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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() A 7th-level guardian gets two reactions every round Other classes offer high level feats and abilities that grant additional reactions per round. How far can we take this? What are the most reactions per round we can give a single character? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() I am playing a Tiny PC that is at least 5 bulk over his capacity limit. I'm also short on funds. Therefore, I looking for the most cost effective means of saving on bulk, short of simply dropping everything. What advice do you have for me? Can I stack three backpacks maybe? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() What are your favorite combos and why? For me it's Reaction Time + Intercept Attack + Shield Block Reaction Time gives the guardian a bonus reaction for class specific abilities (including Shield Block). Intercept Attack says you take the damage in place of an ally. If I have my shield raised, I use both to take my ally's damage, have some of it get bounced by Shield Block, then absorb much of the remainder with my damage resistance. Like, wow! Ever since making my halfling guardian giant slayer, I've also become quite the fan of the Hampering Stance line of feats. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Just cracked open my Starfinder Player Core for the first time and I was quite surprised to see that there doesn't appear to be a mechanic or technomancer class any longer. What gives? Where are they? Starfinder Player Core 2? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Assuming base rules (no variants such as free archetype), what build combos might work well with taking Kineiticist Dedication and Improved Elemental Blast x3 (and possibly other kineticist feats too)? It doesn't have to be optimized, but should still carry it's own weight well within a party of adventurers. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Reaction Time gives the guardian a bonus reaction for class specific abilities (including Shield Block). Intercept Attack says you take the damage in place of an ally. If I had my shield raised, can I use both to take my ally's damage, have some of it absorbed by my damage resistance, then bounce the remainder off of my shield with Shield Block? If so, like wow! ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() It's widely known that modifiers of the same type don't stack. A +1 circumstance bonus from ability A and a +2 circumstance bonus from ability B results in a net +2, not a +3. If two PCs Aid a third character on a skill check, and get a Critical Success (+2 circumstance bonus) and a Critical Failure (-1 circumstance penalty), then that results in a net +2, right? Since the rules is that the higher modifier overrides the lower? Or is it a net +0? That seems like stacking the modifiers though which, as we've established is not how like modifiers work. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Besides Quiet Allies, what other skill feats work with Keen Follower? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() How much time do you spend updating your character notes, chronicles, and other PFS records after the session ends? For me, I can expect to spend no less than four hours the next day, as much as the session itself! Between handling downtime, deciding what to spend my gold on, filling out the chronicle, leveling up the character, updating my excel sheets and double checking the math on everything, scanning hardcopies of the records into digital files, and filing everything away on the computer and into custom notebooks, it ends up consuming quite a bit of my personal time. However much time you spend, do you feel it is worth it? I've gone through great lengths to create an honest paper trail, but I don't think I've ever once been thoroughly audited. Even cursory "10-second" audits only seem to happen during conventions. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Back to playing my old summoner have a long hiatus from the character. Just leveled up to level 7, and don't recall what I am allowed to do in terms of updating my spell repertoire for the new level. I've reread the class entry, but seem to be having some difficulty wrapping my head around it. Can anyone help walk me through it real quick? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Please help walk me through it, as these two abilities seem incredibly redundant to me, but one requires a feat and makes sneaking HARDER due to limited condition requirements. If I make a successful Stealth check when using Avoid Notice, I can basically place myself wherever there is reasonable cover or concealment on the encounter map when combat starts, since the enemy is unaware of my presence. If that's right next to the enemy, then that sucks for them. If I have Terrain Stalker and am in the appropriate terrain, I can start the encounter within fifteen feet of an enemy, provided there is appropriate cover or concealment for me to hide behind. How exactly is that better? Why did I waste a feat for something that is more limited, but allows me to do what I already could do? The only benefit I see is that I no longer need to roll the check. Is there anything else that I am overlooking? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() I'm looking for clarification and community insight regarding the Inventor skill feat and how it interacts with the Crafting rules it references. Specifically: Does the Inventor feat require you to spend 2 days of downtime upfront, like the standard Crafting process does in the PFS downtime system? At first glance, I’m inclined to say no. I don't think it is intended that you require a formula for a formula in order to save time, nor do I think it's intended that you are always forced to waste two days. That would just be too bad to be true! But that’s just my take.
