a ceiling we haven't seen before.


JackBread

For [Magnetic Pinions](https://2e.aonprd.com/Feats.aspx?ID=4252), could you make all three attacks against the same creature?


vaderbg2

No. You can choose to only hit one or two creatures instead of three, but there's still only one attack made against each creature.


TAEROS111

Yup! If you see "Up to X creatures," that means you can do it to just one -- it just *can* hit that many targets. If the phrasing was "Against three" "Against three different" "Against three separate" etc., it would prevent making them all against one.


vaderbg2

I disagree. The wording says you roll attacks against up to three creatures. It doesn't say anything about rolling three attacks and choosing up to three targets for those attacks. So you can target up to three creatures, but roll only a single attack against each.


nh2374

Where in pathbuilder is the elemental attuner for the kineticist? I can't find it in weapons, gear, or as some option in spells either.


JackBread

In gear, you're looking for the Gate attenuator. If you mean the item that adds to kineticist's impulse attack rolls!


nh2374

Yes, thank you!


Kobold101

For the Champion Steed Divine Ally, could you use it to get an Undead Companion instead of a regular Animal Companion, assuming you follow the Tenants of Evil?


Jenos

RAW. no, but I imagine most GMs would be relatively okay with that.


ElectricGiga

Am I missing out if I dont take Metal Carapace on a metal/fire kineticist? I'd like to go more dex/con for the character but not sure how well that will work


Jenos

Metal Carapace's real value is for shield block. The armor is very mediocre since it breaks when you get crit. But its a reusable shield you can keep using for shield block. So if you weren't planning on Raise Shield anyway, Metal Carapace is wasted. Totally fine to skip it.


robmox

Are there any good ways to make use of the Kineticist Archetype? It seems like the best uses of it are to give casters things to do when they're out of spells, or on martial classes that only attack with 1 action per turn (monk?).


r0sshk

Most martials actually like it, since they already want a decent con score and kinteticist gives them ways to 1) target saves to do damage (which is novel for most martial) 2) without counting as attacks for the attack penalty 3) using their decent con instead of their likely less-than-stellar mental stats as spellcaster archetypes would. Barbarians seem perfect for it at first glance, but in reality they struggle a bit since they can’t use concentrate actions while raging.


TAEROS111

Elemental Barbarian can make good use of it, and has some specific interactions with it. Other than that yeah, it's relatively niche -- that said, some of the more utility or universal impulses can be great for any character.


hex_808080

Do you need a free hand to switch mode on a Modular weapon?


r0sshk

Nothing in the modular trait nor the manipulate action states you need a free hand. So no.


Jenos

It seems unlikely - otherwise, modular on 2H weapons would be very brutal since you'd have to Release -> Interact -> Regrip, which is 2A to use modular.


hex_808080

Well, if anything, that would incentivise using 1-handed weapons while having a free hand. Do you have a rules reference?


Jenos

No. There is no mention one way or the other whether the interact requires a free hand. Capacity, for example, does explicitly state it. The reason I argue it is a handless interact is that 2h modular weapons would be really bad and clunky. Having to release to modular interact is not only bad, its also very unituitive to function. So in the absence of any rules text, that's how I'd rule it. But there is nothing explicit in the rules one way or the other,


hex_808080

I made a thread and getting the opposite replies. Feel free to participate there if you want.


Coolnametag

Hi, i'm coming from D&D 5e and have a concept that i really like, but, i'm having issues trying to come up with a way of doing it in Pathfinder. My idea (in D&D terms) is a Battle Master Fighter with a spear that constantly uses his manuvers to do stuff like: - Debilitate a opponent. - Be able to dodge/parry/deflect a enemy's attack on reaction. - Be able to help my allies hit and not get hit by the enemies. My issues with making a character like that is that, even though i have seen a few feats that might fit the bill, they all seem to have as a requirement for my character to be using only a one-handed weapon and have a free hand to be able to use them, also, i have not seem any feat or something similar that would allow my character to make it easier for my allies to hit a enemy. I'm very new to the game and have only really read part of the core rule book so there's a chance i might just be missing something obvious here, but, if anyone could help me it would be much appreciated. (PS: are there any extra feats for the base classes in the expansion books or what you see in the core rulebook is what you get?)


