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/r/Pathfinder2e

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1

Which 2nd level feat should I choose?

I am an absolute beginner to ttrpg. My character is a human fighter with samurai flair. My party and I just leveled up for the first time. I currently have sudden charge as my level 1 fighter feat. I only use a katana, no shield. Which feat would you recommend I choose for my 2nd level fighter feat. Tyia.

1 Comment
2024/05/14
22:05 UTC

1

Just getting into pf2e, core rules or remastered?

I'm a long time ttrpg dm and player that's moving from 3.5 to pf2e with my next campaign. However I'm seeing that after the OGL incident last year, piazo rereleased their core books in a remastered edition, which seems to have included various rules errata's. If I have already been using the original core rule book, would you recommend switching? What's the consensus in the community about the differences in the rules?

Any advice would be appreciated, thanks!

2 Comments
2024/05/14
22:02 UTC

3

Player aid.

So due to circumstances our group has made the decision to switch to Pathfinder2e. We were already planning this once we finished up our current campaign but that's been cut short unfortunately. Basically I'm looking for some advice to give to my fellow players to make this transition easier for everyone because I really wanna make this system work for us. So if anyone has any advice or links to other threads to help my players understand the game better I'd appreciate it 🙏.

4 Comments
2024/05/14
20:38 UTC

31

it’s just satisfying to fill the squares ya know

8 Comments
2024/05/14
20:36 UTC

1

Guardian self preservation

So I have slight pet peave about the guardian and it's the nature of intercept foe.

I like the guardian throwing themselves in front of blows to protect their allies but I like it thematically as a clutch last gasp effort to protect an ally at any costs. Using potentially once every 2 second seems a little bit masochistic.

I would prefer to see more features about actively defending allies from harm and less features designed to get you hurt. For surely even a guardian should have a urge for self preservation

7 Comments
2024/05/14
20:23 UTC

3

Abomination Vaults Cleric Build Advice

So I made a human cloistered cleric of Asmodeus for a Beginner Box -> Troubles in Otari -> Abomination Vaults campaign. All converted for the remaster. I've been having a lot of fun so far but I'm looking to making sure this character can survive this game. I'm working very closely with my GM to make sure my textbook lawful evil character can still fit in with the rest of the group.

Our current party is a melee thief rogue, an occult witch, a bomber alchemist with an unusual affinity for climbing, an inexorable iron magus, and a tanky elementalist summoner. None of them have negative healing. It's a very melee focused party.

The idea I had so far was going hard into Harm. Getting Harming Hands, Directed Channel, Selective Energies, and Sap Life to make Harm spells into a consistent safe repeatable source of damage. The rest of my spell slots would then go to supportive options. I've been told some of the enemy types and I'm worried about the quantity of undead. Harm clerics can't really deal with those as easily.

I have a few character restrictions. Firstly we do get a free archetype but I'm investing myself into Pactbinder for flavor reasons. My character also has a diplomatic focus, so a few of my attribute points go into being a secondary face behind the summoner. Current spread is +0 Str, +2 Dex, +0 Con, +1 Int, +4 Wis, and +2 Cha. I'm thinking of retraining that Int point though.

So, any advice? No spoilers please!

7 Comments
2024/05/14
20:16 UTC

6

Goblins in Mwangi Expanse?

Im creating a Goblin Cleric of Lubaiko for my upcoming Strenght of Thousands campaign and i have a few questions:

  1. Do Mwangi goblins have the same reputation as in the rest of the inner seas?

  2. Do they have a special tribe or customs that characterises them in the Expanse?

  3. Do they worship any specific gods more than others?

3 Comments
2024/05/14
20:02 UTC

17

Centaur Steelhoof!

Do I read this right or is it a level 1 ancestry feat that grants a 1d8 agile weapon that requires no hands?

That seems quite powerful. What do you think? Seems good on a thaumaturge, good agile attack that allows them to hold their implements of choice.

15 Comments
2024/05/14
19:30 UTC

35

Our live playtest of the Commander and Guardian was really long, but I think people would enjoy the post-discussion we had (Timestamps in thread)

11 Comments
2024/05/14
18:45 UTC

7

(Abomination Vaults Spoilers) Assuming the group us using milestone leveling, what fights would you remove/replace in Abomination Vaults?

Hey yall, currently running a somewhat remixed version of abomination vaults for some close friends while also being a player in a separate group. We've been having a lot of fun so far in both groups, but one thing that comes up a lot is that there's a lot of "nothingburger" fights. We're using milestone leveling, and so as a GM, I've been removing or replacing some fights as needed.