Any RAW interpretations, dev commentary, or examples from your tables would be appreciated! ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() I'm looking for clarification and community insight regarding the Inventor skill feat and how it interacts with the Crafting rules it references. Specifically: Does the Inventor feat require you to spend 2 days of downtime upfront, like the standard Crafting process does? At first glance, I’m inclined to say no. I don't think it is intended that you require a formula for a formula in order to save time, nor do I think it's intended that you are always forced to waste two days. That would just be too bad to be true! But that’s just my take.
Any RAW interpretations, dev commentary, or examples from your tables would be appreciated! ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Hey folks! I’ve been playing a kobold rogue with the Snarecrafter archetype in Pathfinder Society for the past couple of years (just hit level 8—woohoo!). I’ve spent a ton of Achievement Points unlocking exotic snares and their formulas, and my build is heavily invested in snares and stealth. I love the concept: sneak ahead, set traps, lure enemies into them, and laugh maniacally from the shadows. When it works, it’s awesome. But… it rarely works. As many of you know, most PFS scenarios are designed to be fast-paced and proactive. Snares, by contrast, are mostly defensive in nature. Even with all the feats and options that let you use them in combat, they’re often not action-efficient or as effective as just sneak attacking twice. In practice, I often go multiple scenarios without using a single snare. It’s frustrating, especially when I’ve invested so heavily into them. A big part of the problem is tactical dissonance. I’ll drop a snare in a likely charge lane and wait for the enemy to blunder into it… but then another PC charges right past it to engage the enemy first, bypassing the trap entirely. I get it—they’re playing their characters—but it feels like I’m being penalized for trying to play mine. Worse still, some GMs don’t really play along either. Enemies “coincidentally” avoid snare placements, even without line of sight or any reason to know they’re there (even mindless enemies seem to somehow wizen up to my schemes sometimes). When I’ve tried to adapt by scouting ahead and laying snares in advance in between encounters, I sometimes hear pushback from players: For the record: I can set up a dozen snares in less time than it takes the party to heal themselves. And I never tell others how to play. I just try to coordinate like a tactician would. But that often doesn’t fly in PFS. So, I turn to you fine people: How do you make snares work in Pathfinder Society?
Thanks for reading and for any advice you can offer. Kobolds everywhere will thank you. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Hey folks! I’ve been playing a kobold rogue with the Snarecrafter archetype in Pathfinder Society for the past couple of years (just hit level 8—woohoo!). I’ve spent a ton of Achievement Points unlocking exotic snares and their formulas, and my build is heavily invested in snares and stealth. I love the concept: sneak ahead, set traps, lure enemies into them, and laugh maniacally from the shadows. When it works, it’s awesome. But… it rarely works. As many of you know, most PFS scenarios are designed to be fast-paced and proactive. Snares, by contrast, are mostly defensive in nature. Even with all the feats and options that let you use them in combat, they’re often not action-efficient or as effective as just sneak attacking twice. In practice, I often go multiple scenarios without using a single snare. It’s frustrating, especially when I’ve invested so heavily into them. A big part of the problem is tactical dissonance. I’ll drop a snare in a likely charge lane and wait for the enemy to blunder into it… but then another PC charges right past it to engage the enemy first, bypassing the trap entirely. I get it—they’re playing their characters—but it feels like I’m being penalized for trying to play mine. Worse still, some GMs don’t really play along either. Enemies “coincidentally” avoid snare placements, even without line of sight or any reason to know they’re there (even mindless enemies seem to somehow wizen up to my schemes sometimes). When I’ve tried to adapt by scouting ahead and laying snares in advance in between encounters, I sometimes hear pushback from players: For the record: I can set up a dozen snares in less time than it takes the party to heal themselves. And I never tell others how to play. I just try to coordinate like a tactician would. But that often doesn’t fly in PFS. So, I turn to you fine people: How do you make snares work in Pathfinder Society?
