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If a Protector tree is adjacent to a Large creature can it still defend against an attack that takes place opposite to it's location if it is on opposite side ?


So, a player in my campaign has a Large awakened polar bear as his PC. Everyone else in the party has access to mounts either through animal companions or the use of a marvelous mount spell.

From the spell description it would seem only medium or smaller creatures can make use of the spell. Any suggestions on a mount for a Large creature ?

Marvelous Mount
You conjure a Large fantastical creature to serve as a mount for the target. The mount is the target's minion, has a Speed of 40 feet, and can bear the target with any carried possessions. It can't carry any other creature. The mount uses the target's AC and saves, but it's destroyed if it takes more than 10 damage at one time, ending the spell.

Heightened (3rd) The mount can walk on water, but it must end its turn on solid ground or sink.

Heightened (4th) The mount has a Speed of 60 feet and can walk on water.

Heightened (5th) The mount has a Speed of 60 feet and can walk on water. It also has a fly Speed of 60 feet, but it must end its turn on a surface or fall.

Heightened (6th) The mount has a Speed and fly Speed of 80 feet.


If a PC Thaumaturge is attacking a snow monster with fire weakness 10, the PC does his esoteric lore and pazow - his sword does +10 bonus damage due to flame peppers!

My question is if he has a flame brand sword that already does fire damage does the Thaumaturge weakness damage stack with the fire from his sword for +20 damage?


What if any are the rules for vehicles and terrain difficulties? A wagon traveling down a road seems simple enough. Even moving across some grasslands like in the America's wild west would seem to be possible. However, how do you handle the PC's deciding they want to drive their wagon up a mountain or through a forest? I looked for some rules on this but did not find anything?

It would seem counter-intuitive for a wagon to be maneuverable up a mountain or through a forest?


I am a little confused on the Counteract action. Please let me know if this is right or wrong?

Example 1) Caster 1 casts magic missile at caster 2. Caster 2 has the Counterspell feat but does NOT have magic missile prepared. They can use dispel magic to counterspell as a reaction? The DC is Caster 1's Spell DC, and the counteract roll is caster 2's spell attack roll?

Example 2) A Caster is fighting a big mean barbarian with a glowy magic sword. They can use dispel magic with a counteract check to suppress the swords magic for 10 minutes. The sword is level 12. The counteract rank is 6, the table lists a success 7 (13 to 14) - what does that mean? LOL

Counteract Critical
Rank Failure Success Success
0 — 1 (1 to 2) 3 (5 to 6)
1 0 (–1 to 0) 2 (3 to 4) 4 (7 to 8)
2 1 (1 to 2) 3 (5 to 6) 5 (9 to 10)
3 2 (3 to 4) 4 (7 to 8) 6 (11 to 12)
4 3 (5 to 6) 5 (9 to 10) 7 (13 to 14)
5 4 (7 to 8) 6 (11 to 12) 8 (15 to 16)
6 5 (9 to 10) 7 (13 to 14) 9 (17 to 18)
7 6 (11 to 12) 8 (15 to 16) 10 (19 to 20)
8 7 (13 to 14) 9 (17 to 18) 11 (21 to 22)
9 8 (15 to 16) 10 (19 to 20) 12 (23 to 24)
10 9 (17 to 18) 11 (21 to 22) 13 (25 to 26)


So I was wondering about the Chalice implement of the Thaumaturge. What happens if they are knocked prone or disarmed of their Chalice? Wouldn't the chalice's liquid splash out? How exactly do you swap your chalice implement as a free action to another? It clips to your belt? Wouldn't it just slosh everywhere? If you where taking it from a dimensional space i suppose that would make some sense as you could say it wouldn't spill from in there. It just seems like a bad interaction that makes little sense?
Or is this just one of those "ignore it because game rules says it so?".


A thaumaturge in my party wants a mirrored shield so he can use it as his "Mirror" implement. His reasoning is the old medusa lore and the mirrored shield idea. Any advice or thoughts on this would be appreciated.


Other than the Repair action, are there any spells or other ways to heal the companion ?

Would the mending spell work ?


Does the kineticist feat Metal Carapace stack with your unarmored defence proficiency?

Metal Carapace
Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 2; Group plate; Armor Traits noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it.

When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends.

Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.


So what exactly is a Thaumaturge's Esoterica ?

It states: "You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement."

So, first off. If a thaumaturge 'looses' his gear, they can no longer attempt to Exploit Vulnerabilities i assume until they replace their nick-nacks of supernatural power?

What if a thaumaturges supply of Esoterica is destroyed, say he fell into lava and they all melted. How would this "Esoterica" be replaced ? Do these items take up encumbrance ? How many of these items are there supposed to be ? Do they need to be tracked ? what if they don't have silver shavings, how would you know? Do they need to list their different items..ugh!

Mortal Weakness: After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

- This right here makes me go... Umm, really? So, does the class just assume that the thamaturge has basically an unlimited supply of weired shit they can apply to every situation they come across? It almost seems like they need a bag of holding for all the varities of supernatural gee-jaws that they would need to apply to every situation.

Anyone able to explain this for me, or it simply a situation where you turn your brain off and that it is just what happens, for because thats what happens?


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 ?


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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 ? ...


I assume you can only use Hunted Shot against a target you have chosen with Hunt Prey?


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 ?


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" ?


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


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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


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 ?


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.


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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.


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.


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 ?


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?


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 ?


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?


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 ?


What information does "academia" provide?

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