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With raging thrower does your Instinct rage bonus apply to any thrown weapon you hurl at something?
Raging ThrowerFeat 1
Barbarian
Source Core Rulebook pg. 88 2.0
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Is there any reason you couldn't use Twin takedown with Wild Morph claws ?
Can you wield a Large weapon (eg., greatsword) in each hand ?
If your raging can you use 'moment of clarity' to use hunters prey?

My Query is if a raging barbarian makes a long jump wearing boots of bounding that has the Raging Athlete feat...exactly how far can he jump in total and per action?
Are you limited to how fast you can jump by the distance of your movement speed? So if Mr Barb has Speed 30 can he jump only 30 feet per action, and if he rolls say a nat 20 and can potentially jump 40 feet in his first action does he jump the 40 feet in 1 action or complete the jump with his 2nd action.
Also, can you attack mid-jump?
Raging Athlete
Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet
BOOTS OF BOUNDING
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.
LONG JUMP
You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed.
I have a query concerning the mechanics of Rage / Instincts & specialization
I assume to gain the specialization bonuses you need to be raging...
Also, does the INSTINCT replace the base ability, or do they add together?
Weapon Specialization LEVEL 7
Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.
INSTINCTS
Specialization Ability LEVEL 7
When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using spirit rage to 13.
Also...
Spirit Instinct
You resist negative damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.
Query- Would an arcane, divine..etc.. spell cast by an undead also be included in the resistance?
Say a Giant Snake grabs a Fighter in its coils. If the snake moves away with the fighter grabbed in its coils does it provoke an attack of opportunity ?
One thing I would definitely like to see for both classes are focus recharge feats, preferably on the same level as a Monk with the ability to recharge all 3 focus points. Considering they have such limited spellcasting, this would be nice to have.
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I have been trying for some time now to make a decent Magus. Love the idea. Just not happening tho. The requirement to make a 2nd attack roll for the spell to work is just sad. Spellcasters hardly ever hit anyway with their crappy proficiency, Magus is even worse.
Best I have come up with so far is Archer / Magus.
With haste, you can use Double Shot & Electric Arc.
+1 bow, you'll get 2d8 + 2d8 + ( 3d4+3 save 1/2 ) - possible at 5th level.
level 14 they get focus haste, which would help a lot - but they is a long way off.
Slide casting is really nice - just having trouble creating a decent build around it.

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Probably my biggest gripe is that they are consistently several levels behind the curve with their attacks rolls. When they are trained every other class is master for at least 2-3 levels. The wizard in my group has got to the point where he is considering re-rolling a fighter as he sometimes goes through an encounter without hitting anything ! and the cleric has turned into a healbot and just leaves the fighting to the barbarian and ranger.
My second gripe on casters is where martial classes get magic weapons to increase their hit chances and are doing significantly more damage than the poor wizard ever does. Even breaking out a fireball can be just plain embarressing. Last game he hurled a fireball for 14 damage, all the enemies saved but one ( because the DCs for casters suck LOL) so they took a whopping 7 dmg ! :( So much for the spellblaster, seems a thing of the past that's for sure.
Has anyone had any success or have some pointers for my wizard, because I can't see him playing the class much longer ? ...
My favorite cleric is Elven cleric with longbow and ranger dedication for hunted shot
I had assumed so, but my player who has a ranger thought differently. Good to see some additional opinions on the subject. Thanks :)
I assume you can only use Hunted Shot against a target you have chosen with Hunt Prey?
Ah.. I just came across this. It seems to pretty much answer my question as a big no then !
"If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties"
If the character is wearing +1 handwraps of striking and turned into a Cat, would that mean they would get +1 Atk and +2d6 damage for +10 Atk & 4d6 dmg ?
A lot of interesting bits in there. Some things that leapt out for me; Aasimar seem like they will be a popular choice, witches look interesting, some very nice Archetypes, and clerics get a new feat called magic hands that is pretty awesome :)
MAGIC HANDS FEAT 6
CLERIC
Prerequisites Healing Hands
The blessing of your deity heightens your healing ability,making your mundane healing work as if by magic. When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.
If the character is wearing +1 handwraps of striking and turned into a Cat, would that mean they would get +10 Atk and 4d6 damage ?
So ... a magical bow means that any normal arrow fired from the bow is considered magical for the purposes of damage reduction ?
So ... Say you have a +1 Bow. Are the arrows it fires considered 'magic weapons' for the purpose of damage resistance or do you need actual magic arrows ?
So.. My pcs just encountered their first rust monster and I had to totally wing part of it as I could not find any definitive rules during my quick search (or search after the game) regarding solids rules for item gamage and magical items in particular.
I ended up using the rules for cold iron and gave the 2-handed sword 40 hps. It took 14 hp dmg, so I said they could get it repaired back in town and that it was still usable.
Any pointers to where there are guidelines for this?

