Lizardfolk

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Organized Play Member. 68 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




So I'm running a 2e version of a campaign I'd been planning for a while.

However one of the main core mechanics is going to be involving constructing buildings, settlements and eventually growing into a minor political power.

PF2e has a much nicer more sensible economy, but at glance it looks like using UC rules, I should reduce almost all the costs to 10% of the original to come out similar.

Anybody got thoughts/warnings to share. I'd love some second opinions on this.


As the title suggests.
How do empty spell slots work this edition?
I can't find the rules anywhere for leaving slots open which is a fundamental part of playing a good prepared caster.

Can anybody enlighten me on where the rules are located and what they are?
So far I've just houseruled the 15min prep for a single empty slot.


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Ok so I'm looking for some advice on this problem.

Player wants to play a very cute, naive, book-smart cleric.
So this sounds like a relatively low-wis person, it in fact sounds more like a wizardly type.
She characterised her as a bit of a hippy but also nerdy type.

In pathfinder 2, based on what we know so far, is there a way to maybe play a caster, very very very strong preference for the cleric class, with a strong emphasis on divine magic and supportive class features that doesn't rely on Wisdom?
She wants to play the overly-friendly healer type who is very optimistic and kind, a little flirty and has no idea how the world actually works.
Basically all her actual training and skill as a practitioner of her faith and the associated powers come from studying her holy book and participating in the rituals of her faith. Practically raised by the temple more than any real family.

In my head I can absolutely see this character exist and in PF1 I'd in a heartbeat just use one of the many tricks to make her use Cha or Int to cast spells that clerics have access to but in PF2 I'm clueless if this might be possible.

Important Edit: This is very much a homebrew friendly campaign in my own setting with plenty of custom content.
I will accept answers like "Just make it an archtype/replace class feature thing, do a feat tax, etc" just please do add some detail or make it otherwise constructive rather than dismissive.
Apologies if that sounds very demanding. Thank you very much.
My hard-copy won't arrive till Thursday and I do not have a PDF because I ordered the books on Bol.com for the netherlands as I lack a credit card.
Me and the player in question are already super excited and hoping we can figure something out in advance to hit the ground running and get this new campaign up asap.


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So having dropped out of the playtest relatively early on I've lost a bit of track of where Ancestries are now.
I read about the first major change where they broke each one up into a number of sub-ancestries but that still kind of seemed terrible to me.
Do we have any indication of what sort of Ancestry system will be shipping in the book?
Because the last version I saw is a complete deal-breaker for me with level 1 ancestries being anaemic at best and almost entirely irrelevant most of the time.

Bit of context: Me and my friends love playing some really exotic and strange creatures from time to time but always try to keep them somewhere near balanced with races from the core rulebook and various supplements as measuring sticks.
Races with crazy inherent abilities were not that hard to balance against the powerful core benefits of just regular humans in PF1e.


Heya, I'm playing a level 12 sorcerer who's going to be involved in a large scale naval battle and I'm looking for some scroll advice.

I'm looking for a spell (or multiple spells) to give me long-lasting, high speed, swim speed and water breathing.

So far the best I cam up with was Form of the Exotic Dragon I for a Brine Dragon at 60speed and 1min/level duration. I'm just worried that my obvious bias is causing me to overlook significantly more efficient spells or cheap magic items.

Also suggestions for any obvious or easy ways to sink enemy ships. Skull and Shackles lists Passwall as a solid "make a hole in their hull" tool for example.

I have about 10k gold as budget.


As the title suggests.
I have a new-ish player joining my group and we're already 12 levels in, everybody is really excited and willing to deal with the growing pains. The player herself said she wants to play a character with a whip and lots of fire damage.
In my head this translates to: A Magus with a Scorpion Whip and a bunch of fire spells but I could also see an argument for a Flame Mystery Oracle, Fire Domain Druid, Fire Domain Cleric and Fire Blessing Warpriest.

I'm looking for a class that's easy to use at higher level that can dish out copious amounts of fire damage and has enough feat slots to make a whip work.
Preferably with room for some out-of-combat gimmick or two as my campaign is generally 30% combat or less in an average session.

No need to go in excessive detail but I'm looking for some good places to start building the character with her.
Something with decent to-hit and fire.

