Skull

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In PF1 the static AC was 10 so the idea was a monster with a super high AC could still be fought if your friend helped. The other situation was to give AC to the fighter so they could stand toe to toe.

Correct me if I’m wrong but now you have to actually also hit the monsters real AC to get the benefit? How does this help anyone?


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In the Bestiary under Clay Golem, “Harmed by Cold and Water: Any cold or water magic that targets the golem causes it to take 5d12 damage instead of the usual effect. “ So (3) Ray of Frosts to autokill ftw?


I mean are we are going to simplify everything just for the sake of simplifying? I am excited in one sense because I hoped PF2 would make it easier in leisurely play but starting to get cross-eyed in another wondering how stuff that was basic in PF1 got erased or mostly lost in the shuffle.


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Is there no way to use the arcane skill in combat to identify a just cast spell or is there a new spell lore skill that deals with this? Taking an hour to identify a spell effect is ok in exploration mode but what about encounter mode?