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Shifting Rune wrote: The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply. Turpin Rowe Lumberjack Archetype, Axe Thrower wrote: You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the thrown trait with a range of 10 feet. For axes that already have the thrown trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe’s critical specialization effect. Q1: How does the shifting rune work in relation to weapons with the two-handed trait like the bastard sword? Could you transform a bastard sword into a greatsword or vice versa?
Q2: How does the Axe Thrower feat work in regards to the dwarven war axe? Could you throw a dwarven war axe while two-handing it for d12 damage dice?
In regards to Q1, searching the forums brought me to this thread which seems like the consensus at the time is that the answer is no. In case you have a differing opinion, feel free to share.
I'm reading up on book 1, and I see that at certain levels, the PC's signature trick grows and allows them to use different kinds of checks.
What's the purpose of this? Is this just flavor? I would assume that for the vast majority of cases, the PC would stick to their one check that they're good at.
My group recently finished Age of Ashes, and I'm trying to figure out which AP to play next.
It takes us more than a year to finish an AP, so I'd like to make sure the characters that are made really fits in the story and is one my players will enjoy playing.
To achieve this, I think it would help if my players knew the themes and motifs of said adventures before character creation. I've read through the various player guides, but I haven't purchased Extinction's Curse, Agents of Edgewatch, or Abomination Vaults APs yet.
I'd like to ask the people who have played or GM'd these APs, what are their themes and motifs?
For reference, my impression of the themes and motifs of Age of Ashes are:
Also, if you think a particular AP strongly leans towards combat or roleplay, I'd like to know beforehand as well. Age of Ashes had a good balance throughout all books.
I was wondering whether I should necro the level 10 spell thread in April but I decided to start a new one. Apologies beforehand if necroing is preferred.
My party is approaching the level where level 10 spells become available. As a GM, I want to know how they work. Especially because all 10th level spells have the asterisk:
spells per day table wrote: The ... class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. Do cantrips and focus spells auto heighten to 10th?
Can wizards use arcane bond to recast them? Can they use spell blending to create more of them? Does their specialization give more of them?
Can sorcerers use their class feats that let them re-cast spent spell slots on 10th spells?
Do Cleric's divine font grant 10th level harm/heal?
What's are other differences I'm missing between 10th level spells vs 1~9th level spells aside from the number of slots you get?

Manifold Edge wrote: Manifold Edge Feat 18
Ranger, Source Core Rulebook pg. 177
Prerequisites: hunter’s edge, masterful hunter
You’ve learned every possible edge to use against your foes. When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter.
Shared Prey wrote: Shared Prey Feat 14
Ranger, Source Core Rulebook pg. 175
Prerequisites Double Prey, Warden’s Boon
Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again.
Animal Companion wrote: Animal Companion Feat 1
Druid, Ranger, Source Core Rulebook pg. 133
...
Ranger: When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.
From my understanding, Manifold Edge is a way for a ranger to gain an additional hunter's edge other than the one they selected at 1st level, and the hunter enjoys the benefit of both edges. My question is, through these feats, can the additional edge from Manifold Edge be shared with allies or animal companions?
Base class Monk taking Cleric dedication for Deadly Simplicity. Is the damage dice 1d6 or 1d8?
Also, if you use monk stances on top of these two, does the damage dice increase further?
As title. I don't think it works because the Menhir Guardian's Claws ability says its monk level is treated as a shifter level for the purposes of the Claws ability, as opposed to the Shifter's Edge feat ability, but I'd like to ask for second opinions.

When I GM Pathfinder, I research to gain inspiration and detail in the setting I'm describing.
I do this because, in my opinion, sometimes it's the small little things that make the setting more believable.
In this thread, I invite fellow GMs and players to share us the random trivia you gained through playing Pathfinder RPG.
Hopefully it's interesting and fun. And maybe we can learn a thing or two that we can use in our next session or character.
As a note, the trivia you share should not be about Pathfinder game rules, or how not to be an a#~#%#! at the table. I think we have enough of those threads.
The general formats for the posts should be:
Quote: Context: A small blurb describing what led you to learn the trivia
Trivia: The trivia itself
I will start.
Context: As a GM, I wanted to add giant termites to a big tree that the PCs were climbing, and decided to do some research.
Trivia: Some termites headbang their nest to convey messages, such as "There is a breach in our nest, need help".
I see that Empower Symbol is a Standard action.
I do not see any "X uses per day" or "For X rounds per day" text.
I think it's too good to be true, but does this mean the Zealot can, as a Standard action, Consecrate the holy symbol, hand it out like candy, pull out another holy symbol, Consecrate that too, hand it out like candy, ..., until the Zealot is out of holy symbols? For reference, Consecrate lasts 2 hours per level.
My coworker / friend is getting married, and I have never bought a wedding gift before. I play Pathfinder and DnD 5th with my coworker often, so I think I want to buy him some tabletop gaming accessories.
My coworker has several battle grids / maps, miniatures, rule / setting books, and dice. He probably has more stuff that I'm not aware.
I only have shallow knowledge on gaming accessories. There is one Table Top game shop nearby that I sometimes visit, but I hardly bought anything more than dice. Will someone with more experience in this field offer me their advice?
Specifically, I would like to know:
1) What are your channels on buying gaming accessories? Which online sites do you use?
2) What kind of accessory would you recommend I buy? I only know of maps, miniatures, books, and dice, but are there other things that make suitable gifts? Are there some really cool board games?
In case this thread is in the wrong forum or breaches guidelines, I apologize.
As title, assuming the rogue fulfills conditions for Sneak Attack.
I'm asking because I'm making a low-level rogue for an upcoming session, and I'm trying to make him a bit more useful using alchemical weapons.