A player of mine has picked up the focus spell
"Draconic Barrage"
You shape energy into one incorporeal tiny dragon (or
serpentine creature) that flits around you. The specific dragon
is random; roll 1d6 on the table below for each dragon evoked
to determine which type of dragon you create. While the spell
persists, you can command one of your dragons to spit a missile
of energy at a creature within 60 feet by using a single action,
which has the concentrate trait. This is a ranged Strike that
uses your spell attack bonus and deals 1d6 damage plus your
spellcasting ability modifier, with the damage type depending
on the dragon. A dragon’s breath Strike uses and contributes to
your multiple attack penalty. Once a dragon has used its breath
Strike, it winks out of existence; when you have no dragons
remaining, the spell ends.
Heightened (+1) You shape 1 additional dragon, and the Strike
damage increases by 1d6.
My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
It says it is a Ranged Strike so I am assuming it it -5 ?

A player of mine has picked up the focus spell
"Draconic Barrage"
You shape energy into one incorporeal tiny dragon (or
serpentine creature) that flits around you. The specific dragon
is random; roll 1d6 on the table below for each dragon evoked
to determine which type of dragon you create. While the spell
persists, you can command one of your dragons to spit a missile
of energy at a creature within 60 feet by using a single action,
which has the concentrate trait. This is a ranged Strike that
uses your spell attack bonus and deals 1d6 damage plus your
spellcasting ability modifier, with the damage type depending
on the dragon. A dragon’s breath Strike uses and contributes to
your multiple attack penalty. Once a dragon has used its breath
Strike, it winks out of existence; when you have no dragons
remaining, the spell ends.
Heightened (+1) You shape 1 additional dragon, and the Strike
damage increases by 1d6.
My question is, what is the multiattack penalty if you fire more than one 'dragon missile' per round?
It says it is a Ranged Strike so I am assuming it it -5 ?
So... Relics ...
At first glance the idea seems very cool. Looking over the abilities provided some are not bad. The damage of the varies abilities tho are even worse than cantrips.
Ex .. Flare bolt = 1d6 / 2 lvls. So at 10th lvl your doing 5d6 dmg once per round. Why bother ?
I just finished browsing the GameMaster Guide. Some really nice content in there.
I am definitely going to have some fun with RELICS :)
The additional HAZARDS look good and the magical item QUIRKS look like a lot of fun.
Deck of Many Things - I have this really ornate & cool looking metal d20 - it has a very eldritch demonic look to it :)
Thinking of introducing it as a DoMT's minus the Void & Throne cards. Roll the dice get a card. Could be fun !
STAMINA - This looks interesting. I am definitely going to give this a trial run and see how it plays out. I like the feel of it. How only a core % of your hp's represent physical damage.
Source Core Rulebook pg. 210
Frequency once per day
Prerequisites arcane bond, arcane school
You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.
How does this feat work for a Universalist Wizard?
Anathema
Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.
So ... Ted the barbarian finds a corpse with all manner of cool loot. Is taking the dead guys stuff considered "Disrespecting corpses" ?
Given what I know of the Hellnights now, they remind me a bit of the knights from the Elenium series. Sparhawk and his fellow knights were a bit of a rough bunch lol
From my first read I figured being a knighthood that follows Asmodeous they must have been a bunch of evil bastards. Not so much the case now that I have done some more research into them. A very grey bunch. Reminds me of the Clergy of Helm from some of the Realms novels. Some of those characters could be righteous bastards !
Still, I would hate to live in a realm governed by Hellknights. Argh. Cheliax seems like a pretty s#ty place to live. Great to be at the top of the pyramid, sucks to be everyone else...
Shisumo wrote: FedoraFerret wrote: Order of the Nail are pretty much colonialists most than anything, and that's something I tried to play up. One of my parties actively decided to bring him along to try and redeem him. They're failing to do so, but they at least made friends with him and have given him some perspective on "not murdering goblins and warg puppies." My Alak wasn't especially interested in murdering the goblins, but when he learned that Breachill had a goblin ambassador, his response was, "Oh, you're civilizing the goblins? I wouldn't have thought it was possible, but very good work!"
My players were all trying not to shudder at his, ah, "praise." Absolutely love that LOL.
So going to use it in my campaign. Thanks :)
Huh SO Hellknights are more LN that evil Asmodeous worshipers. Have to do some background research on the order. Only a recent convert to Pathfinder ...
That seems like a more likely way forward for my group that's for sure. Good to know there aren't any dramas created by killing him though, because knowing my group that seems highly probable :)
Now that my group has survived Plaguestone, they are moving onto Age of Ashes. Been doing a read through & I have a query regarding the NPC Alek. He is a LN Armiger (I gather that is kind of like a novice knight) of the Order of the Nail. A Hellknight of Asmodeus.
I know the module paints him as LN and that he doesn't specifically 'worship' Asmodeus. He is however a member of the Order of Hellknights, a military organisation dedicated to the tenets of Asmodeus "the Great Lord of Hell".
How the heck do you get a group of "good" sane PCs to trust a character or want to deal with him when that person is the equivalent of a freaking Nazi?
I just don't see how this is supposed to work. Personally, I would just cut his head off and move on. LOL
How do you'all respond to the hourly hero point progression ?
I find that to be the worst game-mechanic regarding Hero Points.
PC's might not actually accomplish anything of note in a given hour of play. To arbitrarily award a HP at the end of every hour seems rather Silly ...

