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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. *** Venture-Agent, Online—VTT 4,074 posts (4,299 including aliases). No reviews. No lists. No wishlists. 24 Organized Play characters.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes. That case is simple. If anything seems more ambiguous about whether it is an appropriate item for the implement type, that will be a GM question. Being non magical is not a necessary criteria to meet, though.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The most jarring "same spell works different now" that comes to mind would be a witch in an undead party using Life Boost as a focus point healing option. The Vitality trait being added to that is a big, unpleasant jolt in the specific case.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There are some specific spells that do, a little bit. Specifically things like the 1 Action version of Heal now having a spoken incantation, like all spells without the Subtle trait, when the verbal component was only on the 2 and 3 action versions before.

I don’t see any need for an in universe explanation of minor mechanics shifts like that, but there are a few you could notice if, for example, you've cast that spell while needing to hold your breath before.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Definitely not. Ignoring those bonuses entirely would work remarkably badly with the way hits and crits work in this system. Some variation on a reduced bonus (not necessarily identical to the playtest, but following the same concept) could be made to work, possibly, but having a swing of the full value of armor and shield would be an incredibly bad design decision.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Finoan wrote:

It may not make the most sense from a narrative point of view. It is hard to describe how you can Shield Block an attack from a ghost.

But it was done for game balance reasons. The attack bonus of incorporeal creatures would be way too high if they got to ignore armor. Or else the attack bonus of incorporeal creatures would have to be reduced to compensate - at which point the attack bonus would be too low to be useful against characters that use dex and proficiency instead of armor.

So basically, you can't balance the attack bonus of a ghost if it ignores armor. Either the ghost will obliterate a champion because the champion has an effective AC too low, or the ghost will be unable to hit a monk because the monk's gets full AC bonus without relying on armor.

Throwing Shield Block in there is a bit of a topic change. Without special abilities changing it, Shield Block actually IS limited to physical attacks.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No. Nothing of the sort is true in 2E, regardless of whether the armor is magical or not.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Loremaster's Etude and Assurance are both Fortune effects. Two Fortune effects can't affect the same check.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yup, it seems really odd, but the resistance does come first.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It was never actually clear in the rules whether it was or not. The rules before simply said "an appropriate spell slot". They never addressed the concept of using a higher level slot while not gaining heightening benefits at all, either to allow it or to disallow it.

The strongest support for it being legal before was in a reddit post (not where you look for game rules).

It is now a thing that rules actually address. That is both different and better.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, it is explicitly given as an option, in Player Core 1.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If they were the comparison point the OP had meant, their remarkably small number of spell slots would be a necessary part of any comparison.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In cases where that thing has specific rules, like undead PCs being immune to bleed because they are not alive, instead of because of any feature saying they are immune, sure.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Penalized compared to who? If every spell in their repertoire worked like a signature spell, they'd start feeling like they had a really huge flexibility advantage over prepared casters (who don't need to know the spell twice but do still need to plan which slot to prep the spell into at the start of the day, whether it's base level or a heightened level). I've already talked to and played with more people who feel like spontaneous casters are in a better place over prepared casters in 2E, with the rules as they are.

I think you might also be underestimating just how big of a toolkit you can build your repertoire into by mid or high levels, as is. Part of that is that there are a lot of spells that hold their value well without casting them at a lot of different levels, or any different levels.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There is not any existing mechanic for adding extra skill increases over downtime, no. If you want it in your campaign, you'd be houseruling it in.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, that is listed under the 3 Action ability.

1/5 5/55/5 *** Venture-Agent, Online—VTT

From the PFS FAQ:

Quote:

What is considered a "culture" for the purposes of Unconventional Weaponry?

For Unconventional Weaponry, look for access conditions based upon nationality, ethnic group, or other groups of similar broad significance. It does not cover organizations that PCs might choose to join (such as the Firebrands, Hellknights, Knights of Lastwall, or Magaambya).

Sawtooth saber doesn't have any of the sort of Access Conditions that answer says to look for.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The sorcerer can just learn rank 7 Haste. They don't need to have rank 3 Haste in their repertoire, first. They would then be able to cast rank 7 haste, but not rank 3 haste, because they can only cast the rank they know.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That all other "start of your turn" effects happen before you gain your actions for the turn isn't just a ruling, but an explicit rule.

Quote:

Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:

If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.

You can use 1 free action or reaction with a trigger of “Your turn begins” or something similar.

If you're dying, roll a recovery check.

Do anything else that is specified to happen at the start of your turn, such as regaining Hit Points from fast healing or regeneration.

The last step of starting your turn is always the same.

Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't “save” actions or reactions from one turn to use during the next turn. Some abilities or conditions (such as quickened, slowed, and stunned) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both quickened and slowed), you choose which actions to lose. In-depth details on gaining and losing actions are here


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Tower shields don't actually give the wielder Cover at all. They use a special case of Take Cover, which just affects the shield's AC bonus, as written. It doesn't become cover and does not help with stealth or saves.

The tower shield user does, however, become a source of standard cover for other creatures behind them, with the shield raised. That other creature could Hide behind the guy with the huge shield.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That question is backwards.

