No on the "You are still alive" as the only metric for a successful encounter. Each encounter should have a purpose and a goal. If the party succeeds at their goal for the encounter then they receive XP. Sneaking past a sleeping dragon get the heroes closer to the next level? Yes, they passed through a dangerous situation and got closer to their goal, congratulations! Drugging the crime boss with a knock out pill and avoiding a series of encounters as a result? Again, yes, they moved closer to their goals and should be rewarded. If they sneak past the dragon to steal from his horde, but that leaves the enraged dragon to burn the village they were supposed to protect? No, you get rewarded with cash, but you failed at your actual story goals. Drugging the crime boss with a knock out pill, but then you forgot to actually get the information you needed from him in the first place? No, you got too distracted with eliminating a threat and failed the actual important goal of the encounter. Experience is an award. It's a way to tell your players "Good job, you're moving onward and upward." That's why I keep it in my games and don't do milestone XP. 
 
 All right, I had a look at the zombies which appear in Bestiary 1, and they all follow pretty similar patterns. Based on that information, here are the key features of zombies. Pretty terrible perception (though they do have darkvision) Decent athletics, which improves to excellent as they grow in size. Absolutely trash AC and Ref saves, bad Will saves, respectable Fort saves. A huge number of HP. We're talking about something like double the normal maximum for that level. This is balanced out by having two different weaknesses which are also much higher than usual for their level. The stronger level 6 Hulk tones this down a bit, it has only 30% more health than usual, but also only has a slightly above average weakness. They also generally only have one or two special attacks, which are pretty straight forward. Zombies are not known for their guile and trickery. 
 
 Rituals are very much in the realm of story shaping abilities. Rituals are also essentially all uncommon, so GM permission was needed to obtain them in the first place. The combination of those two things leads me to believe that if you want to pull off rituals well you should talk to your GM to make it happen. Support from a mages guild, circle of adherents, assistance from the clergy, or whatever can all make rituals work really well. Rituals aren't designed to be a thing that a player just decides to use and cast at will, like common spells. They require buy-in from other people and integration into the narrative to make them work. 
 
 Question for whoever might have read the adventure, what's up with; Minor adventure spoiler:  
Granny's Hedge Trimmer? It's treated like a big reward, is rare with the magical and evocation traits, but is just a d4 simple weapon? I'm definitely going to customize it myself, but does anyone have any ideas for what it should be? 
 
 Nefreet wrote: 
 More specifically, spells don't have a Tradition trait until they are cast, at which point they do. From the "Magical Traditions" pop-out on page 299 of the core rulebook wrote: When you cast a spell, add your tradition’s trait to the spell. So to answer your question, yes when a druid casts Acidic Burst it gains the Primal tag. 
 
 1. When using Handwraps of Might Blows do you gain their item bonus to any maneuvers? No (most of the time). Only specific weapon traits allow you to add a weapon's item bonus to skill based maneuvers, and most unarmed attacks do not have those traits. If you do happen to gain an unarmed attack with the Disarm, Grapple, etc. trait then you would apply the bonus. 2. Would you need both hands free to use the Fighter feat Combat Grab if using unarmed strikes? No. The feat only requires you to have one hand free. According to the Unarmed weapon trait (and the Free-Hand trait assuming you are using a claw or other hand based attack), your hand you are using to attack with is still counted as free unless you actually use it to pick up and hold something. Of course if you succeed at your Combat Grab and your only free hand was the one you used to attack and then grab, you now no longer have a free hand. 3. Can you combine Combat Grab and Flurry of Blows? No. Both of those are special actions that contain Strike actions. Actions can only be nested inside each other when specifically called out as such. 
 
 Yup, I agree with Squiggit. Ki Strike is a special action (a spell) that contains the simple Strike action, and Tiger Slash is a special action that contains the Strike action. They don't contain each other. And yes as well, everything is doubled on a crit other than "Benefits you gain specifically from a critical hit, like the flaming weapon rune’s persistent fire damage or the extra damage die from the fatal weapon trait, aren’t doubled." according to page 451 of the Core Rulebook. 
 
