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/r/Pathfinder2e
As i'm reading through WoI i think that thiefs calling and archfiend dedication would suit this character best but i want to know other people opinions.
Hey guys! I’m super into TTRPGS and have been wanting to play with a group for years. I bought the rule books a while back in preparation to DM for some people but it just never worked out. I’ve since moved states and was wondering if anyone had any tips or stories of how they found their group to play with!
At the end of the day I know I’m just gonna have to simply ask some people I come across if it’s something they’re into but any words of advice you guys have would be appreciated:)
Me and one of my groups are going through the Gatewalkers AP at the moment and we've just finished an encounter in Chapter 2 of the first book with one of the enemies called Leiko.
We're all relatively new to PF2e and none of us could figure out why she has some of the such high bonuses to her dagger damage rolls.
Stat Block: https://2e.aonprd.com/Monsters.aspx?ID=2452
Could someone more knowledgable about the rules please explain to us why she has a damage roll of 1d4+5 piercing plus 1d6 cold?
Should the bonus to the dagger not be a +3 from her strength modifier?
The book also doesn't mention anywhere where the cold damage in her attacks comes from.
So in this post I'm gonna need rules of thumb, general use usefulness and main exception to the rules. At least in the first part. Over the last few months I've been building on pathbuilder to try understanding the game and planning characters ( unfortunately I've yet to play my first game). But I've come to different discoveries that aren't discussed in the book and made new ask even more questions about how things work and how generally should work. So I'd like to know the words of people with experience.
Str for Dex main characters should be considered? Maybe just+1 to avoid being slowed down by armors? And what about str main guys? I've seen build with 0 Dex but then i thought "wouldn't they need Dex for saving throws?" Skill proficiencies appropriate level to not be useless at certain level tiers. Normally i know you can put 3 to legendary, tho for other kind of classes like rogue, how should it work? What number should secondary stats be and what number should they stop at? Assuming the roles are: casters, frontliners and those in the middle, What's their choice of secondary stats? Saving throws stats, how much should they get?
I want to make a character that work with all mental stats(an investigator or a rogue) but even tho empiricist tells me i can only focus on INT, I've read you still need Dex, for hits, a bit of con(vital according to most people, even tho i planned on staying behind, but again I've never played so idk how much it's possible to do so). Then you gotta think to saving throws But I want to go society skill and charisma with a good wis to improve perception.
I know I'm not always gonna have high tier dcs like those need for legendary negotiation, but still I'd like do be able to do my other favourite activities properly despite not being the main ones the class requires. Someone said somewhere that the game is balanced on mechanics because fighting IS mainly the top priority of the game(idk if that's true). So if someone isn't very interested in that regard but in deciphering things (for example)like me, then I'm gonna have a bad time. I'm starting to think rping that much like i was thinking of doing, would be very unforgiving if i were to try it; hence why I'm asking what are the actual numbers to have if i wanna do things properly and not seeing myself at higher levels with some choices becoming obsolete or useless. Now I'm not gonna go with groups of people that play even remotely hardcore. Because i wanna just use my cool thematic stuff and feel like a hero. playing chess with monsters isn't in my interest. So with this in mind, what should i do? Thanks a lot in advance
Also Sorry if the post is confusing as shitty written but I'm in a rush
I want to make a mythic character that is a spellcaster. Specifically, someone who accidentally killed a minor god and got a divine spark due to this. Yes, this is a dual class build with the Exemplar as a passive dual class using mostly body Icons. The rest of this character is fairly straightforward: has their powers ever since they can remember, wants to exterminate all divines of galorian, and thinks that their followers are heretics. He's also an isekaied devout Christian from the time of the crusades. He had his magic during the crusader, but it was just cantrips.
I'd like at least some elemental spells and some capacity to heal.
Oh, and I don't want him to be a Cleric. I don't like playing the same main class back to back.
Thanks in advance!
Edit: Sorry, I just forgot to add this: Also, he wants to know all there is about this new world his saviour sent him to. So I'm unsure if hunter or sage/librarian would be better. And he already knows a bunch of stuff about magic. He just didn't have the power to wield it. He did have visions of galorian beforehand but wrote them off as punishment for using his powers despite magic being forbidden.
I haven't seen the content yet. Is there finally a viable rebuild option for my PFS Battle Oracle w/ Barb dedication that was eviscerated by the Remaster?
Want - Good melee martial abilities (polearm ideally), heavy armor, CHA based casting, so I can also keep rocking Demoralize.
Can Jonav Orc live again!?!
I don't own WoI yet, but I was experimenting in Pathbuilder today with Mythic feats and... I don't know if this is a pathbuilder error or actually how the ability is printed.