For example, we're slowly exploring floor 3 right now, and I removed the>! violet fungus fight and replaced it with a plothook involving a buried alive osprey thieves guild member, and I made the Lurker in the Light an actual NPC the group can converse with and possibly recruit for the floor 4 voidgutton fight (who it hates with a burning passion). I also plan on replacing the wood golem fight on floor 3 because golem anti-magic has always been kinda unfun, and I have an excuse to shoehorn in a pesudo-crossover with another game I'm running in the same server via a volatile teleport spell, ending in a fight against a custom monster I made for that game (gotta get that testing data somehow...).!<

My question, as the title suggests, is that, as a player or a GM, what fights would you have edited, replaced, or outright removed? We ARE using milestone leveling as a reminder, so experience points are not a concern.

EDIT: oops, typo in the title..

7 Comments
2024/05/14
16:57 UTC

12

Are there any good crossbow gunslinger builds?

I really like the idea of building a crossbow gunslinger but guns just seem better for the class as a crit fisher and also better just from a purely mechanical aspect.

Can it be done?

16 Comments
2024/05/14
16:41 UTC

21

After ignoring the repeated advice to not let encounters merge, I did exactly that and my players ended up fighting an extreme difficulty fight. It's safe to say my lesson was learnt! - Abomination Vaults Campaign Diary

8 Comments
2024/05/14
16:39 UTC

3

What are the height ranges of the different sizes of ancestries?

As above. Was curious what the actual height ranges of the different sizes of ancestries. Below is what I assume them to be but I would like some other’s input.

Tiny- 1ft and under

Small- 5ft and under

Medium- 7ft and under

Large- over 7ft

8 Comments
2024/05/14
16:34 UTC

3

Multiple Effects/abilities that change degree of success

Master level proficiency on saves grant the following:

When you roll a success on a X save, you get a critical success instead.

However, there are some abilities that do the opposite, i.e. reduce the degree of success. To name a specific example, the Diabolic Dragon's Hell's Sting ability says the following:

Holy creatures use an outcome one degree of success worse than they roll on their saving throw.

What would be the order of operations here?

What's the end result of rolling a "Success"?

Success -(from Master)-> Crit Success -(from Sting)-> Success OR Success -(from Sting)-> Failure?

What about rolling a "Crit Success"?

Crit Success -(from Sting)-> Success OR Crit Success -(from Sting-)> Success -(from Master)-> Crit Success

Also, they both refer to the result of a "roll", so technically if the degree of success got changed, that's no longer the result of a roll, but of an ability. Hell, the same question applies when double stacking "degree of success" in the same direction, i.e. Failure -> Success -> Crit Success (assuming such a situation is possible, not 100% sure it is)

7 Comments
2024/05/14
16:23 UTC

18

How would you differentiate between a skeleton (Undead) and a skeleton (Construct)?

A bit of background - the players are about to enter the dungeon. Naturally there are undead in there. Besides them there is also a wizard who specializes in creating Constructs. The undead destroyed the ones he brought with him so now he improvises and creates Constructs made of skeletons.

The players will likely fight against him (he's not a good guy and he's come to find the same object they're looking for) and I want to describe the skeletons he uses in such a way that the players will understand that something different is happening here (so that they ask to use recall knowledge) but not in a way that makes them understand what exactly is happening.

I would love to hear from those who have already done something similar - how did you describe the "undead" in a different way from the real undead? (before and after using recall knowledge)

(the game takes place in golarion and I'm using the old version of 2e if that makes a difference)

19 Comments
2024/05/14
15:54 UTC

5

Running an English AP in another language

Does anyone have experience with how much effort it takes to do that?

One of the biggest benefits for me as the GM when I switched from D&D 5e to PF 2e was how easy it was to run the stuff right out of the box. So far I've GMed the Beginner Box and another smaller adventure. Both of these were available in my native language and it was so easy to run them. I just had to take 1-2 hours to read into it in advance and get to know the story. Aside from that, I could just run it off the pages, even reading the sections in quotes directly, and it was fun for everyone involved.

Now after that I've started looking through the APs as the next step and they all seem great. The problem is, the selection in my native language is quite limited. I have no problem with English for rules, the ruleboks I own are all in English, but the adventure is just a different thing at a table where we speak another language.

So now I'm debating, should I just limit my group's selection to the available APs in my language or if I could "risk" running one in English. But I just don't want to end up with double or triple the effort because I need to pre-translate all quote-texts or have the RP scenes become lame because I have to live-translate right off the page and start going "uhmmm he says uhmm".