It isn't "what page has a rule that states that you can't hold the release of a spell you've cast until after you do some other actions?"

It's "is there a rule anywhere that suggests that you could do that?" The answer is "no, there isn't."


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

1 per focus spell (until you max out at 3). That's 1 for your choice of Patron's Puppet or Phase Familiar, and then a second one when you took Cackle.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There is no general rule to make sanctification apply to Strikes. In the remaster compatibility errata, Champions have a specific ability that makes their sanctification apply to their Strikes. Clerics have no such ability.

(Applying to Spirit damage is not a general thing, either. Rather some spells have a specific trait that makes them inherit your sanctification. Your sanctification wouldn't apply to, say, spirit damage from an Astral rune on your weapon.)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It doesn't work that way, no. You can't find anything to make it work because there's nothing to find.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, since the OP has clarified that this concern is in the context of PFS, there are campaign specific answers to refer to. In the PFS Remaster Guidance, spells (or other character options, but this is about spells) that are not reprinted are still valid. Produce Flame and Ignition are both separate valid spells, and a character could learn either, or even both. Similarly, Phantasmal Killer and Vision of Death are also two separate valid spells that you could learn and prepare.

For any normal home game context, the "talk to your GM about how you want to handle these spiritual successor spells" answer is pretty solidly correct.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Your third point doesn't actually hold up and unfortunately can only muddy things that were clear. There actually are defensive abilities with the Manipulate trait, like thaumaturge's Amulet Abeyance. Raise a Shield just unambiguously isn't one of them. Parry used to be one, but was, fortunately, changed.

It's something that can easily happen if someone's thinking "yeah, it would make sense for being grappled to require a flat check for this" instead of "should this trigger Reactive Strike?" Since Manipulate is a trait that serves multiple masters.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Medicine is the main class-agnostic means of non-resource-using healing. That's the same for animal companions PCs, anything. The healers kit is not a consumable, there is no number of uses limit.

Rangers have an in-class Focus Spell option for that for their companion. Warden spell feats are their only specific additional options for that inside of their class.

Healing focus spells are the most common source of renewable healing that isn't Medicine (with classes like bard, witch, champion and druid having options that are commonly also grabbed via multiclass archetype, or via the Blessed One archetype, which ranger could do if they like).

Kineticist also has some renewable healing impulses that are fairly appealing to pick up via archetype.

Having one or more of these tools in a party is basically essential. Relying on burning up spell slots or potions for healing when there isn't a pressing threat would be extremely unsustainable.

Whether the ranger is the one handling the healing or someone else in the party is, or some combination of dividing the load varies between groups


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
graystone wrote:
HammerJack wrote:
Saying that getting through such walls requires downtime is a statement that hardness and HP is not the only difference.
If that was true, they wouldn't then give stats for hardness and hp for said structures but they do: you can't say "Strong walls, such as well-maintained masonry or hewn stone, can’t be broken without dedicated work and proper tools" and have it make even a little sense when the chart then gives you stats like every other structure [Hewn stone hardness 14, hp 56 BT (28)]. If you allow a stone door to be destroyed, there is no reason to deny a hewn stone wall as they have the exact same stats. Once you give it stats, how can you say they are meaningless and unusable and you need some other method?

Sure you can. It makes perfect sense to give reference stats for a bunch of materials but also lay out your caveat that the existence of reference stats does not actually slippery slope into a world of effortlessly tunneling through every mundane barrier at a rapid pace.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Quote:
Once you can bypass enough hardness to do damage with every single action, we quickly move out of the downtime needing "dedicated work and proper tools".

The entire purpose of that sentence you're responding to is for this statement to not be true. Saying that getting through such walls requires downtime is a statement that hardness and HP is not the only difference.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If you mean including it for proficiency, it could fit. If you mean including it for Access, suddenly granting Access to all bombs (there are several with some rarity and will likely be more in the future) would be a lot more impactful and create a weird anti-future-proofing situation.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No. The requirement is not "your shield was raised" or "your last action was an Activity including Raise Shield as a subordinate action". So you have not fulfilled the requirement for Devoted Guardian and cannot use Devoted Guardian.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The barbarian feat Shattering Blows, which allows your melee Strikes to ignore part of an object's hardness also seems like a pretty clear case of the system assuming it is possible to Strike objects.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

1. As a level one druid, Untamed Form is the only feat on the list that you have. Therefore it is your only option. If you pick up those other feats with the names in Bold, you can then choose those effects instead when using the focus spell.

2. The two action cast is used if you use the Soaring Shape effect that states you need to cast as 2 actions.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Definitely the wild speculation.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Also, to clarify, there are 2 ways that heighten effects are written:

1. "Heighten (+1) - this means that the effect is applied for every spell rank above the base level. (Heightened +2 would apply it for every 2 spell ranks you heighten by, etc)

2. "Heighten (2nd)" - this means the extra effect starts happening specifically at Rank 2. There is no "per rank" effect in that case.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Creator of Darknoth Chronicles wrote:

The number of random encounters for Remastered Pathfinder can be found on page 209, under Random Encounters.