While building a mythic spellcaster I noticed Mythic Counterspell (6th level)
Prerequisites Quick Recognition, ability to cast spells from spell slots, sage's Calling
Ahh great I'll just take Quick recognition at 5th...... waaaaaait a minute.
Quick Recognition (7th Level)
Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell
So is this a data entry error in Pathbuilder, or are you really forced to take a "6th level" mythic feat at 8th level when it's listed as a 6th level Mythic feat RAW?
Hello everyone! Could you please let me know if the Shadow Sheath + Dual Thrower combination works? (Apologies if there’s already a thread on Reddit—I couldn’t find it).
My question is, can I use two free actions to draw two thrown weapons? It seems like there aren't any limits on the number, only limited by the number of hands you have. Since it states, “A copy disappears shortly after leaving your hand (or being used for a thrown Strike).”
Thank you for your answers!
One of my players tried to recreate a level 6 bloodrager by giving their fury barbarian the sorcerer archetype. Now that the Bloodrager Archetype is a thing, they're wondering if it's an improvement over what they had.
It looks like they lose the Fury instinct and cantrip expansion blood potency, and in return they gain another Bloodrager feat like Siphon Magic, and they replace Moment of Clarity with the drained mechanic.
Not quite the same build, but not obviously an improvement over what they were before. Are there reasons to replace the Sorcerer archetype with the Bloodrager archetype that we're overlooking?
I'm working on a character concept that is supposed to be a Drake Rider. I plan on playing a Magus (I realize that'd leave me pretty action-starved, but the fantasy of playing a proper Arcane Spellblade who rides a dragon is so much fun I'm willing to deal with any inefficiencies on that front).
Assuming access to any of the three am I better off building with a Riding Drake Companion as a Beastmaster, a Cavalier, or a Mammoth Lord? Looking at the three at face value it seems that Cavalier and Mammoth Lord are more suited to actually riding your animal? Or is Beastmaster even in that regard?
I would greatly appreciate any advice and explanation that can be offered.
The fighter in my party is a werepanther. He doesn't have control of his condition, and each full moon he goes on a rampage. Its been a major character development arc for this character and next session is the culmination of that story.
To represent the character being a powerful, true werecreature with zero control of his condition, the character has the werecreature template. This has worked well for us, given that its pretty strong but can't be developed through feat choices at all - it perfectly represents his lack of control of his curse, and we've enjoyed playing around his weakness to silver.
Next session, during the night of the full moon, our monk is going to stay up for the whole night fighting the werepanther in a bloody 1 vs 1 duel to try to literally beat some sense into him so the werepanther can learn to control his curse. The goal of the session will be for me to run some kind of skill challenge or structure around the struggle (besides combat) of the monk teaching control and the werepanther trying to learn to supress and harness his feral nature permanently. If they succeed, the werepanther will lose the werecreature template and gain the beastkin heritage. He'll essentially nerf his feral nature, supressing it, but will also gain control of it and will no longer lose himself with the full moon and he'll be able to develop his werepanther nature intentionally through feats.
Can you think of any fun ways I can implement this skill challenge? Something cool that gives this important character moment the appropriate weight? I've tried victory points before and I don't know if my experience using that system was typical, but it didn't really have much oomf. I'm just wondering how I can play around the monk being tested as a teacher, the fighter being tested in learning control, and also mixing in that they'll be PvPing each other for a night-long battle.
Haven't been able to find this info anywhere, so I'd like to ask....Would a weapon potency rune on the Gauntlet Bow apply to both its ranged and melee applications? It's not a combination weapon but does mention that you can use it as a regular Gauntlet so I assume that it does. Also, if you were trying to perform an Athletics maneuver like trip, would the item bonus that it gives to strikes apply? Again, I haven't really been able to find a clear answer for this and it would be nice to know.
Less important but still interesting, does the Gauntlet portion of the Gauntlet Bow have Agile like a regular Gauntlet? I'm playing in Foundry, and there's no option for "melee mode" so I've added a Gauntlet just for melee rolls. It's a little strange since the bow itself doesn't have agile, so figuring that out would alleviate some confusion.
One last thing, do property runes that apply to both ranged and melee apply to both the ranged and melee attacks of the weapon or would I have to pick? This goes hand in hand with the first question and would presumably have the same ruling but I want to cover my bases.
Wow I said gauntlet a lot. Sorry, honestly. Brain's kinda cooked right now.
Leaving the issue of extra damage aside (but very little because a weapon implement can benefit, perhaps?), I think it would be interesting, I even think there is a certain narrative synergy, what do you think? Would it be very strong, valid or without any benefit?