 CRB 578 wrote: Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item. So it is assumed that higher quality magic items do require higher quality materials, it's just that the price of high quality steel or w/e is negligible compared to the price of the high quality enchantment. 
 
 I wanted to chime in and thank you for sharing this work. I started to convert this campaign for my own group, but life has gotten busy and I just didn't have enough time to do all the normal prep and the conversion as well. These documents make the difference between keeping the campaign going and giving up to run something simpler. 
 
 Ezekieru wrote: 
 Looking at the ABP rules, it seems to always be specifying magic items, and never mentions alchemical items. "This variant removes the item bonus to rolls and DCs usually provided by magic items..." The reference in the second paragraph under "Adjusting Items and Treasure" is a bit more vague, but still seems to be focusing on magic items. 
 
 As an additional resource, by checking the damage of greatsword wielding creatures in the bestiary we find 5 creatures. ghaele azata(level 13, 2d12, medium), fire giant (Level 10, 2d12, Large), storm giant (Level 13, 2d12, Huge), Rune Giant (Level 16, 3d12 Gargantuan), Grave knight (Level 10, 2d12, Medium) So all creatures level 10-13, sizes medium to huge have 2d12 greatswords. Our outlier is the level 16 gargantuan rune giant. Since creatures of the same level but different sizes share number of damage die, I'm willing to bet that the reason the rune giant has a larger number of damage die is because of it's higher level, not it's greater size. 
 
 According to table 6-7 in the Pathfinder 2e core rulebook, a greatsword deals 1d12 damage. Nowhere does it specify that only certain kinds or sizes of greatswords deal 1d12 damage (excepting more specific special abilities, magic runes, etc). The only part of the weapons chart that is called out as variable based on size is the Bulk column, which specifies that the relevant information is on page 295. Page 295 gives us information on how larger or smaller items have different bulk and potentially a different price than small/medium items, but that is all. No houserules needed, all relevant information is presented. 
 
 Whether you are using lore, crafting, perform, or some other skill, they would all use the same DC for earn income. I would advise you do have the player roll the normal earn income checks and either flavor it as them spending time trying to find buyers or otherwise working on or finishing the sketches they made while on the road. I don't advise you treat each sketch as in individually priced art object. Art objects, gems, jewelry, precious metals and the like aren't really meant to be things that PCs produce and sell. They mostly exist to make treasure more interesting than "you find a pile of 40 gold coins". Any balanced attempt to house rule a system for PCs to work on items to sell is just going to be a more complicated version of the existing downtime rules. 
 
 I'm just saying their is precedence for a feat that gives immunity to fall damage. Now that I think of it the 2nd level monk feat Dancing Leaf can also negate an arbitrarily high amount of falling damage as long as their is a horizontal surface to fall next to. That gives us Skill, Ancestry, and Class feats that can negate falling damage, with differing levels of investment and limitation required. Also, Goblins are the joke ancestry with weird and wacky abilities. That's one of the major reasons many people didn't like them being added in as a core ancestry, they have a reputation as being evil and zany. Which one of those two qualities is a bigger problem is up to personal interpretation. Edit: Also, none of those three feats call out a need to be conscious. Which does bring up some questions with Cat Fall's "always land on your feet" aspect. Just do a triple flip and stick the landing with your eyes closed and snoring. 
 
 No, it just means that the action itself to shapechange has the concentrate tag. Looking at the barghest for example, it is one action for them to Change Shape which includes a bunch of tags, notably concentrate. That means if a barghest tries to change shape while within reach of a fighter in Disruptive Stance the fighter can use an attack of opportunity and potentially disrupt that action. I think I've heard that 5e has a concentrate mechanic similar to what you're talking about, but Pf2 doesn't. The Sustain a Spell action is a little similar but less restrictive. 
 
