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My favorite is Gnome so far. I like the speak with animals/familiar feats and their 9th lvl healing feat is pretty awesome.

Also the new Ancient Elf where you get a class dedication at 1st level as a heritage is pretty damn impressive.


Assisted Recovery ...

How does this work ? Say the person is on fire and someone throws a waterskin over him. Does this grant the burning PC ...
1) an immediate DC 15 flat check before you take damage
2) a bonus to your end of round save with improved recovery DC 10
3) both ?

ASSISTED RECOVERY
You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use
Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.
The GM decides how your help works, using the following examples as guidelines.
• Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
• Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
• Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.


For myself, I don't think it unreasonable to think that a healer's kit is necessary. It is Battle Medicine. Medicine, aka Treat Wounds needs healer's tools etc.
As far as hands required, Battle Medicine uses the manipulate trait., so 1 hand would seem to be logical here. Perhaps the kit holds a particularly effective adrenaline / steroid booster that is injected into the injured creature. Using this more than once per day would hove toxic side effects. Seems reasonable.


Healer's Kit
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.

Expanded healer’s tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.

So ... Pathfinder 2E healer's kit has unlimited use? In previous editions the kit usually had 10 charges. From the description here you could read that the kit has perpetually renewable components and never needs to be refreshed or updated. How do your groups play this?


I don't think it would be unreasonable to allow the save perhaps (game mechanics and all - meh), but to use P2E's success rule. If you are unconscious or paralysed your save is one degree worse than your roll perhaps.


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Pathfinder 2E Condition
Paralyzed
Source Core Rulebook pg. 621
Your body is frozen in place. You have the flat-footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you can’t Seek while paralyzed

D&D 5E Condition
Paralyzed
A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
The creature automatically fails Strength and Dexterity Saving Throws.
Attack rolls against the creature have advantage.
Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature

I must admit the 5e condition seems must more realistic


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Just read up on Stamina & Hit Points from Starfinder. That's a cool idea. Hadn't come across that before. I like how Stamina represents your endurance, whilst HPs are you taking actual damage. Shame they didn't go with something similar for P2e.


hmm, I also noticed that Treat Wounds appears to completely remove the Wounded condition.

That's pretty awesome. Means you go into every encounter with 0 Wounds. Kinda odd tho that Treat Wounds removes the Wounded condition but magical healing doesn't appear to from anything I have read so far.


Gaming sessions at my table can be a tad erratic as for how long they last. I hand out hero points ...
Campaign starts all players awarded 3 Hero Points.
Defeat a boss 1 HP awarded.
Survive a Deadly encounter 1 HP awarded. I think that is pretty damn heroic :)


Up until recently I have been a 5E DM - so this whole unlimited mundane Treat Wounds phenomenon was a tad jarring. Still, I am seeing some fairly considerable support for the idea here :)

I must say, the ability to do some impressive muggle healing is considerable. My players just hit 3rd level. 2 of the 4 party members have picked up the following feats & skills. They can now do ...

Expert Medicine DC 20, heals 2d8+10
Ward Medic, can now treat 2 patients
Continual Recovery, Treat Wounds every 10 minutes.
Battle Medicine, 1/day encounter heal

So, generally speaking if they succeed on the DC skill checks and they both have Medicine +9 this will allow them to fully heal a PC within about 20 minutes. Damn impressive. Still, from reading over everyone's replies this seems to be a core mechanic and just a general assumption for Pathfinder. Good to know. I appreciate everyone's jumping in and giving their views on this. It certainly changed my first opinion on the subject. LOL

Will be interesting to watch and see how this plays out in the longer campaign as they enter chapter 3 of Plaguestone and then Hellknight Hill.


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So ... Treat Wounds. How do you play this ability in your games. As RAW or with some house rules attached.