The signature ability of the Thaumaturge, that the Thaumaturge is supposed to use every turn once Intensify Vulnerability is online, procs attacks of opportunity. The Thaumaturge is a predominantly melee class that literally needs to have Expose Vulnerability active to equal the damage output of other martials. The Thaumaturge is, thematically, a class that focuses on hunting dangerous monsters. The kind of monsters that very frequently have reactive strike.
Do you guys not think that that’s kinda stupid? Like, really, really stupid?
Bloodrager is here, and as a devotee of the Reaver from Dragon Age, it is all my dreams come true!
I'm loving the idea of comboing it with Terrifying Howl and Agonising Rebuke to get that "Ring of Pain" feel going, but I'm struggling with how to keep that Frightened up to keep dealing damage.
Aura of Despair from Champion could work, if Champion Dedication gets the Aura effect, which I know is up for debate.
Are there any other easily accessible "Keep them Frightened" effects I could be looking for? Thanks!
Ever since seeing that there was a Phoenix Bloodline, and that Thunderbirds existed in the game as well, I've wanted to make this Bloodline. This is at the very basic stages, I was wanting to make something like the Reactive Shock ability of the Thunderbird but as a an initial Focus Spell for the Bloodline, but was having trouble balancing it.
Initially I had it called:
Shocking Reprisal
Range 10ft
Sustained: Up to 1 Minute
Reaction
You call fourth the limitless lightning in your blood, using your reacctuib to strike an enemy that finishes a move action within range for 1d12 Electric damage with a Spell Attack Roll. You can sustain this spell each turn by spending an action to do so. Every time you sustain the spell, the Range increases by another 10 ft.
Heightened (+1) At each level beyond first, the damage increases by 1d12 and the range increases by 10 ft.
I thought that might be a bit too powerful and instead went with Tempest Surge. I want to try some more at homebrewing the focus spells, but I want to keep it balanced while having this bloodline feel unique since they are from essentially the angry cousins of the Phoenix.
Pathbuilders implementation of Ikons really confuse me. Is there a way to actually attach the ikon to an actual item to get the effects listed with the item? Do you just remember what feats are imbued on what? When I import to Foundry am I going to have to manually imbue those abilities into items? I'm both running a campaign in Foundry in which one of my players wants to play an exemplar, and swapping my character in a campaign I'm playing for an exemplar, so this is kinda frustrating for me. Am I just missing something?
My DM Gave my party a choice of an 11th level consumable for completing a side quest.
Rules: Common only. Arguments can be made for Uncommon Items though. I'm a Divine Cleric, level 13.
Any suggestions?
I need some help here from those that have the book, because I think I am going crazy, or maybe I just can't read, or both?!
AP spoliers for those that may not want to ruin it for yourself: >!at the end of Chapter 3 the party is infiltrating Splitskull Keep to deal with K'Zaard. Ok, no problems so far, as everything appears to be outlined well with getting around the keep except for one thing: getting into the catacombs. You can get to area I1 (catacombs) using the sinkhole in area F (outside area of the keep), which isn't mentioned in the area F text as far as I can see, and that's it? There is a hallway shown exiting west from I1 but I can find nothing that says where it is going or where it links to. Even in Azdroni's text it says he splits his time between the keep and the catacombs, but how does he get there? Vampire magic?!<
I am just missing something, or was that an oversight?
I have page 9 as my first page. 9-16 then page 1-8, then 25-32, then 17-24, then 33 on seems good. All are there just wrong order.
I made a simple guide for improvised weapons specifically for the Weapon Improviser Archetype as well as some examples. The guidelines are pretty loosey-goosey so any comments or suggestions would be greatly appreciated.
A buddy and I were discussing the new classes, and it shifted to this Lv1 focus spell. I think it's fine, they think it isn't. What are everyone else's thoughts? Do you think it's too strong, fine, or maybe even too weak?
For me, I think it is fine. Its a small emanation, leaves your allies vulnerable to attack, has what I think are pretty common tags to be immune to, and on top of all that has the Incapacitation trait.
My group and I are all new to Pathfinder. We've all played a decent amount of 5E, some more than others, and I've wondered if we might not be playing "well". Its been about a year since we started Abomination Vaults and we are consistently finding ourselves either destroying in combat or dying/retreating. So far we have had 3 deaths with 2 of those being revived. We just made it to level 6 and just started exploring floor 5. Or GM has been generous with the gear and upgrades but I think we lack the strategy for combat. Is there something we should be focusing more heavily on, like applying status effects, or tripping? Coming from 5E it seems like we have to be much more tactical and not just, move and hit.
