Ricksnest's page

19 posts. No reviews. No lists. No wishlists.




There are a number of monsters weak or vulnerable in someway to sunlight. However, in PF2E, I don't see anything that directly says its sunlight. Even spells and items with it in the name only mention "light", "bright light", "dim light", "fire damage" or "good damage". In PF1E there was specific references to daylight and sunlight for spells and items. My question is, in PF2E what qualifies as sunlight? For example, is "bright light" counted as "sunlight" for the purposes of determining if a specter is effected by sunlight powerlessness.


There are a number of monsters weak or vulnerable in someway to sunlight. However, in PF2E, I don't see anything that directly says its sunlight. Even spells and items with it in the name only mention "light", "bright light", "dimlight", "fire damage" or "good damage". In PF1E there was specific references to daylight and sunlight for spells and items. My question is, in PF2E what qualifies as sunlight? For example, is "bright light" counted as "sunlight" for the purposes of determining if a specter is effected by sunlight powerlessness.


3 people marked this as a favorite.

Crafting, is still broken in one regard, even with the treasure vault. You are still working for no compensation for "x" number of days (4 in the core rulebook). The standard argument is that 4 days is the cost of access to the item but this argument has a flaw. The formula and material cost is the cost of access to the item. Time should be paid for every day you work on crafting an item at your established earned income rate. So if you are crafting 4 3rd level scrolls and finish them in 4 days, your cost should be 120gp each minus 4 days of your earned income. This is a minor tweak and will not harm game balance but it does allow a crafter to earn income equal to someone working at another job and not give their first 4 days away for free.

Crafting is not a way to get rich. In fact, right now it earns less than any other side job because you are giving some amount of days away for free (4 in the core rulebook and 1-6 under the alt rules). In a correctly balanced system, crafting should be the most profitable of the possible "professions" because it costs you feats and skill increases that either mostly or completely are income generators. As it is, if you are crafting magical items, for example, you have at least one feat used up for magical crafting and you are earning less per day than anyone doing anything else.

Bottom line is that investments in crafting are a losing proposition. Maybe in a campaign with no access to appropriate leveled gear it is a necessary evil, but it is an evil nevertheless.