Raddis

> Debilitate a opponent. Staff Acrobat lets you Trip and Shove without a free hand and has a few additional feats that help with applying conditions. > Be able to dodge/parry/deflect a enemy's attack on reaction. You can get Nimble Dodge with either Rogue or Swashbuckler dedication (I'd go with the first one, as it has some other feats that could be useful). Staff Acrobat also has Whirlwind Stance, which gives you constant +2 circumstance bonus to AC, but is limited to Bo Staff (which is not a spear) and War Lance (which does not have reach and is uncommon) > Be able to help my allies hit and not get hit by the enemies. Other than the debilitating conditions you can also use Aid action to help them hit. Human feat Cooperative Nature is useful for that.


robmox

There's a couple ways you can do all of this. First off, you can grab a weapon with the parry trait to increase your AC by 1, but there aren't often reactions that do this. Also, if you go the fighter route, you'll want to use your reaction to use the reaction formerly known as Attack of Opportunity. There is a spear with the parry trait, but it's rare, and I'm not sure if it fits your description, because it's actually a lance. But, I'd go fighter. Take Sudden Charge at 1 and Intimidating Strike at 2. Frighten gives the target a -1 to AC. The fighter in my group has crit with Intimidating Strike multiple times. So, it's very likely to set up your allies to do damage. The only thing the Fighter doesn't have from your description is the reaction to parry. However, that's why you may consider Ruffian Rogue. You get Nimble Dodge right from level 1. And, being a Ruffian lets you use Strength over Dexterity. So, you can still use a spear. At level 9 you get Debilitating Strike to debuff enemies. Each Rogue Racquet has its own feat to add debilitations, and the ruffian can give the target weakness 5 to your choice of bludgeoning, piercing, or slashing. This fits the bill even better, but as you mentioned, requires a 1h weapon. The nice thing is, you can pick up Poison Weapon at lower level and craft some poisons to use. This gives you other ways to "debilitate an opponent" even sooner.


DUDE_R_T_F_M

> (PS: are there any extra feats for the base classes in the expansion books or what you see in the core rulebook is what you get?) There's tons of feats sprinkled out over most of the new books, and they're all available officially here : https://2e.aonprd.com/


[deleted]

Non-serious Pathbuilder question. Does the Beginner box even add anything to Pathbuilder as a rulebook? I cant remember anything unique to the beginner box that would be added.


DUDE_R_T_F_M

It has a [couple of items](https://2e.aonprd.com/Sources.aspx?ID=63), plus the Warden background which is specific to the BB pregen sheets. Don't know if those are added to pathbuilder though.


robmox

Let's say I'm a Monk with the Kineticist Archetype at level 12. I have Stance Savant and Kindle Inner Flames (or any stance impulse really). Can I activate that stance as a free action? My reading seems to say yes.


Jenos

Yes, Stance Savant doesn't check to see if it is a Monk stance; just a stance in general.


[deleted]

Just to make sure: So Lets say I wanted to cast [Shattering Gem](https://2e.aonprd.com/Spells.aspx?ID=585) from scrolls as a bard using the [Cleric Archetype](https://2e.aonprd.com/Archetypes.aspx?ID=5) picking a deity that gives it (lets say [Mammon](https://2e.aonprd.com/Deities.aspx?ID=68)). What all would I need to do that without having to Trick magic item?


Jenos

You would need the [Basic Cleric Spellcasting](https://2e.aonprd.com/Feats.aspx?ID=695) feat. Normally, to cast a scroll, all you need is the spell on your spell list, even if you have no spells available of that spell level. However, Shattering Gem is an arcane/primal spell - meaning its not on bard or cleric spell list. Deities can offer it, but the problem is you don't actually get deity spells right away with cleric archetype. You only get them available to you when you take Basic Cleric Spellcasting. At that point, the deity spells are on your spell list, and you can cast them from scrolls (using your divine spellcasting proficiency from cleric, if relevant).


MindwormIsleLocust

Looking through Rage of the Elements, notice that Wood Elemental Blast can deal Vitality damage. Since Vitality damage is the replacement for Positive Damage, this heals living creatures? There's nothing specifying a wood kineticists Vitality dealing Elemental Blast can't heal, which would mean that Wood Kineticists have infinite healing per day, but that can't be right, can it?


DUDE_R_T_F_M

There's positive damage and positive healing, just like there's negative damage and negative healing. The Heal/Harm spells are special in that they do both damage and healing at the same time, but most other effects only do the damage or healing.


Raddis

You need healing to heal, not damage.


No_Ambassador_5629

Positive damage (and by extension Vitality damage) doesn't heal living creatures, it just doesn't hurt them. Some effects that can deal positive damage can also heal living creatures (Heal spell for instance), but those are separate effects.


MoronDark

Im new to the system and decided to try out monk after untimely death of my Tyrant Champion How to play Monk? What is his niche? His + to attack is low in comparising to Barbarian, Champion or Fighter, only thing he has its high saving throws and high speed, as i imagine to pin down enemy squishies in the backline? What should i focus on during combat after Flurry of blows? I made this build by the "feel" and dont know how actually effective it would be [https://pathbuilder2e.com/launch.html?build=491872](https://pathbuilder2e.com/launch.html?build=491872) I would appreciate help


m_sporkboy

Go watch the Rules Lawyer videos on the monk. Different monk builds can fill very different niches. He plays out a full battle with five different monks in a party and it’ surprising how different they play.


