Kaerishiel Neirenar

Cylar Nann's page

83 posts. Organized Play character for RPGnoremac.



Horizon Hunters

Hello all,

I have been having a lot of fun with Kineticist but ran into an issue with Sand Snatcher. It basically applies to all similar abilities. These abilities make things on spaces but don't have HP/AC/Saves or anything... at least that I can tell.

Off the top of my head there are 3 abilities that come to mind.

Whirling Grindstone - This one doesn't have a size. It says it has to be in an unoccupied square. So I guess it would be small/medium and allies/enemies couldn't walk on it?

Elemental Artillery - This one is medium which implies no one can occupy the square.

Sand Snatcher - This one has the most issues. I finally got this spell and am at high levels. It can be large or huge.

I have no idea how the GM can interact with these. They all take space so I assume no one can walk on these. The things that pop up....

What if the GM wants to attack it? They don't have HP, so it seems like they can't attack them. Also, wouldn't be a particularly good action since it is free to summon.

What if a player or monster wants to move through or stand on one of these squares? It doesn't seem like anything can occupy the spaces. I don't think anything except tiny creatures can occupy the spaces and it seems like they would have to tumble through but there are no stats. So I guess monsters can tumble through for free.

What about AOE effects and abilities like shove? There are no saves, HP or stats in general. Seems like nothing would effect them... this seems kind of weird.

Does it prevent things like walls and other summons from being placed here? I assume counts as a creature for these effects but have no idea.

I REALLY loved the idea of Sand Snatcher but after playing with it at level 17 so many questions popped up that I couldn't answer. I loved the idea of all these abilities but once I used one issues arised.


Hello all,

I am GMing my first campaign and one of my players is a divine Fervor Witch. As far as I can tell the Witch doesn't know who the deity or being is that is giving them power.

Out of curiosity what deities do you think would make the most since for this? I am also thinking about giving the blessed one to the Fighter since they don't seem to interested into looking at archetypes right now and I am allowing the free archetype rule. I think it would be a fun little storyline.

Originally I was thinking Medic would be good but realize by RAW it seems like battle medicine needs a hand free which means it would be a little clunky for a two handed fighter.

The adventure I am running is the Beginner Box and Troubles in Otari if that helps anything. After that I am not sure where the campaign is going.


How should Eidolins/Animal Companions/Familiars be treated for out of combat and exploration activities?

I am GMing my first campaign and one player has a familiar and one is a Summoner. I can't seem to find info about of combat activities for companions.

For example I have 3 players and when exploration starts...

Player 1 wants to search

Player 2 raise shield

Player 3 stealth

Should I let the Eidolin and Familiar to do things during this time? Would a familiar be able to "scout" and the eidolin stealth also at the same time?

Also since the Eidolon + Summoner have the same trained proficiency can the eidolin just aide everything they do anything out of combat?

In combat it would be "Act Together" Eidolin uses aide, Summoner uses pick lock then the reaction would be used for aide.

Also should companions get free perception checks when checking for traps/hidden items/enemies? My gut says no but I just wanted to double check.


I am planning on running a high Charisma based Dragon Disciple Monk. Originally I was under the impression the Dragon Breath from Dragon Disciple was an innate arcane spell. https://2e.aonprd.com/Feats.aspx?ID=1945

I looked at some older threads but no one seem to have have an actual answer. Innate spells are actually quite complicated themselves but since innate spells scale with your highest tradition Dragon Disciple seemed decent for casters.

Originally I was planning on it being an innate spell and playing as a Monk since their divine spellcasting would cause it to scale decently.

Has there been any official updates on what this was actually supposed to be. Shape of the Dragon says it is an innate spell and pretty much every spell I have seen states that it is an innate spell or a spell that uses X tradition proficiency.

If there is controversy I guess I will ask the GM to be sure. If it is not an innate spell it seems like it would be quite bad since it would be an Arcane Spell based of Charisma which means so little characters could even use it.


Is there an official ruling how attack of opportunities work with reach, specifically for the flickmace. I posted on weekly reddit questions and the answers didn't seem 100% agreed upon. I feel like most people thought the monster didn't get to move the 5 feet.

Here is the rules from Archives of Nethys

"Attack of Opportunity Reaction
Source Core Rulebook pg. 142 2.0

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike."

Here is an example...

If the monster is 10 feet away (within reach) and tries to use a "move action", are they attacked before they start moving or after they have moved 5 feet?

Our GM has been ruling if they get crit when they try to take the action they fall prone where they were standing so they would still be 10 feet away.

The first way AOO activates is when a monsters "uses a move action". I am not 100% what uses a move action implies. Does that mean when they state "I will be moving" or is that when the monster has already moved 5 feet?

The second way it activates is "leaves a square during a move action it’s using". To me this would imply he has already moved and should be right next to the player now.

As far as I can tell if a Fighter crits someone with a flickmace the oppenent stops moving either ways just not sure if they get the 5 feet of movement or not.

Honestly we are all kind of finding the combination of reach + crits causing prone super powerful. Sometimes the Fighter just complete negates an enemies turn with 1 reaction and causes like 40 damage... It just gets worse at 10th level.

Horizon Hunters

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I am very curious if anyone has run numbers. I tried to search for info online but couldn't find anything. We are playing Extinction Curse btw.

Our group switched over from 5e but most players are feeling like hit chances are worse in 2e which makes turns feel wasted and I honestly have no idea if it is true.