As written it would seem you can just Heal a PC every hour for 2d8 hps, or every 10 minutes with a feat. This seems slightly excessive. What's the point of healing magic if in 20 minutes my healers kit can restore someone that just took a sword through the chest. Some stitches & a bandage and you can do heart surgery and restore someone to full health. That's an impressive healer's kit !

Just wondering how everyone runs their games with this as a consideration, as from what I can see this has been incorporated as core rules for P2.


If you go an ancient elf you could get your druid dedication at first level as a heritage.


Catfall maybe very situational, but the higher the level the PCs progress, the more likely it is that an NPC can Sparta kick them off a cliff or an elemental will whirlwind them into a spiked pit. It's just one of those skills that altho it comes up infrequently can be the difference between taking no damage or being severely smashed up or deaded !


I agree that Search seems to be the Default mode. Everything else is very situational. Search however is applicable always, especially if time is not really a factor. So what if your only moving at half speed. If your party has 4 times as many chances to spot a lethal trap, it's worth it. My players certainly think so. As soon as they enter a contested area / dungeon etc, they go straight to Search mode.


Looking over the various exploration options, why would you choose anything but Search ? Is there any reason all four PCs can't choose the Search option and get 4 chances to roll for traps?


I've noticed pretty much all my PCs go to legendary in Acrobatics if for no other reason than to get Catfall. It seems very popular. It seems an almost must-have pick.


So, the PCs are about to encounter some minor air elementals soon and I noticed that elementals don't have any resistance to damage any longer ? Is that right ?
How does a non-magical sword inflict damage on a column of air ?

It made me do some browsing of the Monster Manual, and I notice that demons also lost their damage reduction. Normal weapons deal damage to them as well. It would seem that resistance is a very rare thing in P2. About the only creatures that seem to still have it are spectral undead and golems.


So is there any way the 'shield' could stop an acid flask from hitting you?


Is persistent damage considered a CONDITION ?


How does the shield cantrip work against someone throwing an acid bomb. The bomb only does persistent damage, so I wouldn't think the shield's hardness would have any effect ?


About the only decent thing Alchemist dedication gets you are elixer's of life. Unfortunately, because you only get 1st level elixers they aren't that great. I believe at lvl 6 you get a feat to upgrade your pots to lvl 3, and at lvl 10 to half your lvl.

Sp, you can't get the lvl 5 healing elixers until you are 10th level unfortunately :(


Not a huge fan of the arbitrary nature of hero points. Had a play and pinched some stuff dark heresy.
Thoughts ?

Basically each campaign a PC starts with 3 hero points. You get a hero point back at the start of each chapter of a campaign. If you use a hero point to save you from death your max points are reduced by 1.

Hero Points

Heroic characters are unusual individuals with abilities, backgrounds, and experiences well beyond those of ordinary citizens or creatures of their race. More than anything, the role of Fate in such an individual’s life is what separates them from the masses.

All characters begin play in a campaign with 3 Hero Points (also known as Fate Points). For some, these Fate Points represent destiny, a sign that a higher power has marked them for greatness. For others, Hero Points may be the benefits of a powerful and magical bloodline, a faerie godmother, a dark pact or some other supernatural occurrence.

Using Fate Points

Fate Points allow an individual to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting.

Hero Pints have a limited pool, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character’s own Turn or in reaction to the action of another character.

Spending a Fate Point is a Free Action.
Spend one Fate Point allows you to do one
of the following:
• Re-roll a failed check once. The results of the re-roll are final.
• Add an extra Degree of Success to a test. This may be chosen after dice are rolled.

Burning Fate

Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a hero’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one.

The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a disintegrate and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious. In more extreme circumstances, such as being trapped on a skyship during an arcane drive implosion, it is up to the player and the GM to work out just how the character survives.

Gaining Additional Fate Points

Heroes are awarded additional Fate Points as the main adventure reaches certain milestones. They can at the DMs discretion also be rewarded for particular acts of heroism.


My players are currently running through Plaguestone. They started the adventure at 2nd level as their 1st level adventure was "crypt of the everflame".