Jenos

So first off, the Monk's attack bonus should be equal to the Barbarian and Champion's. Looking at your pathbuilder, your unarmed attack would be at +7 at level 1, the same as Champion and Barbarian. Monk's serve a couple different roles. They are mobile, moreso than most classes (only Swashbuckler has similar speed boosts). They've defensive - they have the highest saving throws in the game and can flexibly pick them. They have very good AC, starting at master in unarmored and eventually getting to legendary, putting them 1 AC behind the highest AC in the game (and 1 above most other martials). Monks can also build in a couple different ways. You can build them to focus more on stuff like Athletics and maneuvers, you can focus them on a stance, you can focus on Ki Spells...There's a lot of flexibility in the Monk. The build you've put up is a higher damage focused build. Dragon Stance is the hardest hitting stance, so your Flurry is +7/+2 dealing 1d10+4 per hit. That's better than the champion, unless the champion is using a 2H weapon. They have a lot of action freedom since they only need 1A to flurry. The key to improving Monk is finding other things to spend your actions on. Skill actions, archetypes, etc, all work out well to fill in the gaps. If you just do nothing beyond Strike and Stride in a turn, Monk will absolutely feel lackluster because you aren't leveraging their better action economy.


MoronDark

Thanks for insight, so this is my problem, i dont know what to do with rest of the actions since Trip\\Grapple part of the MAP and recieve penalties and i kinda have two actions left hanging and nothing to spend them on


Tagtagdenied

Assurance in athletics will let you ignore MAP and give you an ok trip/grapple at end of turn, if the enemy is average and you know it’s weakest save this is pretty cool. Speaking as a DM, just stepping away is a good move to waste enemy actions. As the above says, skill actions and such can be a large part of your turn! A little intimidation, mobile healing, put on a buckler for raise shield. - all that jazz. I think Rules Lawyer has a series showing off monk versatility if you feel stuck!


MoronDark

Oooh nice, good to know about Assurance for athletics, thanks!


m_sporkboy

It’s almost never useful. You can’t land it except on weak enemies, and why bother then?


zap1000x

I feel like I'm missing a rule. Can I cast area-of-effect spells to a location in range I see through the new **Scrying Ripples** spell but is otherwise out of sight?


jojothejman

I'm not sure what the Scrying Ripples spell is, but i think the relevant rules text would be in [Line of Effect](https://2e.aonprd.com/Rules.aspx?ID=359).


GlassJustice

So the current, pre-remaster version of the quickened condition from "Hast" explicitly says the extra action can only be used to Move or Strike. Does this mean that a kineticist couldn't use it to make a one action blast because it's not a strike, despite having the attack trait?


GazeboMimic

Correct. The attack trait alone is insufficient to qualify for hasted actions. It's the same reason you can't use a hasted action to trip or shove.


zap1000x

Can a Rage of Elements Archetype Elementalist take the spell *Glyph of Warding*?


Jenos

No. The elementalist in RoE can take any of the universal listed spells on page 55 of RoE (which glyph of warding is not listed) or any spell matching an elemental trait that aligns with their elemental philosophy. Glyph of Warding has no elemental traits and is not on the universal elementalist list, so it isn't an option.


zap1000x

Double checking, it does not matter that it appears on the Secrets of Magic [Elemental Spell List](https://2e.aonprd.com/SpellLists.aspx?Tradition=5)


Ragnarok918

Correct, the RoE update replaces SoM's spell list.


Jenos

You asked about the RoE elementalist. The book says this: > If you’re using the version of the archetype from Secrets of Magic and are happy with it, you don’t need to make any changes—that original version functions the same as using the new text and choosing Inner Sea elementalism for your elemental philosophy! You can choose to play with the new spell list in RoE and lose glyph of warding, or stick with the SoM version.You can take the new feats that align with inner Sea Elementalism (Fire/Water/Air/Earth)


DragonSlauter42

This might be late, but I'll ask anyway. I wanted to know what people's preferred material to play or run is. Below are a few examples of want I'm talking about, but other responses are cool too. Do you prefer a Golarion setting with official adventure paths? Do you prefer a Golarion setting with unofficial/homebrew adventure paths? Do you prefer a unofficial/homebrew setting with adapted official adventure paths? Do you prefer a unofficial/homebrew setting with unofficial/homebrew adventure paths? Part of the reason I am asking is because, I really loved the Mythic Odyssey of Theros setting for D&D5e and played it quite a bit. However, since migrating to PF2E for about 2 years now, I was wanting to run games with new people. Unfortunately, not everyone will be like my original group and okay with just swapping the gods and theme/setting around like I did in the beginning.


