Tordek

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Does anyone use house rules for simplifying stealth and perception? I find the RAW complicated and difficult to track--especially when a lot of creatures are involved. Each creature can have a different status (unnoticed, hidden, etc.) in relation to every other creature and I just don't want to deal with tracking all of that. Has anyone found a good way to simplify this aspect of the game?


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The most recent ICv2 report states that PF2 sales are "strong," "better than expected," and second only to D&D. Seems like a good sign, although the report only covers through the end of August.


This came up in my game today and I couldn’t find an answer. One of the PCs (a Rogue) chose the Minor Magic feat which gave him 2 cantrips from a magic tradition of his choice. He chose Primal. Questions:

1. For purposes of Spell Attack Bonus and Spell DC, is he considered Trained with these cantrips?

2. What attribute bonus should he use to do these calculations? We just went with Wisdom but had no idea if this is correct for Primal spells.


What is happening with regards to the availability of this book? I pre-ordered it from Amazon several weeks ago. The estimated release date was September 10th. Yesterday, I got an email from Amazon saying the release would be delayed until October 10th. Now, I am hearing rumors about the need for a reprint. Does anyone know what is going on with this book and why it seems to be so difficult to get a hold from 3rd party sellers compared to other PF2 books? Did Paizo significantly under-print the first printing and ran out on the release date? Has anyone who ordered on Amazon received their copy? Any insights would be appreciated.


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I created this quick reference sheet summarizing all of the PF2 weapon and armor traits and thought others may also get some value from it. This information is not on the Paizo GM's Screen but comes up frequently in play.

Pathfinder 2 Weapon and Armor Traits Quick Reference


I am unclear how to apply the following sentence from the Treat Wounds skill action:

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.

Does this mean after 6 successful Treat Wounds checks (10 minutes each = 1 total hour of treatment), additional Treat Wounds checks are twice as effective at restoring HP?

For some reason, this sentence isn't clear to me. Thanks to anyone who can help clarify the intent of this rule.


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...on Reddit.

Link


In a low-level game, my players recently came upon a trap (triggered by a pressure plate) that blocked a corridor which is the only way forward in a dungeon. The rogue in the party detected the trap and tried to disable it. He failed by 5 and the rules say that the trap is triggered and he cannot try to disable it again. I ruled that he had to make a reflex save to avoid being caught by the portcullises that came down from the ceiling as a result. He made the save and was still safely on one side of the corridor trap. The trap reset after a few minutes and he wanted to try disabling it again--now that he knew how it operated. According to RAW, it seems like this isn't possible because he cannot try again after failing by 5 or more. The players need to get by the trap to continue the adventure. I suppose they could find some creative ways to get across it (e.g. build a bridge that doesn't touch the pressure plate, block the portcullises somehow, etc.), but it does seem strange that disable device cannot be attempted again, especially after the rogue has seen the trap in action. Any thoughts on this? Am I applying RAW correctly by not letting the rogue make any further attempts?