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The Negative Effects section of the Guide to Organized Play talks about what happens if a character ends an adventure with a permanent condition, or a non-permanent condition, or a curse. But it talks about them as if these are three separate things. If a condition is in multiple categories, which method should be used? It further says that PCs can use their spells to clear conditions, but doesn't say whether those PCs should be allowed to rest a night (at the end of the adventure) to prepare those spells.

Also it's possible for a character to be unaware they have an ongoing curse (or disease) until after the adventure is over. For instance, a character hit by an Animate Dream or an Augnagar will know that they are fatigued or drained, but might assume those conditions will wear off after a night's rest, not knowing they're cursed.

What to do in that case? Is the character to be marked dead? Or given a chance to buy a casting of Remove Curse or Pathfinder Condition Removal boon before being marked dead? Or allowed to roll the saving throws for each stage? Or (if non-deadly) assume they will eventually make their saving throws, so they're just fine? Should the character be allowed to cast Remove Curse on themselves the next day, after noticing that a night's sleep didn't work? Or even ask one of the other party members to cast it on them, post-adventure?

BTW, this topic is complicated by there being different types of afflictions -- they're not all the same. Differing opinions and table variation are to be expected. We could leave it at that, but it seems to me that any issue which may-or-may-not result in character death (or related expenses) without warning is worth a little clarification.

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addendum:

Even if you restrict yourself to curses with long durations there are different types. I'd consider five categories, but each type can be either a disease or a curse or both so multiply the categories by 3. The first type is the most simple and obvious, but ongoing saving throws (or stages) have more moving parts so they lead to more 'what if?' questions and odd scenarios.

1) Permanant conditions with no daily saving throws 2) Potentially deadly conditions with daily saving throws 3) Potentially deadly conditions with daily saving throws that cannot go away on their own even if you make the saves 4) Non-deadly conditions with daily saving throws 5) Non-deadly conditions with daily saving throws that cannot go away on their own even if you make the saves

Example of type 1: Mariner's Curse spell or Blindness or Curse of the Werecreature

Example of type 2: Goblin Pox spell or Graveknight's Curse

Example of type 3: Bog Rot from a Bog Mummy

Example of type 4: Rotting Curse from Augnagar

Example of type 5: Expeditious Evolution from Aukashungi Swarm


Archives of Nethys lists Thassilonian as an Uncommon language, and it is also marked as a Regional language. BTW, AoN marks 27 languages as Regional, but the Regional Languages table in the CRB only mentions 9 of them.

If I create a character from New Thassilon, does it have access to the Thassilonian language?
If I create a character with the Thassilonian Traveler background, does it have access to the Thassilonian language?
If I use a certain boon to create a character with the Time Traveler background from that nation, does it have access to the Thassilonian language?
If I create a character from Saga Lands, does it have access to the Thassilonian language (because of World Guide page 108)?
If a character takes the Multilingual feat, can it learn the Thassilonian language?

Some folks seem to think all five answers are yes, some think all five answers are no, and there are some in-betweens.

Is it possible to get an official answer that's more than a guess?


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There seems to be some inconsistency in the class concept, in its theme. Sometimes apparitions can interact with the world on their own, sometimes they can't.

I see that Animists "Talk to spiritual entities only you can perceive"

and "Apparitions are spiritual entities who generally lack (any way) to enter or affect the physical world."

and "Animists gain their power by serving as a bridge for (apparitions) to commune and interact with the physical world."

But then the abilities don't match that. Apparitions seem more than capable of interacting with both people and things on their own. Grasping Spirits Spell actually drags people around, sometimes even more effectively than a Distant Grasp psychic could do, or more powerfully than PF1 magic spells, let alone PF2 magic spells.

Also some of the vessel spells such as Earth's Bile and River Carving Mountains have the apparitions becoming quite solid and manipulating the environment. Discomfiting Whispers definitely has them being perceived, and even causes real damage to people.

When the apparitions are aiding, guiding, and inspiring the Animist himself, they make sense. They might even use him as a bridge, such as by possessing his body for awhile. I believe the old Medium class had them work in that way. But now that they go around interacting with the world on their own, that seems inconsistent with the whole concept.


I'm a little surprised that almost everything in Dark Archives is sanctioned. Dark Archives containes a lot of necromancy and occultism, and is flavored to match.

I was under the impression that the pathfinder baseline on CRB 486 was interpreted rather broadly in PFS. I imagine something like the Shadow Spy spell, as written, would violate the first point. I can just imagine the reaction of a passerby hearing a player talking about wringing a bird's neck and drinking its blood.

The PFS Guide to Organized Play seems pretty clear about table variation though: "No banning of legal character options", "No changes to spells", and so on.

I suppose I could just cross my fingers and hope it never becomes an issue. But I'm going to ask for advice instead: what is the right or best way for a GM to handle this if it does become an issue?


The situation: Human Fighter level six (BAB is +6/+1).
Feats include Two-Weapon Fighting, Improved Two-Weapon Fighting, and Quick Draw.
Equipment includes Long Sword and Dagger (both held and ready), Hand Axe (sheathed), Short Bow (stored on his back, essentially sheathed), a quiver full of arrows, and Armor Spikes.
During the previous round he used a full attack action to swing once with his longsword, then took a five foot step, then took a second swing with his longsword.

Why he didn't he take advantage of his two-weapon fighting feats last round, I don't know, but that was his choice. He has a full-attack action this round, maybe he'll choose to use them this time. Anyway, here are my rules questions. Short 1-word answers such as YES or NO are best, but feel free to explain the answers at length.

Q0: Can he take two swings with his longsword (and no other attacks), counting them as two main attacks with full strength bonus on each?

Ok, this is a gimme: obviously YES because that's exactly what he did last round.

Q1: Can he take two swings with his dagger (and no other attacks), counting them as two main attacks with full strength bonus on each?

Q2: Can he take one swing with his longsword and one with his dagger (and no other attacks) counting both as main attacks with full strength bonus on each?

Q3: Can he use two weapon fighting to take two swings with his longsword (full str bonus) and two swings with his dagger (half str bonus since for off-hand attacks).

Q4: Can he take one swing with the longsword, then drop the dagger on the ground (free action), drop the longsword on the ground (free action), draw the shortbow (free action), nock an arrow (free action), take a five-foot step, and then fire the bow as his second normal attack?

Q5: Can he use two weapon fighting to take one swing with the longsword (full str bonus), two swings with the dagger (half str bonus on each), and then drop the longsword on the ground (free action), draw the hand axe (free action), and attack with the hand axe as his second normal attack?

Q6: Can he use two weapon fighting to take one swing with the longsword (full str bonus), two swings with the dagger (half str bonus on each), and then drop the dagger on the ground (free action), drop the longsword on the ground (free action), draw the shortbow (free action), nock an arrow (free action), and fire the bow as his second normal attack?

Q7: Can he use two weapon fighting to take two swings with his longsword (full str bonus each), then two off-hand attacks with his armor spikes (half str bonus each), not using his dagger at all?

Q8: Can he use two weapon fighting to take two swings with his longsword (full str bonus each), then one off-hand attack with his dagger (half str bonus), then one off-hand attack with his armor spikes (half str bonus)?

Q9: Can he use two weapon fighting to take one swing with his longsword (full str bonus), then one off-hand attack with his dagger (half str bonus), then one main attack with his armor spikes (full str bonus), then one off-hand attack with his armor spikes (half str bonus)?