Anyone got advice?

PS: We're playing in person btw, with the physical adventure booklets (because I just love these much more than PDFs and staring at my screen), so copy-pasting into DeepL or similar while the session is running is not really an option.

18 Comments
2024/05/14
15:29 UTC

6

Can Staffs have their spells changed?

so I know weapons can be improved over time, can staffs? like can I have a 2 point staff, and later add some more slots or spells to it?

5 Comments
2024/05/14
15:07 UTC

3

Confusion spell clarification

My players had an encounter where the barbarian failed his save against the Confusion spell, then rolled a regular success on his turn. My question is this: does his regular success still trigger the success clause of the spell, causing him to become stunned 1, or does the confusion effect just end with no other effects? My hunch is that he would still become stunned 1 since the spell refers to ending the (lower case) confusion effect instead of the (upper case) Confusion spell, but I'm not sure. What is the RAW ruling here?

Here is the full Confusion spell:

Concentrate Emotion Manipulate Mental 

Traditions arcaneoccult
Cast [two-actions]
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute

You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.

Critical Success The target is unaffected.
Success The target babbles incoherently and is stunned 1.
Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early.

6 Comments
2024/05/14
14:56 UTC

36

So now that we have awakened animals... who can build the best Smokey the bear!

The rules are simple awakened animal bear, fire warden background (you don't need to detail the awakened animal ancestry feats because a lot of fokes don't have it yet) though if you want to find them there are youtubers who are showcasing it atm.

Make him to at least level 10

12 Comments
2024/05/14
14:52 UTC

31

Hey how hard it be ta switch systems mid campaign? Seen a show online they switched to Pathfinder mid season. Want to try that shit.

I seen a show were they switch from D&D 5E to pathfinder 2e mid season and it wicked cool! I want to do it fur my game (players are down)

Anybody know how much work that would be? We in a home cooked setting and level 8 in 5E. I DMed 3.5 for a while back and new to pathfinder but it’s basically same shit right?

Edit: Different game not me at the helm we as a group got our buts to level 3 in pathfinder. But I didn’t know about the beginners box we planin ta checked that shit out.

Edit: Show is Planestriders they had a good as shit explanation for the change that accommodates for all the differences but I can’t be saying cause it’s a spoiler and it ain’t big show but it might be somebody else here watches it, and I’ll be pissed as fuck as somebody spoiled my favorite show. Anyway point is it works for the story and my players are all set on making it cannon for our setting.

105 Comments
2024/05/14
14:49 UTC

16

Can a Kineticist be good at crafting?

I like the idea of a blacksmith metal Kineticist, a character whose skill with shaping metal evolved into a deeper level of control. Clearly, I am not the only one who likes this idea.

When I tried to theorycraft the character in Pathbuilder, I tried to make it possible for the character to continue to be a capable blacksmith as they level up. Kineticist abilities are rather limited in non-combat ways to contribute to the party's success, so this seemed a good way to help with that. With the Flashforge feat at level 1, a metal kineticist is already capable of creating basic metal implements from the start, so we just need to continue that trend.

Unfortunately, I could not find a good way around the conflict that Crafting (blacksmithing) is Intelligence-based, and for a Kineticist, Intelligence is a dump stat. It becomes a trade-off; trying to be a better crafter inevitably makes you a worse Kineticist. Even taking an Inventor dedication via Free Archetype to get the Brilliant Crafter feat for the auto-scaling Crafting skill still has the requirement of 14 Intelligence, so there's still an attribute boost requirement. (It also doesn't help that none of the Inventor innovations synergize well with Kineticist abilities.)

Is there a way to have a blacksmithing Kineticist be capable of being more than being an infinite source of basic metal tools? Or do the PF2e rules just not allow that kind of synergy in this case?

31 Comments
2024/05/14
14:22 UTC

3

Is there a simple automated Counteract check formula/table?

Has anyone made/found a simple automated formula/table for Counteract checks?

I hate trying to calculate it on the fly.

7 Comments
2024/05/14
14:21 UTC

11

Children's book(s) for PF or Golarion?

So I came across these D&D books for kids (123s/ABCs of D&D) and I was wondering if similar books exist for Pathfinder and/or Golarion (or even Starfinder)? I'm a big fan of Paizo's worldbuilding and would love to have my kid be immersed in their worlds rather than the D&D or Forgotten Realms ones, if possible. I could certainly imagine a party of a goblin, kobold, leshy, and poppet up to some low-stakes shenanigans.

