David Edgar 671's page

No posts. Organized Play character for Mindfever.




I play a Divination Wizqrd who has a high Initiative and always acts in the Surprise Round.

Recently, we had an encounter where the bad guy was hidden and we all failed our perception checks.

The Bad Guy got a Surprise Round to attack. I was able to act in that round, but because my Initiative was so high, I went before the assailant that actually triggered the Surprise Round. The GM ruled that since the Bad Giy hadn't acted yet and I failed the perception check that I could act but not attack the hidden Bad Guy.

So how does this work? Because it seems to me that the Bad Guy's attack ( 2hich caused the Surprise round) would effectively drop his stealth for the purposes of detection. In other words, he leaps out to attack breaking cover allowing me to see him and act first.

What do you guys think?


1 person marked this as a favorite.

As the title says, I have questions about 1st ed rules interactions. I tried going to the 1st Ed thread but it isnt letting me post new topics and I couldnt find an answer to my question. Also Im playing 1st Ed in a PFS campaign so I dont know if I that will be a factor as well.


Tonight in our game we were in combat. One of the characters went down to zero. On his turn he stabilized. I took substantial damage and used Laying on Hands to heal myself, then attacked the bad guy.

The GM started telling me that not taking the time to check on my fallen comrade or by using LoH on myself instead of the character would violate Iomade's Anthema as I was potentially "leaving an ally to die." The GM ruled that I wouldn't know that the other player had stabilized.

I pointed out that the Anthema states I can't "leave an ally in need." I argued that since I was continuing to fight the bad guys that my actions wouldn't good against that restriction.

She stated that if the player had died I would have lost my divine powers.

So was I in danger of Violating that restriction?


I want to preface this by saying that I might just be stupid and what Im looking for is possibly coiled like a snake in front of me ready to strike, but Im asking anyway.

Where is the dang Additional Resources page for PF 2e? And why, after all of these years with PFS 1 and now in PF 2e, is there not a link for it under the Character Creation link?

What I need to find out is what class abilities spells equipment and archetypes are available for Society play. Additionally, what are the rules for archetypes and how do they work PF 2e?

As I am trying to make a character for my second PFS session for this evening, I fear greatly that assistance shall not come in time, but hope springs eternal and the community has all of my gratitude nonetheless.


My group recently started playing PF 2e due to the recent missteps of WotC that made supporting that game unappetizing. However, as we have started delving into PF 2e, I have personally found it to be an overly complex (in terms of rules not variety) overly restrictive game to play.

I have tried playing a Summoner, which use to be one of my favored classes, an Oracle, a Wizard, and a straight up Fighter. Almost without fail these characters have either died in their first or second encounters or have been completely ineffectual, was the case with the Wizard.

Old concepts, such as my ranged Paladin, are no longer possible to build or emulate.

So why play PF 2e? Whats the appeal? What am I missing?


Hey folks, I just came back to Pathfinder and have started playing 2e for the first time.

I'm struggling with the system because, while I have been told I can build whatever I want, the mechanics are there to support some of the older character themes that I enjoyed with PF 1.

For example, I used to run a Halfing Divine Hunter Paladin that rode around on a War Dog and lobbed arrows augmented with Smite at the baddies whilst leaning heavily into the Luck style spells and traits that made Halfings so much fun.

However, I dont seem to be able to build something similar in PF 2.

Now I will stress that I am very new to this rules system and most of my knowledge comes from playing and reading through a few of the class descriptions that I have been interested in.

So can anyone give me some suggestions as to how I might build something like my old Paladin usnde4 5he current rules system?


9 people marked this as FAQ candidate. 1 person marked this as a favorite.

Does an eidolon gain the evolutions listed on the Base Forms in addition to its subtype? This is to say does the Base Form of Biped grant Elemental Eidolons the claw evolution? Or does the Serpentine Base Form grant the Azata a Climb Speed?


The Surprise Round states:

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

So what I am wondering is if the Surprise Round is a specific window of combat?

The way it looks combat has three windows

Initiative: Roll to see who goes first

Surprise Round: Determine which creatures, if any, are aware of the others and if all are surprised or none are that window is skipped.

Combat: In initiative order players and NPCs take actions until combat is resolved

Also what happens if there is someone who always acts in the surprise round? For instance a Divination Wizard.


Hi, folks. This build is a bit different. I am looking for it to be an effective melee/debuffer. But I already have a couple of team-carrying builds and I wanted this to be a bit more of a fun RP character. Also this is for PFS so any suggestions will need to follow those guide lines.

My Spiritualist is a Kitsune named Ryosei who was mercilessly picked on by the other children of her village. They would often hold "Fox Hunts" wherein Ryosei would be hounded and herded like an animal and then beaten once cornered. Everyday was a new experience in terror. That is until one day something happened. During a particularly brutal session that involved the village children holding Ryosei down and pulling the fur from her tail in clumps, she gave into her fear and hopelessness. Secretly, she prayed to Daikitsu to let them kill her this time. It was at this point that she felt her mind being shoved aside and with a bone chilling scream power flooded out of her and Nightfox was born.

Ryosei now uses her new-found ability in the style similar to that of a comic book hero. (Think Batman if Bruce Wayne was completely inept and terrified of everything.) She has trouble manifesting the phantom, but she still wants to hide from the world. To that end she currently dons the black silk clothes of the Nightfox and the stylized fox mask and heads out into the night (or dungeon) in defense of the innocent. Ineffective though she may be.