You roll at the beginning of the day, it lists the flat check DC you roll against. If you get a critical success, they have another encounter. You roll for the type of encounter (harmless, hazard, or creature). You use the table of encounters you made, or you choose/make on up.

I take this to mean you have one encounter per day, and a second encounter if the result is a critical success.

It does not address factors such as the time of day, nor if the characters are in a civilized area or the wilderness. I used their rules as a base idea, then modified it according to other factors such as the region (realm, wilderness) further subdivided those areas, and modified by the time of day.

I think what you're saying there is a correct answer... but not the answer to the same question that the OP was asking about. This wasn't about Random Encounters in Hexploration, but about a more general "how many encounters should you plan on a party being able to handle in a day?"

That's been a number not given in rulebooks, that people commonly ask about. Back around this last September, when talking about the balance of wizards, Michael Sayre referred to an assumed baseline of about 3 encounters. In between the Twitter posts it all started on, some Reddit threads that started spawning about "the official number of encounters per day" and the posts in this forum that spawned off of it all, there was some clarification that this baseline is something that shifts a lot based on the type of encounters used, how the party manages their resources, etc and that not listing an Official Expectation of the number of encounters per day, but instead listing the expected impact of different types of encounters, was a deliberate choice, not an oversight.

Unsurprisingly, many people ignored those later parts and started repeating the "official baseline" through a number of different online spaces.

The original question was about whether they'd changed positions and put a baseline expectation on number of encounters into Player Core 1 or GM Core.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For a long time, that was exceptionally rough for PFS, where you have many different GMs. I was really glad to see the campaign rulings added, this last November.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No.

Those aren't cast from a slot.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don't think so. All of the reasons talked about at the same time as that whole twitter thread and following reddit threads and forum posts of why they wanted to describe the effect of different difficulty encounters on a day instead of giving a set number of encounters still apply.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Tenets of [something that isn't good or evil] could be a fine addition (or several fine additions), and possibly easier to do without an alignment system to mash up against.

Tenets of Neutrality/Balance are still kind of a nothing concept, that doesn't have a lot of real promise.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There are rather a lot of points of table variation in abilities like the Mastermind racket that you need to make sure you're on the same page with your GM about before playing a character that relies heavily on them, like how you'll handle different creatures of the same type.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Halflings that aren't Giant Instinct Barbarians can wield Medium weapons normally. So it would feel pretty thematically weird if halfling giant barbs had a special ability related to wielding medium weapons that caused them to become clumsy and deal more damage.


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Quote:
The other thing we're talking about here is that players characters are only looking for large sized weapons typically (at the worst case). It is just as likely that you have a small sized character looking to use a medium weapon.

This part is wrong. Both Small and Medium characters use the same weapons normally. Both small and medium characters use Large weapons for giant instinct.

Quote:
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, the difficulty increase for further checks on the same topic. Page 54 in GM Core or page 506 in CRB.

Quote:
Additional Knowledge Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There is no rarity tied to size. You could choose, as a GM, to make them Uncommon or Rare, but that is not a default rule. (The Giant Instinct granting Access to one guarantees they can still get the one they need for their instinct ability to function even in those cases).

The adjustments for large size aren't in stat block form in the books, but only include Bulk and Price changing.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No, none of that works. Weapon infusion adds some weapon properties to an alemental blast. It does not count as a weapon. It doesn't not work with weapon abilities. It does not count as an unarmed attack. It does not interact with anything that requires weapon or unarmed Strikes in any way.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Following existing examples, there are several ways that you could choose to convert that spell.

1. Spirit damage with the Holy trait. This is the one you'd expect to see in something like Foundry when there are not more explicit instructions, because it doesn't create a lot of additional questions, and is the most easily and clearly resolved. It's also what I figured your table was doing, from the original question. The result is a spell that harms basically everything but constructs and objects.

2. Spirit damage to Unholy creatures. The compatibility errata for some Champion abilities went this route. On the plus side, it keeps the spell safe for creatures it was safe for before. On the negative side, it also makes the spell weaker against some creatures it worked against before, because many things that were Evil are not going to be Unholy. Should still be reliable for having full function against undead, which is good for a Lastwall spell. It is also the most ambiguous case because while we know that most fiends and undead are Unholy, as well as actual priests and champions of Unholy deities, pretty much everything else is up in the air as a judgement call, especially before Monster Core releases.

3. Spirit damage only against enemies. This is the big buff version, and wouldn't be very appropriate to use in many cases.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes. Spirit damage harms every kind of PC that exists. Nothing about the Holy or Unholy traits changes that.

You might take a look at Divine Wrath, which was re-written to only affect enemies in the area, to maintain its old identity of generally being party-safe.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yeah, I had a player playing as a wizard who had that setup for a while. Occasionally he got some solid mileage out of it, but not every day.

It's a good trick that still calls for tempered expectation.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That's Hero Lab's failure. I think you'd need to go to their customer support/bug reporting/forums/etc to try to get them to make their program support older options better.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A throwers bandolier is not a weapon. It does not have any special ability to attach a talisman as though it were a weapon (like handwraps do). Therefore it can't have talismans and spellhearts attached to it.

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