Thanks for reading and for any advice you can offer. Kobolds everywhere will thank you. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Can you swap the position of two targets with collective transposition? The spells states that their positions must be unoccupied, but if I'm switching them, that means their positions are vacated at the same time and therefore unoccupied when it matters, right? I'm imagining a scenario such as when a bad guy has pushed an ally off a cliff and they're dangling by their finger tips or some such; how cool would it be to turn the tables on said bad guy just as my ally's turn comes around? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() We need to stop using the term "flavor text" in forum debates. The term “flavor text” is often used by players to dismiss sections of roleplaying game rules that they perceive as non-mechanical, narrative, or ignorable. However, this distinction is both unofficial and misleading—and ultimately harmful to rules clarity and good-faith interpretation. According to numerous developers and designers of modern RPG systems (including Pathfinder), all published text in a rulebook is rules text unless explicitly labeled otherwise. Descriptive prose, thematic explanations, and context-setting language are not ornamental—they are part of the game’s intended guidance and mechanics. They inform how rules are meant to be applied and understood in actual play. The idea of “flavor text” as a separate category is not found in most rulebooks. Instead, it originated in internet debates, where it was conveniently invoked to ignore or downplay inconvenient parts of the rules during arguments. This practice fosters selective reading, undermines authorial intent, and leads to unnecessary disputes over what “counts” as a rule. Furthermore, game designers frequently use natural language, tone, and narrative description as part of communicating mechanical intent—especially in systems that rely on referee adjudication or narrative play. Disregarding that language as mere “flavor” strips the game of nuance and results in rigid, out-of-context rulings that do a disservice to both players and GMs. In short:
If we want to respect the game, its designers, and our fellow players, we should treat all text in a rulebook as meaningful—because it is. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() A fighter trains hard with armor and weapons to become a master. A wizard studies diligently to uncover deeper mysteries of the universe. A cleric prays and strives to prove to their deity that they are worthy of greater power and all the responsibility that comes with it. Rogues continually exploit their situation to get the upper hand ever reaching for the next big score, easy mark, or soft target. And then there's the sorcerer...doing nothing. Everyone has a means of increasing their powers and abilities. But what does a sorcerer do to increase their innate powers? Increase their blood? Simply grow older? Relieve wisdom from a potential-unlocking mentor? Put on a montage? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Our party is about to take on a bunch of fey and have been warned to bring cold iron weapons in advance. Unfortunately, the party's two heaviest hitters, an awakened animal rogue and beastkin human animal totem barbarian, rely heavily on their natural attacks. Are there any options in the game (items, spells, etc.) that might allow these two characters to treat their natural attacks as cold iron? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Why don't the DCs for rituals use Spell Rank to set the DC like every other magical spell in the game? Why is it double Spell Rank to get the "level" then use that for the DC? Seems like an unnecessary break from the norm. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Between the streamlined math, intuitive 3-action economy, flexible kitchen-sink setting, and a wealth of clearly written rules and pre-published adventures, Pathfinder Second Edition has made it easier than ever for me to grow and sustain my gaming circles. Not only have I been able to bring in new players and GMs with minimal friction, but I’ve also kept them engaged far longer than with any other system or edition I’ve run. Earlier this year, I wrapped up my first ever full 1-to-20 campaign arc—and it looks like I'm on track to do it again. That’s something we never came close to achieving in previous editions. Pathfinder 2e is head and shoulders above its predecessors in terms of fun, clarity, and long-term engagement. Honestly, I’m not sure we ever would have made it to 20th level without it. If you’ve got stories of your own—about bringing in new players, hosting memorable sessions, or growing the hobby—please share them! I’d love to hear how 2e has helped build your table. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Please share the stories of your favorite pre-Remaster characters and then explain why you believe you can't recapture the magic with a remastered version of the character. For me it was my studious and steadfast cavern elf draconic sorcerer, Riva Sarjenka. She traveled across the Mwangi Expanse, saved a metropolis from an infestation of oozes, freed slaves, started a kingdom and trade empire, and adopted a kobold orphan to fill the void left by her biological daughter's death. Formerly of black dragon descent, none of the current dragons aestheticly or magically match what she had or could do. Also, she was a multiclassed wizard, with tons of utility spells in her spellbook. But with all the changes to the wizard class and with the new sorcerer feats being too good to not take, I have difficulty justifying a similar path for her today. It just doesn't feel the same when I try to rebuild her. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() If I am playing a Large character, such as an awakened animal, and have 10 Strength, how many of me fellow PCs can I carry? I've been looking into Bulk limitations and conversions. It looks like my character can carry 10 bulk without penalty (5 base + 0 strength, x2 for being large). However, she also treats 1 bulk as light, and light bulk as negligible. If there is one other Medium PC and two Small PCs in the party, then that's 6 + 3 + 3 = 12 bulk, which is then converted to 12 L. I can therefore carry all three without any encumbrance penalties save for the extra action costs of PCs riding PCs? Aside from ignoring their potential gear, is that the correct way of calculating it out? Or is it that they are they treated as 12 actual bulk, since all of them are individually more than 1 bulk? In that case, I could still carry them, but would be encumbered, or could drag them instead. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() I'm looking for Pathfinder's most horrifying spells and rituals. Specifically, the kind only a depraved individual would use against their most hated enemies, either to prolong their targets' suffering, or to end it brutally. Bonus points if your suggestion includes elements of body horror! I'll start with a few that have crossed my radar recently. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() There don't appear to be rules for replacing one. What does one do when forced to abandon it; what options are available for replacing it? Or are you just forever out your class ability until you can recover your staff? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() For those of you with actual play experience using Quiet Allies, how much do you feel it impacted your games, or the fictional narrative thereof? I'm familiar with the feat's underlying math and how its benefits are not immediately apparent at first glance. What I'm looking for is anecdotal evidence of its efficacy. Was it fun? Impactful? Seemingly useless? Did it require GM or player buy in to work as you desired? I have had situations where one player would ruin it for everyone because they couldn't wrap their head around the odds of success well enough to prevent them from Sneaking on their own. Please share your experiences. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Cross posting from another thread where it was off-topic. NorrKnekten wrote: - Avoid Notice (Player Core) old but gold: wouldn't this make more sense to have the Secret trait? Ravingdork wrote: Thank goodness it doesn't. Would make it hella difficult to use, what with rolling Initiative and all. Moth Mariner wrote: The Stealth check for Initiative is separate from the Stealth check for sneaking around during Exploration. Ravingdork wrote:
Moth Mariner wrote:
I'm still waiting for a citation, as I can't find anywhere in the remaster where it is explicitly stated a player has two opportunities to fail Avoid Notice. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() The main body text says it returns to you "after a successful throw" whereas the Recovery trait says it returns to you after an unsuccessful Strike. Is a "a successful throw" referencing or otherwise include a Strike? Is it even possible to not have it return (short of being intercepted by an enemy)? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() I know I hit the DC 15, but the GM took one look at the monster and said "Nope--you failed to Aid." This has happened again and again, to the point that I'm considering abandoning Aid as a viable 3rd action at this particular table. I know GMs can adjust the DC for specific circumstances, but to my knowledge, that's not what's happening here. There are no unusual circumstances! Rather, I believe the GM is simply thinking "it's a tough monster" and so raises the DC to be more appropriate to the creature's level. If he declared it as a house rule, I might be able to swallow that bitter pill, but he hasn't. It's just "no, you failed" over and over again. It feels bad in a "the GM is fudging rolls against you" kind of way. How might I convince him to change his ways? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() If my goblin exemplar has the Burn It! feat and is using a Mortal Harvest ikon along with the Energized Spark feat to turn all of his persistent spirit damage into persistent fire damage, does Burn It! increase the persistent fire damage by 1? After all, it doesn't say "You also gain a +1 status bonus to any persistent fire damage you deal [with your fire-based spells and alchemical items]." It seems to be a much more permissive and standalone thought with no ties to the second sentence of the feat's text. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() If my exemplar Strikes a skeleton with a slashing weapon, and substitutes bludgeoning damage for his Spirit damage with Energized Spark, what happens when resistances and weaknesses are applied? Let's say, for example that it is a "brittle" skeleton with Weakness 5 to bludgeoning damage and Resistance 5 to slashing damage and my base damage rolls are 13 slashing and 2 bludgeoning. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() What are some cool combos utilizing the Exemplar class? (NOT the broken multiclass dedication.) What are some interesting ideas you've had for the class? Are there any class guides for it yet? All my searches keep coming up with the Exemplar playtest. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Can you pick up and carry multiple allies with the Bear Allies' Burdens activity of the Skybearer's Belt ikon from the Exemplar class? It says "At any point you are adjacent to a willing ally during the Stride, you can..." so any time that Condition is met, the effect of "pick that ally up, and you can deposit them into a space adjacent to you at any other point during your movement" is permitted, correct? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Transcendence trait wrote: Immediately after you Spark Transcendence, your divine spark is forcefully ejected from that ikon, coming to rest in another ikon of your choice. When exactly is "immediately after you Spark Transcendence?" For example,if I make a Flowing Spirit Strike with my Gleaming Blade ikon, do I get the 2 additional spirit damage per weapon damage die on the two strikes? Or does the ikon lose its immenance power and move to another ikon after I declare my Transcendence, but before the next Strike actions? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() If I use the Clear the Way feat and successfully Shove 5 people, can I Stride the same distance and direction after each success, then after all 5 successes (having moved quite the distance if things fell into place perfectly), I can then Stride up to half my speed again per the Clear the Way feat. Is that correct; is that how it works? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Every scenario I've played to date has granted at least 4, but looking at this one I can only find mention of 2 for the Primary objective. The secondary objective doesn't appear to grant any additional reputaiton. Is there a general rule somewhere that indicates that the secondary objective should also grant reputation for a faction? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() If I have the acid and flaming runes on my fist (due to handwraps of mighty fists or some other effect), are my fist attacks still considered nonlethal? It seems odd to me to be nonlethally burning and melting a victim's flesh. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() What do you believe to be the safest or most promising place on (or in) Golarion? Pretend for a moment that you are a citizen of that world, have the unique opportunity to go anywhere, and the means to begin preparing a new home for the future of your (current or someday) family. Where would you go and why? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() There are a half dozen deities in Pathfinder that have favored weapon "fist." Of those, two offer alternative options. Since many of the abilities that reference a deity's favored weapon make the assumption that they are, in fact weapons, this creates a problematic disconnect since fists are NOT weapons at all. What can be done to emeliorate this problem, so that abilities like an Avenger's Zealous Inevitably or anything using the term "wielding" function as intended? Shouldn't all such deities be errata to provide alternative weapon options? As written faithful of "the way of the fist" are decidedly weaker than their weapon wielding kin which makes playing what would otherwise have been a cool concept feel really bad. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() We all know that unarmed attacks are not weapons, and that abilities that reference weapons therefore do not generally apply to unarmed attacks. But what about abilities like the Avenger class archetype's Zealous Inevitability feat? It requires that you use your deity's favored weapon, but what if said "weapon" is "fist?" Can you not use the feat in that case? Or can you? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
![]() Rival Academies gives us the chrysopoetic curse spell, which creates instantaneous gold from nothing. What is stopping a sin mage (who would have access) from getting a wand of this, then casting it on their pet goose every day until they can afford a second wand, then rinse and repeat until they are generating enough wealth to satisfy their greed?
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