(The thought definitely crossed my mind that I could write my own children's books, but I don't draw good. Also, who am I kidding, I don't write good as well.)

3 Comments
2024/05/14
14:09 UTC

149

Which monster screams „GM has a bad day today”?

Aside from lesser deaths. Fuck lesser deaths.

I love lesser deaths.

138 Comments
2024/05/14
13:58 UTC

31

I create free 3D printable miniatures for Pathfinder. Here is my latest work, the Grig. Hope you find this useful.

3 Comments
2024/05/14
13:07 UTC

4

Question about Dual-Form Weapon Inventor feat

At level 4, Inventors whose innovation is a weapon can pick the Dual-Form Weapon feat, which essentially gives them a second weapon innovation, including the modifications.

That being said, the last line of the feat states as follows:

Any runes on your weapon innovation don't affect the second weapon configuration.

It is pretty clear that whichever runes you equip on primary weapon do not affect the second one. However, is it possible/allowed RAW to buy/acquire a second set of runes and inscribe them onto the second weapon?

I'd allow it as a GM, but I want to know how it is RAW.

4 Comments
2024/05/14
12:36 UTC

105

<This class> is the best <what?>

No class is good at everything, no build is the same, some build can manage to do stuff the class isn't meant to do...... but let's talk basic builds.

Alchemist: Best alchemical crafter (other classes can craft, but he's the best)

Barbarian: Best regular strikes (Less accurate than fighter, but much higher flat damage with potential elemental damage)

Bard: Best face (Only class chassis built on performance with subclass that can exclusively use it)

Champion: Best heavy armor tank (High AC, ability to make enemies not hit allies)

Cleric: Best Healer (Up to 6 max level heals on top of regular spell slots)

Druid: Best nature loving caster (Look, I think they're cool, but I can't really pin down what is it I like best)

Fighter: Best hitter (Expert in Martial weapons, crits often, but all are regular weapon hits)

Gunslinger: Best gun hitter (Expert in guns and crossbows, best reloading action compression)

Inventor: Best crafter (It's in the name: Inventor)

Investigator: Best action use (Holds that one big hit until he rolls a crit, practically never misses)

Kineticist: Best prolonged magic caster (No spell slots, can blast and heal all day with just a cooldown on some impulses)

Magus: Best gish (Spellstrike MFs!!!)

Monk: Best unarmored tank/skirmisher (Can turn success into crit success, high AC, very fast, two hits in one as class features)

Oracle: (Not quite sure what they're mechanically best at....... but they are excellent flavor)

Physic: Best focus spell caster (Strongest melee spell attack in game)

Ranger: Best versatile combat, survival and perception (One of four classes that can get Legendary perception, tankier than all of them. Can have animal companion, can do effective recall knowledge, good at both long and close range...... can do a ton of stuff by themselves)

Rogue: Best skilled character (9 skills at 0 Int... can have the most number of legendary skills in game)

Sorcerer: Best spontaneous caster (most spell slots, good focus spells)

Summoner: Best companion (Eidolon is nearly a full character of its own)

Swashbuckler: Best precision attacker (You get into may hoops, but when you hit, you can cause up to 6d6 bleeding damage on top of the 6d6 precision damage, Stun, or up to 18d6 precision damage)

Thaumaturge: Best weakness exploiter (Exploit vulnerability goes brrrr)

Witch: Best familiar caster (Okay as a caster, familiar have special abilities makes it even better)

Wizard: Best utility caster (Arcane caster with the most spells and the ability to switch them as needed during the day)

109 Comments
2024/05/14
12:35 UTC

3

First Time Kineticist Advice

I am starting a new campaign in a couple weeks and decided to play a kineticist for the first time, I am starting with wood but can't decide between metal, water, or air for my secondary element. I am going to end up being the secondary frontline/healer of the group and want to focus more on utility instead of straight damage since we have that covered. Any suggestions would be greatly appreciated. Oh and this campaign will likely go only to level 9 or 10 with free archetype leaning towards medic.

7 Comments
2024/05/14
09:59 UTC

12

Summoners and Haste

Hey,

Haste gives a Quickened condition:

Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.

And in the "Lost And Altered Actions" section of Summoner description there's clause:

If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other

Does that RAW mean if for example the Eidolon gets Quickened from Haste, the Summoner can spend the additional action however they want? Since the restriction doesn't seem to apply to them, only the Eidolon.

25 Comments
2024/05/14
09:40 UTC

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