I'm a GM trying to figure out what loot to give to my PCs, and I've never really given out Staves because they've never seemed very useful to me. Maybe I'm missing something, but here's my understanding for how a Staff works:
Prerequisite to activate: Have the spell on your class spell list, as per Spell Trigger.
Action: It takes at least a Standard action to cast from a Staff, even if the spell itself is swift or immediate.
Effect: The effect is as if you cast it, assuming you have better stats / CL / Feats than the staff.
Charges: 10 max, can only recharge 1 / day, and each caster can only recharge 1 staff / day.
Prerequisite to recharge: Share at least 1 spell on your class spell list and be able to cast said spell.
Cost to recharge: Lose highest level slot for the staff to regain 1 charge.
So to recharge a Staff of Charming, a wizard would expend a 4th level spell slot to regain 1 charge.
Now, here are the benefits I see for Staffs:
1) A *charged* Staff lets you cast more spells / day.
2) A Staff can kind of give spontaneous casters more spells known.
3) A prepared caster can divide his spell allocation. As an example, a wizard can rely on his staff for Evocation magic and prepare non-Evocation magic himself for more versatility.
4) Sometimes, Staves come with nifty abilities, like the Staff of the Master, but most don't.
And here are the downsides:
A) Charging isn't very efficient. An empty Staff of Charming would consume the wizard's 4th level spell to regain a single cast of one specific 1st level spell.
B) They're pretty expensive. 800 gp x spell level x caster level means it's almost always more expensive than one pearl of power at the same spell level.
C) It takes up a hand.
I feel downside A) is pretty significant for a low-downtime campaign. If the Staff ever goes empty, charging it will drain resources, for only benefit 3) [and only let you cast the spells with 1 charge].
Downside B) is also pretty significant as well. If a caster wants benefit 1), it might be cheaper and more reusable to get a pearl of power. If a caster wants benefit 2), a Scroll of Spell Knowledge might be cheaper.
Downside C) is also significant, because if a caster possesses both a Staff and a Rod, he can only wield one and still complete somatic components for his own spells.
So taking everything into consideration, it seems a PC would get the biggest bang for his buck if he either has many days of downtime between encounters or a minion/cohort who charges the Staff for him.
And even then, Pearls are cheaper and don't take up a hand in combat and can be used every day to full effect. Rods let you pour more resources into one turn - letting you go nova and can be reused every day, whereas a Staff kind of increases versatility because presumably you won't have to prepare the spells in the Staff.... assuming the Staff still has charges.
Am I missing something? If you were a normal wizard or cleric or sorcerer or oracle (not Staff-Magus), would you choose a Staff over, say, a Pearl of Power, Scroll of Spell Knowledge, or a Persistent Metamagic Rod?
After finishing Carrion Crown, I'm looking for another Adventure Path to DM to my friends.
Here are my considerations:
- I peeked at Kingmaker and Jade Regent, and I want to avoid learning/teaching new mechanics like kingdom building or caravan travels.
- I enjoy both RP and combat. I'd like an AP with good RP so I don't get bored running combat after combat as a DM.
- Most of my friends are combat munchkins. I'd like the AP to be challenging in encounters.
Also, another question: I found Carrion Crown to be pretty low difficulty against my PCs. Am I supposed to be aggressively combining encounters and modifying the pre-written dungeons to make it more challenging?
So, my group is about to fight a nightwalker. I looked through its stats, and it seems to be really good at sundering. Now, I can easily look up the hardness/HP of weapons for the purpose of sunder, but virtually none of my PCs have weapons (they're all casters).
So, my question is this: What's the hardness/HP of a headband of +stat? What's the hardness/HP of a cloak of resistance+5? Is there a centralized location that answers the hardness/HP question, or do I just try to guesstimate it based on the substance hardness chart?
The description on +stat headbands say they're silver, but substance hardness doesn't have silver. I'm thinking of assuming steel hardness, but I still don't really know how thick they are. And if cloaks of resistance have 2hp and 0 hardness, then why don't they just get sundered every combat?
I'm a DM running an AP for my party. We've played pretty far and are on book 6. And now, I'm running into a problem that I don't really know how to solve. I appreciate any advice, but here it goes:
I have 4 PCs that I'm DMing for, and two of them are highly optimized, the other two not so much. As it stands now, none of the encounters can touch the optimized PCs unless they A)nat 20, or B)the optimized PCs nat-1 (and even then, the bard can force re-roll)
On the other hand, for the unoptimized PCs, the book is actually challenging.
If I had 4 optimized PCs, then I could just apply the advanced simple template multiple times to up the hurdle, but if I do that, then the unoptimized PCs will stand no chance. However, as it stands, the mobs can't touch the optimized PCs and the unoptimized ones, at worst, pull their legs. How do I solve this?
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