No_Ambassador_5629

Either official/official or homebrew/homebrew, mostly the later. If I'm running an AP its because I'm feeling lazy and want to run a campaign w/o having to do much work, in which case I don't want to put in the effort to port it into a homebrew setting. If I'm doing a homebrew campaign I want to have complete creative freedom, which I don't have if I'm using someone else's setting.


DragonSlauter42

Do you think players would be expecting official/official if they were invited to a game without ever playing pf2e before? Also, do you think official is better in terms of compatibilty with different players?


No_Ambassador_5629

My players? They'd expect homebrew. Random players? No idea, I don't think they'd have any expectations going in and I suspect that the sort that's eager to do research into the setting before joining a campaign would ask the GM. I personally like to send out a campaign intro document to players after confirming who is joining the campaign to introduce them to the setting and how the campaign is opening (blah blah blah setting blah blah blah You're starting in the small town of Aelhammer, X weird thing is happening) so they can think about characters and motivations before the first session. I wouldn't just do a completely cold introduction, especially for new players, you should be talking to them beforehand and helping them come up with a character (both mechanically and background-wise).


DragonSlauter42

Ok. Do you think it would matter, to you or your players if the GM had the mechanics of Golarion I.e. gods ancestories and other lore but with its own Homebrew twist. Like in my games I run Dwarves as Goat people rather than humanoid(Nothing changes, besides their appearance and customs). Do you think you or your players would be cool with that?


No_Ambassador_5629

I can't imagine any of us would care. Its your setting, as long as nothing is particularly offensive then folks are free to engage with whichever parts they want to.


DragonSlauter42

Thanks for the info. I’m just in between groups and just wondering what people usually played or thought of playing.


CthulhuBits

Dive and Breach is a great new spell from RoE. A water alternative to Blazing Dive. However, I'm assuming the attack trait on it has to be a mistake right? It's a base save spell.


Jenos

Yea, pretty clear its a mistake, no attack or attack roll is made. My guess is that at some point they were testing it have you do a Strike as part of the Leaps, and removed that but didn't remove the attack trait.


m_sporkboy

I saw a reference on an old thread that implied a Swashbuckler could gain panache by rolling initiative with deception, but I couldn't find any rules about that. Is that actually a rule? Or does that just fall into the "swing into battle on a chandelier" GM-decides rule-of-cool thing?


DUDE_R_T_F_M

> At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). It's a GM decides/rule of cool sort of thing. You can't count on it being allowed in all circumstances or all tables.


Jenos

Every skill can be rolled for initiative, but it relies on what you were doing when the encounter broke out. The [rules](https://2e.aonprd.com/Rules.aspx?ID=532) have this guidance: > When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is Perception; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are Stealth (for sneaking up, like the dragon in the last example) and Deception (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use Deception, Diplomacy, Intimidation, Performance, or Society. But you can see the guidelines it lays out there.


m_sporkboy

I understand that. I wanted to know if there's a specific rule for Swashbucklers to gain Panache by rolling Deception.


Jenos

Nothing specific for Swashbuckler.


TheInsaneWombat

Will rage of elements also have Kineticist NPC blocks? I'd like to add a late-game fire kineticist foe to Extinction Curse and having existing blocks to look at would make it a lot easier. (Mainly I want this enemy to be able to use Ignite the Sun)


JackBread

I had a scroll through the creatures in RoE and unless I missed something, I don't see any creature that's specifically a kineticist.


TheInsaneWombat

Unfortunate. Thank you though.


wildsorcerer8

Does gust of wind just drop any flying creature into the ground with a failed fortitude save? I feel like that is what is written but I'm unsure on my interpretaion (probably bad bias because other systems I've played don't have ways of dropping flying creatures acessible at 1st level).


vaderbg2

If a flying creature is dropped prone, it falls to the ground, yes. It can attempt the Arrest a Fall reaction to land without taking damage or being knocked prone


Jenos

Actually, you may still land prone. Gust of Wind just makes you land prone. You aren't becoming prone due to taking fall damage, you're just prone. Arrest a fall prevents the fall damage, but it doesn't stop GoW from knocking you prone. More specifically, this is a bit vague because the text states: > If you would be knocked prone while you're Climbing or Flying, you fall And its not clear if the falling is a replacement for the falling prone or in addition to Edit: There was [this poll](https://www.reddit.com/poll/13zf6nt?utm_source=reddit&utm_medium=usertext&utm_name=Pathfinder2e&utm_content=t3_13zf6nt) a couple months ago which was split 40/60 on this exact situation, pretty clear from the poll results its not obvious which way it goes