We just had our 1st PC death. Our ranger died in the battle with the blood ooze and "the sculpter".

Unfortunately he is not taking his PCs death very well. How do you as DMs handle the Death of your PCs in the early levels where resurrection is problematic?

Also, how tough have you found the new Pathfinder 2 adventures. Some of the fights & traps have been pretty tough even for 2nd level characters.

So far a crit on a spear thrower trap dropped a PC in a single hit. If he had been 1st level it would have killed him from mass damage. A couple of the monsters and encounters have also been tough fights. Just curious how everyone else's experiences are like?


So, on a crit the acid flask would do 2d6 persistent dmg per round then until the DC 15 flat check was made?


Page 544, under the SPLASH chapter ...

For example, if you threw a lesser acid flask and hit your target, that creature would take 1d6 persistent acid damage and 1 acid splash damage. All other creatures within 5 feet of it would take 1 acid splash damage. On a critical hit, the target would take 2d6 persistent acid damage, but the splash damage would still be 1. If you missed, the target would take 1 splash damage. If you critically failed, no one would take any damage.

So, does this mean an acid bomb would inflict 2d6 persistent acid damage per round unless you made your DC 15 Flat check ?


Page 544, under the SPLASH chapter ...

For example, if you threw a lesser acid flask and hit your target, that creature would take 1d6 persistent acid damage and 1 acid splash damage. All other creatures within 5 feet of it would take 1 acid splash damage. On a critical hit, the target would take 2d6 persistent acid damage, but the splash damage would still be 1. If you missed, the target would take 1 splash damage. If you critically failed, no one would take any damage.

So, does this mean an acid bomb would inflict 2d6 persistent acid damage per round unless you made your DC 15 Flat check ?


PAGE 544 under SPLASH Damage ....

For example, if you threw a lesser acid flask and hit your target, that creature would take 1d6 persistent acid damage and 1 acid splash damage. All other creatures within 5 feet of it would take 1 acid splash damage. On a critical hit, the target would take 2d6 persistent acid damage, but the splash damage would still be 1. If you missed, the target would take 1 splash damage. If you
critically failed, no one would take any damage.

So, does this mean that a critical hit with an acid flask would be 2d6 persistent damage per round unless you succeed on your DC 15 Flat check at the end of the round ?


ELEMENTAL WRATH FEAT 1
ELF
You are so attuned to the land that you can call forth a bolt of energy from your
surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.

So., does " except the spell has only verbal components " mean the cantrip is 2 verbal actions, or is it just a single verbal action?


In the past a spellcaster was limited in what level spells they could cast by their primary statistic. Is that still a thing ?

Can say a cleric with 12 Wisdom cast 9th level spells ?


The only issue I see with companions & familiars using magical items is this ...

Player Characters get 10 investment points. What determines who / what gets investment points ? Do monsters ? Dragons ? familiars or companions ?

If a creature has investment points, then it follows they should be able to use magical items.


In the Playtest there was a spell duelist gloves & wand. They do not seem to have made it into the P2 core rule book however ?

Of course, given the odd way they have categorized the items it is possible I have missed them in there somewhere?


This still makes no sense to me. So if I fireball 17 people they each take +3 damage from a level 3 fireball, but if i magic missile 3 people with a level 3 magic missile, they only take +1 dmg each ???

This feat needs some serious errata


So, if you shoot a level 3 magic missile at 3 different creatures you get +3 dmg per creature?


The Feat:
Dangerous Sorcery: Feat 1, Sorcerer trait.
Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level

So, my Question is: If you cast a spell like magic missile or a similar spell that fires multiple bolts / missiles ... Does the damage apply to the spell once or per bolt / missile ?


You need to be at least trained in Academia lore to know what a Provost is and how their job relates to your job.
I think that's actually Expert. I'm Trained in Academia Lore and I can't answer that question.