I actually ran the PCs through "Crypt of the Everflame" as their introductory 1st lvl Pathfinder 2 module.
I converted it to P2 (not that difficult) because none of the PCs had run the adventure and I thought the module was had a cool way of introducing a bunch of fresh new PCs together.
As such, they started Plaguestone with enough Loot (I was perhaps little generous with the rewards LOL) - but it was enough for them to pool resources and buy the runes for 3 +1 striking weapons.
I had pre-read Plaguestone and was tad apprehensive concerning some of the encounters. I figured if the weapons become a concern and made them OP for Plaguestone I could address it later.
Given the encounters in Plaguestone, I ended up thinking it was a good call as the added dps let them survive encounters I think that without they likely would have died.
Given how much trouble they still had, and that most groups going into Plaguestone wouldn't have had their resources, I was curious how other groups preformed in the adventure Path. From the responses it seems Plaguestone is a bit of a bloodbath ... LOL
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I think the thing my grp (or at least the ranger anyways LOL) disliked the most was persistent acid damage. He kept melting :)

My grp was level 3 at the start and for the finale of the final chapter. Barbarian (lvl 3): +1 striking Greatsword
Ranger (lvl 3): +1 striking bastard sword
Cleric (lvl3): +1 striking Greataxe
Wizard Universalist (lvl 3)
In the finale fight the ranger went to dying 4 twice. If he didn't have Diehard he would have died a couple of times.
Both the cleric & wizard had cast all their spells and the cleric had used all his bonus heals.
If it wasn't for the Ranger & Cleric having 10 minute Treat Wounds they would have been in big trouble by the end of the fight.
They spent an hour healing up. Went back upstairs and ran into the orcs which they had previously sneaked past. Battle ensued and after the fight they spent another hour healing up.
They found tracks of 3 orcs and a construct heading to town and pursued (forced march).
They failed to kill the golem in the 2 rounds it needed to reach the town square and self destruct.
Most of the villages fled to safety from the PCs yelling to flee, but a few perished.
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My group just finished plaguestone, and they were "mostly" successful.
In general, we found the adventure to pretty darn challenging and it got me curious as to how many groups actually successfully completed the adventure and saved the town.
For example, my group managed to defeat the end boss but it was an extremely close fight.
By the time they eventually chased down the construct, they failed to stop it from reaching the well before it detonated. So, mostly successful except for a bunch of gassed villagers LOL
hourly rate session reset - This is mentioned in krazmuze's Post. I haven't come across this in the rulebook. Is a session only supposed to last 1 hour ?
So in my game of play which typically last about 5 hours the grp gets a HP every hour. What if they are just wandering through a town for 2 hours and shopping. They get 2 Hero Points for heroic shopping? LOL
When you Treat Wounds do you roll against a DC of your choice, or do you heal hp's based on the skill check you roll?
EG, Base DC 15, expert 20
Do you roll the check and heal hps based on the DC you reach, or do you need to state the DC you are rolling for ? For example you want the extra 10 hps for an expert heal so if you roll 16 on your check do you fail and heal nothing, or do you still heal 2d8 hps because that succeeds against the DC 15 ?
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.
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