 So, 5 monsters, 1 background, 6 feats, 3 ancestries, and 1 page of rules include the word jungle according to AoN. Monsters: All 5 use jungle in the flavor text or simply in the name of the monster, no rules text involvement. Backgrounds: The background introduces "Jungle Lore". Since by design lore skills are meant to be more specific than general, this seems fine. Similar to having "Lore Vampire" rather than "Lore Undead". Notably it does translate jungle to forest when the Terrain Expertise feat comes into play. Feats: Of the six feats none of them refer to only jungles in a rules sense. Either the word jungle is used in the flavor text (as in wildborn adept), or they refer to "forests and/or jungles" (such as Wandering Heart or Woodcraft). The repetitive use of "forest or jungle" tied together leads me to believe they are just covering for people who might read forest and think it only applies to temperate forests. Ancestries: The references to jungle in the ancestries were ancestry feats already covered by the last section, moving on. Rules: Flavor text. In conclusion I can't find a problem. From looking at every use of the word jungle in rules text it's either actually flavor text, or it's serving as a reminder that the more exotic jungle environment is included in the more mundane sounding forest environment. 
 
 mrspaghetti wrote: 
 Wall of Stone and Continual Flame have two different durations that interact in different ways. Wall of Stone has no duration, so it's an instant spell, the magic is in raising and shaping the stone, but the stone is mundane after that and has to be dealt with like a normal wall of rock. Continual Flame has a duration of unlimited, which means the spell is still continuing to feed the flame forever. If that magical fuel source is removed the flame will go out just like any fire without fuel. 
 
 As a GM I do houserule out some creature's darkvision. When I was running Legacy of Fire and my players asked "Why do gnolls have darkvision?" my answer was "because hyena's have darkvision". Oh wait, no, hyenas only have low-light vision. Why do creatures who are conceptually a mix of hyena and human have better senses than either of their parent species? And I've been houseruling out unnecessary darkvision ever since that revelation. 
 
 Yes, they seem to have moved away from null "-" stats. For intelligence, previously mindless creatures seem to have been given a score of 0 (or a -5 modifier) For constitution, they seem to have gone with the theory that if something was so completely divorced from physical health and well-being that it didn't have a Con score, then having Hit Points as all doesn't make sense, and so they must have some (spooky) equivalent to a living creature's constitution. While most places constitution is talked about in the Core Rulebook it seems to be assuming a living creature, the appendix entry on page 630 says that constitution is a "measure of your toughness and durability", which is more biologically agnostic. 
 
 Table 10-8, page 508 of the core rulebook has the information you need, but the most relevant information given your concerns; --CREATURE--
 
 
 Porridge wrote: 
 I just wanted to note with these two spells that "until your next daily preparation" is even better than you're implying. Core Rulebook 305 wrote: If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells. So you only need to keep one spell slot in reserve, rather than not preparing any new spells at all. 
 
 I would like to give a small warning about this, not that I'm saying you shouldn't do it, just to consider some of the consequences before you pull the trigger. What you are describing is, as far as I can tell, GM created divine intervention. Correct me if I've misunderstood. This is an extremely classic version of Deus ex Machina. You need to be careful about Deus ex Machina for a couple of reasons. First, This is you reaching out of the game and fixing things for the characters, not the players making choices that have impact on their characters. Your players might feel grateful that you got them out of a sticky situation, or they might feel cheated, that their decisions don't matter because if things don't go according to plan a hand will come out of the sky and put things back in place. Secondly, if you directly intervene once, then your player's may expect you to directly intervene again. If the player's think that they have an ace in the hole that will save them from any real consequence of their actions that might make them feel like they are more free to have fun doing whatever they want. On the other hand, they might feel that with no consequences their actions have no weight or meaning, so what's the point of making them. Even worse, if you save them once and then don't save them again they might feel that you cheated them out of something. In conclusion, be careful with this. I would talk to your player's about this idea and see what they think about it. Something as simple as the hero point system from the Advanced Player's Guide would allow the player's a similar amount of wiggle room but put the ball back into their court as far as choice and self-determination goes(and theirs nothing to say hero points aren't a divine blessing in your campaign). edit: I guess this was a not so small warning. Oops. 
 