I guess when I am playing I dont even think about these kinds of things. I just use my 3 actions with all the options I chose and have fun.

I really enjoy the ability to mess with numbers with demoralize/bon mot/flanking and all the other effects.

Do you think 1st attack is nearly the same without buffs/debuffs? I have a feeling they arent too far off. I would guess flat footed would make it quite even since it is super easy to cause.

Do you think saves for spells are close to the same? I actually have no idea about this either. IMO the 4 degrees of success really make spells more interesting to me. All I can say I have noticed a lot of crit saves, especially if you target the strong save on accident.

On the other hand I love landing a crit failure on an enemy with a spell. Even something as simple as fear is great. Also for most spells I feel like a success is a minor hit which feels nice.

There is one huge difference in PF2 and 5e, that is damaging spells in 5e always do damage unless they have built in evasion. On the otherhand they can crit fail too.

Overall I completely understand people hate missing. I am very curious if it is just a feeling or numbers are really that much lower in 2e.

Has anyone else ran into issues of players feeling hit chances are bad in 2e from 5e.


I am having a hard time finding items I want or any other player in our group wants. In general I feel that runes are really easy to find and in general are good.

I have looked on AoN and it is organized ok but in general you have to click every single item and there are so many different sections.

For example the most important items imo are skill items and I can't even find those without scouring a whole bunch of different pages and clicking on every item. For example I found

Healer's Gloves +1 medicine
Dancing Scarf +1 performance when dancing: I can't even find a pure +1 performance item.
Demon Mask +1
Armband of Athleticism +2... but I can't find a lower level version.

Logically I would think there would be a +1/+2/+3 item of every skill but I can't find one.

IMO it is REALLY hard for a player to find items they would actually want. Fundamental and Potency runes on the other hand are super easy to find, just wish there was somewhere the list could be filtered. Not sure if there is a website that makes finding items easier.

There might be a lot of good/fun items but when I am researching things non stop I have trouble finding the items I actually want, other players who just play more casually are going to give up after looking for 2 minutes.


Just curious our Alchemist decided the best turns for an Alchemists is just Throw a Bomb + Electric Arc. Which means if no monsters attack him that he feels that is just the best thing to do.

I am not to familiar with the Alchemist other than the basic skill actions like recall knowledge/demoralize is there any other fun in combat offensive options he can do.

I know he can hand out consumable items before combat but I don't think many people find that too "fun". He opted out of the familiar so I really am just not sure what else he can do.

Horizon Hunters

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I will start out by saying I absolutely love 2e and feel the options combined with combat are just great.

I have been playing PFS once a week with my brother and love it. My brother GMs weekly campaign and I am just not having as much fun with it.

Most of the players are from 5e and we are level 7 in Extinction Curse.

The main issue I am having is I have to constantly correct everything. No one in the group is as "invested" as me.

I 100% know the rules better than anyone. During gameplay even the GM constantly is asking me things and I have to correct things constantly. It really ruins the fun, also I am not sure 3 of the players have even read any rules other than the character page on AoN.

Now our GM 100% got rid of secret rolls. It just makes me sad. So now everyone just rolls for everything since we know which info is correct. He literally let us roll 12 recall knowledge checks (3 per character) on a golem/chalice not even in the room so of course "we succeeded" and knew all the information. I begged him for secret rolls and I was really enjoying them but we took a break for a month and now no one has used them.

Some GMs are like this in PFS too, where they rarely use secret checks.

The biggest problem is the GM constantly just makes up rules. He was letting players catch items as reactions and throw them all without making any checks. He does these things "for fun" but I think other players think they are actually rules and invalidates feats all the time by giving people free things, not to mention he let's players use diplomacy to get more gold.

He also let a player be a "homebrewed Bear as a hobgoblin ancestry". It has really hurt the groups effectiveness and has led to weird things. Luckily that character is trying a Fighter now.

The GM is so worried about killing people that he gives us crazy advantages for no reason. Our ranger bear was "unconscious" and dropped his weapons. The GM said oh "you have 2x gauntlets of striking +1 equipped since you found them" "we actually only had 1 between our whole group" so you can just attack... the character never equipped them." Just so no one died and we won easily after that. He does this all the time.

Overall I was REALLY REALLY looking forward to playing 2e but am just running into issues with our campaign. Maybe since the GM is my brother it actually makes things worse but I really wanted to "play by the book".

What I feel like saying is... could you all please actually read the rules? Also could you please stop making up rules non stop?

That would be quite rude and people would probably stop wanting to play.


I am very confused about how focus pool increases.

Here is my example

I am a Druid (starts with 1 focus point) and eventually I take these feats

Sorcerer Dedication

Basic Bloodline Spell which states " If you don’t already have one, you also gain a focus pool of 1 Focus Point "

Advanced Bloodline "Increase the number of Focus Points in your focus pool by 1."

Would this mean my character would have 2 or 3 focus points? Originally I thought I would just have 2 but after reading the example in "Focus Points from Multiple Sources" it seems like maybe I would have 3.

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The rules seem to be contradictory. Here are the rules that I found and they don't seem to match.

Focus Points from Multiple Sources

" It’s possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let’s say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool’s capacity by 1. "

The Healing Touch feat says " You gain the appropriate devotion spell for your cause (lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. "

Going by the feat it states "If you don't already have on you gain a Focus Point", but the general rule examples says they do gain a focus point.