"LOL"


What information does "academia" provide?


Runestone of Power ITEM 11+
RARE CONJURATION EVOCATION MAGICAL
Usage worn; Bulk -
Activate ˃ somatic
A runestone appears as a small stone you can grasp in the palm of your hand, upon which is carved an eldritch rune. Anyone with the required training upon speaking the runes name can invoke the runestone’s power. To be able to command the power of a runestone one must be trained in the feat eschew materials. Once activated, the rune transfers from the stone to the creature holding the runestone rendering the runestone nonmagical. The rune of power becomes branded in golden script upon the flesh of the palm of your hand. It glows with a faint golden radiance and radiates a gentle warmth whenever you have available focus points.
A lesser runestone of power grants 1 bonus focus point and your focus pool maximum is increased by 1. Whenever you take the refocus action you regain 1 additional focus point.
A greater runestone of power grants 2 bonus focus points and your focus pool maximum is increased by 2. Whenever you take the refocus action you regain 2 additional focus points.
Additionally, when you cast a spell, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level plus your attribute modifier.
Lesser; Level 11
Greater; Level 18

Aeon Stone ITEM 11+
RARE INVESTED
MAGICAL TRANSMUTATION
Usage worn; Bulk -
Type adamantine sphere.
You can invoke and raise a magical shield of force from the adamantine sphere. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the force shield is in effect, you can use the Shield Block reaction with your magic shield. After you use Shield Block, the force shield ends and you can’t invoke it again for 10 minutes. Unlike a normal Shield Block, you can use the force shield’s reaction against the magic missile spell. A lesser adamantine sphere has a hardness of 15, a greater sphere a harness of 25.
Lesser; Level 11
Greater; Level 20

Satchel of Healing ITEM 4+
CONJURATION HEALING MAGICAL
Usage worn; Bulk 1
Activate ˃ Interact
This well-worn physician’s bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer’s kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period.

A type 2 or better satchel of healing contains self-binding tourniquets, enchanted smelling salts, alchemical blood cleansers, specialized antitoxins, and other magical tools to help a dying patient recover. The user gains a bonus on the amount of hit points healed and an bonus to their Medicine skill checks.
Type 1; Level 4; Price 60gp;
Type 2; Level 8; Price 420gp; Heals +1d8; Medicine skill checks +2
Type 3; Level 13; Price 2,300gp; Heals +2d8; Medicine skill checks +4


Some items I am putting into my campaign. Advice appreciated.

Ring of Magical Discernment ITEM 4
INVESTED MAGICAL DIVINATION
Usage worn; Bulk -
This ring is made from white gold and is covered in esoteric arcane symbols. While wearing the ring you gain a +1 item bonus to Arcana skill checks.
Whilst wearing this ring whenever you cast detect magic you discern information as if you had cast the spell as a fourth level spell.
Price 85 gp

Aeon Stone ITEM 10+
RARE INVESTED
MAGICAL TRANSMUTATION
Usage worn; Bulk -
Type adamantine sphere.
This small adamantine sphere is engraved with a geometric pattern of hexagons. The sphere projects a faint force barrier about its bearer which provides a bonus to armor class.
Once per round it can be activated using a reaction. When activated, the force barrier momentarily strengthens, deflecting an amount of damage equal to the barrier’s hardness. The force barrier is effective against all types of damage except mental.
Type 1; Level 10; Hardness 5; AC +1
Type 2; Level 15; Hardness 10; AC +2
Type 3; Level 20; Hardness 15 AC +3