Hey, so i am building an exemplar for a new Blood Lords campaign. The idea is he finds the divine touched items early in the adventure and becomes an exemplar.
I'm thinking about going for a rather tanky front linee, 2 handed melee build with a ranged option. He will try to keep enemies close to him and away from his allies and take advantage of ranged attack when possible. Also thought about taking medic free archtype because we have no real healer in the party.
This is what i came up with:
Fleshwarp corpse stitcher. STR:4 DEX:1 CON:3 WIS:1 INT:0 CHA:0
Ikons:
Fetching Bangles - to keep enemies close to me.
Gleaming Blade - using a bastard sword
Skin Hard as Horn - for tankiness, not sure about this one
Level 1 feat - Twin stars
Level 2 feat - Hurl at the Horizon
Level 3 epithet - The proud
Level 4 feat - Through the Needle's Eye
Level 6 feat - Reactive Strike
Level 7 epithet - Born of the Bones of the Earth
Level 8 feat - Raise Island
Level 10 feat - Mated Birds in Paired Flight
This is what i have so far. The idea is to get up close and attack with 2 handed bastard sword, using gleaming blade and then switch to one of two either icons, either to make myself more tanky or to keep enemies for going for the squishy party members.
When i strike i create difficult terrain to make it more difficult for the enemies and if i crit i immobilize them, which is even better. They manage to move away? i use bangles to call them back, hopefully through the difficult terrain. While i'm standing in the difficult terrain, waiting for them to get to me, i split my twin star bastard sword, which is now also a thrown weapon thanks to hurl at the horizon, and use Mated Birds in Paired Flight, which could also possibly immobilize if it crits.
If the battle is getting out of hand and i want to regain some control, i raise an island, moving foes around while standing 10 feet above them. From this position i can also use my throwing bastard swords.
Now, i don't know how viable this build is. The thrown bastard swords have a rather short range (15 feet), which isn't great.
I would love some advice to this build viability and an idea for an archtype that could work beside medic. Thought about ranger dedication for the thrown weapon feats, but i don't know how useful those will be.
Thanks!
I was reading some other recent posts asking about Summoning and Battleform spells being weak almost to the point of uselessness. What would a class archetype look like to make a character focused on one of these areas simpler to play effectively, without being overpowered?
Here's the first thing that comes to mind:
Minionmancer Class Archetype:
Requirements: Spellcasting
* When you cast a summon spell, the creature level limit is increased by 1. This adjustment increases to 2 at level 5 and 3 at level 7.
* When you cast a spell from a spell slot granted by Spells Per Day table for this class that is not a summon spell, it only affects you and your minions. (You can still affect the environment or other creatures/allies using cantrips, focus spells, or ranked spells granted by other sources, including archetypes, divine font, wizard school, bloodline, etc.)
Here's a table comparing the maximum creature level a typical caster could summon without/with this archetype:
Character Level | Spell Rank | Max Level (Normal) / Gap | Max Level (With Archetype) / Gap |
---|---|---|---|
1 | 1 | -1 / 2 | 0 / 1 |
2 | 1 | -1 / 3 | 0 / 2 |
3 | 2 | 1 / 2 | 2 / 1 |
4 | 2 | 1 / 3 | 2 / 2 |
5 | 3 | 2 / 3 | 4 / 1 |
6 | 3 | 2 / 4 | 4 / 2 |
7 | 4 | 3 / 3 | 6 / 1 |
8 | 4 | 3 / 4 | 6 / 2 |
9 | 5 | 5 / 4 | 8 / 1 |
10 | 5 | 5 / 5 | 8 / 2 |
11 | 6 | 7 / 4 | 10 / 1 |
12 | 6 | 7 / 5 | 10 / 2 |
13 | 7 | 9 / 4 | 12 / 1 |
14 | 7 | 9 / 5 | 12 / 2 |
15 | 8 | 11 / 4 | 14 / 1 |
16 | 8 | 11 / 5 | 14 / 2 |
17 | 9 | 13 / 4 | 16 / 1 |
18 | 9 | 13 / 5 | 16 / 2 |
19 | 10 | 15 / 4 | 18 / 1 |
20 | 10 | 15 / 5 | 18 / 2 |
The gap between character level and summon level changes from 2-5 (mean 4) to 1-2 (mean 1.5).
Is the boost to summons enough? ie If a casual player played a character with this class archetype, would the summons be strong/consistent enough to feel worthwhile?
Is the nerf to other spells enough? ie If an optimizer played a character with this class archetype, what could they do to outshine other players?