 I've been running Pathfinder for ten ears now, and have played with about 13 individuals during that time, in multiple groups and campaigns. Of those 13 players, only two of them have actually cracked the Core Rulebook open for anything other than character generation. That big honking tome is just too much for some (perhaps many) people. The fact that the PF2 rulebook will be even bigger won't improve those odds. I feel that huge rulebooks are one of the major stumbling blocks between people playing and not playing a game like Pathfinder. That fact that only one person has to actually read and understand the whole thing is a saving grace. If I could only play with other people who have read the whole CRB I would still be waiting for my first session. As for the comparison between reading the rules here and the rules in battleship, the two games are only tangentially similar. As a game format, RPGs (especially crunchy ones like Pathfinder) share a lot more in common with videogames than boardgames. In most videogames these days, you don't sit down and read an instruction manual before playing, you just start it up and trust that the game itself will teach you as you go. In the same way, many players are perfectly happy to sit down and trust the GM to explain and tutorialize things as they go. 
 
 Alright, I'm going to try and work my way through at least some of these, and of course this is just one guy’s thoughts and opinions on the matter so... do with these answers what you will. 1) DC’s, To Scale or Not to Scale
 2) Why Won’t My Spells Land
 3) Tiny Spells
 4)Maneuvers Sitting on the Bench
 5) We Come Running!
 6) Withdraw the Withdraw Action
 Alright. That’s my longest response I’ve ever written on these boards.
 
 
 Other than explicitly mental abilities like QuidEst mentions, Starfinder is much more agnostic about it's magic. The idea is that in the future, with magic being practiced and studied on an industrial scale the barriers have really come down between the different sources of magic. There's no longer arcane, divine, or psychic casting classes. Now you are, say, a technomancer who draws power from study and practice of formulas, or one who taps into a greater outside force to receive revelations about the underpinnings of the universe, or uses the sheer power of their mind to rewrite reality. At least that's my understanding of it. 
 
 Yeah, it's really hard to find that sort of straightforward explanation of what something actually is in the CRB. However the best I could find is from the section where it is explaining how to calculate AC;
 Pathfincer Core Rulebook p179 wrote: Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides. Which seems to indicate that the enhancement is affecting the armor to increase it's value, not adding a new type of bonus to you like a ring of protection or amulet of natural armor. I think in one of the later books it goes into more detail on that, but I don't have the time right now to track down which book that piece of information is hidden in. 
 
 MerlinCross wrote: 
 Well, if those bonuses and spells function anything like their PF1 counterparts then the magic armor won't stack with mundane armor. 
 
 FAQ wrote: 
 Which all simply backs up what everyone else has said. 
 
 Atalius wrote: Do they also make an opposed perception check at any point or just a Will save? As per the normal disguise rules anyone who pays attention to you gets to make a perception check to realize the disguise is fake. On top of that, if someone directly interacts with the illusion they get to make the will save as well. As to what constitutes interaction, that's a bit of a debated issue, but touching the disguise would definitely count. Edit: Here are a couple of threads that go into more detail on the interaction issue; 
 
 Diachronos wrote: 
 My bad as well, I thought this was for Pathfinder. So, bad news, no align weapon spell. Good news, holy fusions wont give you a negative level. 
 
 Unassuming Local Guy wrote: 
 Skeletons of Scarwall is a very old module, from back when Pathfinder was just a campaign setting and not a separate game system from 3.5. 
 
 Well on page 45 of the Core Rulebook, Starfinder Humans wrote: Humans first arose on Golarion, yet even before the disappearance of their home world, they had begun to spread out onto the other planets of the solar system, particularly Akiton. In the wake of Golarion’s vanishing, however, this group of explorers became inadvertent emigrants. Today, Absalom Station is the undisputed center of human culture, yet humans can be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteads on new worlds. Starfinder Humans wrote: Humans are the glue that holds the rest of the solar system together. Their seemingly endless desire to explore and settle any habitable environment has positioned them perfectly to act as traders and mediators between other races, and their lack of their own planet often makes integrating into other cultures attractive to them. Those two quotes make it seem like Absalom station is more like the cultural capitol of humanity, rather than it's primary homeland. 
 
 Hey people, I recently purchased Adventurer's Armory 2 and like many others I fell in love with the poppet. I've got an Investigator (Psychic Detective) who's about to hit level 7 and Craft Poppet is calling out to me. The only problem is that I have no idea what I would actually use one (or a dozen) for. So that's my problem. What do you actually use a weak, dumb, but oh so cute little poppet for? 
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