Belt of Many Pouches ITEM 3+
CONJURATION EXTRADIMENSIONAL MAGICAL
Usage worn; Bulk 1
Activate ˃ command, Interact
This broad belt seems to be nothing more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front. In fact, up to a total of sixty-four extradimensional pouches can exist in the belt, with seven more "behind" each of the eight readily apparent ones. Each pouch is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 1 bulk. Though the pouches can hold a great amount of material, an object still needs to be able to fit through the opening of the pouch to be stored inside.
In addition, if the wearer has a familiar, any pouch can hold it no matter what its size or weight. The familiar has no need for food, water, or air while inside the pouch, but any other living creature of suitable size placed within a pocket has enough air for only 1 minute, after which it suffocates.
While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a 1 action.
Type 1; Level 3; Price 50gp; Capacity 8
Type 2; Level 6; Price 250gp; Capacity 16
Type 3; Level 10; Price 750gp; Capacity 32
Type 4; Level 12; Price 1,600gp; Capacity 64

Runestone of Power ITEM 11+
RARE CONJURATION EVOCATION MAGICAL
Usage worn; Bulk -
Activate ˃ somatic
A runestone appears as a small stone you can grasp in the palm of your hand, upon which is carved an eldritch rune. Anyone with the required training upon speaking the runes name can invoke the runestone’s power. To be able to command the power of a runestone one must be trained in the feat eschew materials. Once activated, the rune transfers from the stone to the creature holding the runestone rendering the runestone nonmagical. The rune of power becomes branded in golden script upon the flesh of the palm of your hand. It glows with a faint golden radiance and radiates a gentle warmth whenever you have available focus points.
A lesser runestone of power grants 1 bonus focus point and your focus pool maximum is increased by 1. Whenever you take the refocus action you regain 1 additional focus point.
So long as you have at least 1 focus point, whenever you cast a spell you can draw a glowing rune as a somatic action to empower the spell gaining 1 additional dice of damage. For example, if you had cast a fireball you would cause 9d6 damage; if you had cast magic missile, each missile would cause 3d4 damage.
A greater runestone of power grants 2 bonus focus points and your focus pool maximum is increased by 2. Whenever you take the refocus action you regain 2 additional focus points. In addition, you can empower your spells gaining 2 additional dice of damage.
Lesser; Level 11
Greater; Level 18


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Basically as written... if you have 2 belt pouches.
In pouch 1 ) a full wineskin.
In pouch 2 ) 70 days of rations :)


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Something I just noticed -

1 full waterskin is 1 bulk

1 weeks of rations if L (bulk) - my understanding is 10 x L (bulk) = 1 B
so... 1 bulk of rations = 70 days of rations ?

Bulk system just fails here LOL

Go back to imperial, at least that made sense !


I guess you could think of Battle Medicine as a suped-up steroid / adrenaline hit as it is used in combat and happens really fast. More than once per day and the person risks an Overdose :)


Personally I think one use of treat wounds per encounter is fine.

Don't see how that is more powerful than RAW when Treat Wounds can be used continuously every hour or 10 minutes with the "recovery" until fully healed.


I have house-ruled that Medicine / First Aid only applies once per encounter per individual.

Basically it reflects how much healing someone can tend to after a fight. Bandage / stitch wounds; savle sore muscles, etc...

Any damage left over needs time or magic to heal.


That's what I thought, but one of my players was saying you needed to take a separate Stride action. Thanks.


You push an opponent away from you. Attempt an Athletics check against your opponent’s Fortitude DC.

Critical Success You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.

Success You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.

Critical Failure You lose your balance, fall, and land prone.

So - my question is ...
" You can Stride after it, but you must move the same distance and in the same direction. "

Is this part of the shove action, or a separate action?


Thanks :)

Our first few rounds we were attacking with disadvantage, but realised that was 5e. LOL


Are there any penalties for using ranged attacks within a creatures reach ?


Anyone know what the ruling is for unarmed strikes vs. oozes?

In our last session a monk went fist to ooze with his unarmed strikes against a gelatinous cube, and I was curious if he should be taking acid damage from sinking his fists into the ooze?


Ah, so "by determining your proficiency" that would be referring to whether you have the proficiency in those weapon categories via your class ?

Hmm, yeah ok. That makes sense.

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