For now I instructed her to work on the WHO she wants to play more than the WHAT but I figured asking around for some suggestions at this early stage might already prove useful once she's figured out a bit more.
Not to mention, certain class character archetypes might inspire her.


I am DMing a homebrew campaign for a group of beginners/novices and one veteran player.
We began about a year and a half ago, they are level 6.
Until they hit level 4-5ish they had a helper NPC in the form of a Tiefling Psychic who's fiendish and psychic powers I could keep deliberately vague to make her useful seeming but not very influential in combat. As they progressed I slowly phased her out of the story more and more and eventually she stopped being a presence altogether.
I even OC explained that she was mostly there for some narrative hooks and combat training wheels at the start.

Despite that however, two party members want a support NPC again, both in and out of combat, one party member just wants another regular cast member to talk to and the last party member, the veteran is against a support NPC.
I myself agree with him (the veteran player) but we're having a proper discussion about it tonight.

I found out about this AFTER the players confessed this is what they were doing when they spent an entire session in a tavern talking up bards under the leadership of one of the two strongly pro-support npc players and argued a bard is a relatively subtle influence on combat impact and are now trying to actively recruit a joke character I pulled off the top of my head after needing something for a 1off scene.

Anyway what I'm looking for advice wise is this:
Suggestions for NPC types, classes, intelligent magic items etc that might help.
Preferably something simple that can take care of themselves or doesn't need active looking after and doesn't just stack a bunch of floating combat benefits like a Bard.

Unfortunately disembodied necromancer spirit trapped in a jar is off the table as I have used that one in a previous campaign.


Ok, not really a Conundrum but I used that word for alliteration.

I am going to be playing a Carrion Crown Campaign and I would like to pose a few simple questions in regards to class selection WITHOUT SPOILERS.

Say I want to play a Mesmerist, they do not get the ability to mess with undead, slimes and constructs till 3rd level.
How hosed are you levels 1 through 3 in CC? I don't want to be completely (or borderline) useless in combat at the start.
Should I just play a psychic with a charisma discipline instead to get the same sort of feel? They can mess with undead from level 1 already.

If neither sounds like a good option, feel free to suggest another class that uses Charisma as main or secondary like Sorc, Oracle, Swashbuckler (not bard/skald, we got one of those)
Reason why charisma? we need a party face, and our Skald isn't going to cut it, also I like playing face.

Once again I would like to stress, please avoid spoilers in your responses.


I'm looking for a full BAB appropriate way to get as much of the flavour and mechanics of a warrior endowed with heavenly power.
Preferably with charisma based powers.

Warpriest gets really danged close but slips up on the BAB and wisdom, fighter is too restrictive for supernatural power and I hate Ranger as a class. Maybe Swashbuckler with some divine jazz mixed in somehow?

I'd like to avoid houserules as much as possible but that doesn't mean some minor infractions on normal PF rules aren't useful as suggestions, just please come with a better option than "just play a paladin and ignore the alignment requirement."

Thank you in advance


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Evolved Companion and Spirit's Gift are two new feats in the ACG that can modify animal companions.

The question involves if these feats are legal AND/OR "harmless/balanced" enough to apply to a cavalier's mount.
Thoughts on the legality or balancing of this?
Was it most likely an intended feature of the feat to not list the Mount class feature?


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I was wondering if I could get some advice on making my Tiefling Fighter (Hungerseed so +2str/wis -2cha) get some SLAs or just little dabbles of magic without level dips.
Get just a hint of the Ogre Magi feel into the character.
I suppose I could take bloodline feats but that requires a heavy investment in Cha I'm not willing to make, are there any interesting alternatives? it's more a flavour thing than a character optimization thing.

Edit: Some key info
20 point buy, starting at level 1, doesn't need to be immediately available at level 1. 2 traits. nothing 3rd party.

Thank you in advance.


So I plan on running a special sort of side-campaign alongside my current one with one or two players, the idea being that they use the KingMaker/Ucam rules to run a major kingdom in the same campaign world the other party is inhabiting.
I want to give the player(s) the clout to solo/duo effectively normal adventures but I'm worried they might not feel like Gestalting much.

Anybody have any concepts for deliberately overpowered version of my standard classes? like say a Sorcerer with earlier spell level access and innate metamagic.

I got some ideas for building stuff myself but I wonder what's already out there that might be designed for deliberate high-power play.