Eventually, Ryosei will take the feat Fox Shape and assume the form of the small animal and let the Phantom have free reign. For now though, the Phantom resides in her head and will only manifest under the most extreme conditions

Again this is mainly a fun RP character so Im not looking to make the character "broken". But even though its handicapped, I would like to make it as cool as possible.

Ryosei level 2 Kitsune Spiritualist (Fractured Mind) CG
Initiative +9, Perception +7
AC 13, Touch 13, FF 10 (+3 Dex)
Fort 5, Reflex 3, Will 4
Hp 19
Speed 30'
Melee: Light Mace +0 (1d6-1/x2)
Bite (if in true form) +0 (1d4-1/x2)
Skills: Bluff +8, Intimidate +11 (+8 if the Phantom manifests), Knowledge (Nature) +5, Sense Motive +5, Stealth +8 (+5 if the Phantom manifests)
Feats: Improved Initiative
Traits: Seeker, Reactionary
Spells: 0-lvl- Message, Read Magic, Detect Magic, Telekinetic Projectile (1d6), Daze
1-lvl- Mage Armor, Sheild, Cause Fear

Str 8 (-2 Kitsune) Dex 16 (+2 Kitsune) Con 14 Int 12 Wis 13 Cha 16 (+2 Kitsune)

The Nightfox (if it needs to manifest)
Outsider Phantom (Fear) Level 2
Initiative +2, Perception +5
AC 16, Touch 12, FF 14 (+2 Dex, +4 NA)
Fort +1, Reflex +5, Will +3
HP 11
Speed 30'
Melee: Slam Attack +4 (1d6+1/x2) Horrifying Strike (Will vs. DC 13 Shaken)
Slam Attack +4 (1d6+1/x2) Horrifying Strike (Will vs. DC 13 Shaken)
Skills: Bluff +7, Intimidate +7, Perception +5, Stealth +9
Feats: Weapon Finesse (1), Stealthy (Bonus)

The Nightfox appears as a slight figure clad in black silk clothing and cape with a cowl shaped to look like the muzzle of a fox.

So I am basically looking for ideas for Feats and Spells for the Spiritualist to help augment the Phantom. They should be non-combat, or atleast minimal combat, as Ryosei is a terrible fighter and not very capable.

Any thoughts or suggestions will be welcome. Thanks for taking the time to read it out.


Can a spell inscribed on armor be given permanence? For instance, could the armor be inscribed with permanent fly?


The spell Suggestion reads:

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).

In a recent session, an NPC used this power against our Paladin and gave him the suggestion "Protect me!"

There was another enemy there, and so the Paladin attacked the other enemy thinking that that he was protecting the first NPC from the second one.

Our tank, who was in possession of a cursed sword, was also hit with the Suggestion. When she failed the Suggestion save, she also had to save against the sword attempting to dominate her. She failed both rolls and then attacked the Paladin.

I argued that the suggestion first wouldnt motivate an attack (because of the whole "danger negates spell thing) and second as soon as the Paladin was in danger from the other attack, the spell would negate.

The GM told me that if I argued about it anymore I would ejected from the group, and then allowed the Paladin a saving throw to shake off the effects.

My question is would a person under Suggestion be motivated to attack anyone, and once combat starts would the Suggestion continue to effect the character?

Thankyou for you answers.


Kind of a theme toon. I wanted to play a dps hafling pally. Her holy bond would be a bow. Was thinking of aoe buff and debuff spells. Im a bit of a noob (if the post didn't give it away). I'm interested in suggested feats and spells. I want her to do as much damage as possible and be be so cute YOU COULD JUST DIE!.

We're building at lvl 9 and are using Epic point buy. Any suggestions would be awesome.

Thanks.


My son and I are in our first Pathfinder Campaign. I have some RPG experience (no pun) with stuff like D20 system D&D so I have been helping him maximize his character. He is playing a Half-Orc Barbarian. We decided to follow the Beast Totem path to ultimately give him Pounce at 10. Almost by accident, we discovered the power of natural attacks. At level 4 he now has Lesser Beast Totem giving him two primary claws attacks at 1d6 each plus his Str bonus. He also has Animal Fury which gives him a secondary Bite attack at BAB -5 doing 1d4 dmg plus half str bonus.

So now I have two questions. First, if he takes something like razortusk, can he get a second bite attack?
And second, is there a good way to get him horns or a tail to give him a fourth attack?

Remember, I am new to pathfinder so any suggestions would appreciated, as would the refference to the handbook the powers and such come from.

Thanks in advance.


Im new to PF and I am joining a newbie group. We are using only the core rules. My DM wants this to be a traditional all-out rules breaking hack and slash power game. I want to play a rogue. I need help coming up with ideas for builds. My goal is to create a character that focuses on stealth, speed, and accuracy for combat. I will also be doing the traditional picking locks and finding traps, although that will be a much smaller part of the game. This is supposed to be a 2-dimensional game with heavy combat focus. Anyway, we are starting with a 25 point build core rules only and no magic. Only good alignments. I am looking for help with building a toon that can hit multiple times per round and abuse the hell out of sneak attack as well as use speed to mitigate enemy attacks. I have a rulebook that I am reading, but there is alot there. I am pretty ignorant about the game so please avoid using abbreviations.

Thanks in advance.