Payton Smith Social Media Producer |
Heya Folks!
This Friday (August 16th at 4:00 P.M. Pacific) we will be having a sort of "Ask the PF2E Designers" Rules Q&A segment! And since a lot of folks just got their Pathfinder Second Edition books, we figured some of you had some questions that need answering!
Along with that. I'd like this thread to be a continuing thing where people can post their questions. And at least once a month we can sit down and answer what we can live on the Official Twitch Channel: https://www.twitch.tv/officialpaizo
So, what has yer' brain thinkin'?
N N 959 |
1. Monster Warden/Hunter. Does Monster Warden benefit persist until used, or until the Ranger chooses another Prey? What about Monster Hunter? Does a Ranger have to use Monster Hunter if she/ he has it when s/he designates a prey?
2. Monster Warden/Hunter. If a Ranger uses Recall Knowledge on a Creature that is not the the Prey, what happens if that creature later becomes the Prey and the Ranger wants to use Monster Hunter?
3. Monster Warden/Hunter. If a Ranger receives a benefit from Monster Hunter/Warden while tracking, does the Ranger need to be present for the allies to utilize that benefit when the creature is first attacked?
4. Monster Warden/Hunter. Does the party have to be able to see or hear the Ranger to get the benefits of Monster Hunter/Warden?
5. Monster Hunster. If a Ranger uses Monster Hunter on a creature and only Succeeds, but does not Crit Succeed, does the ranger identify all the creatures of that type in combat? If not, does the Ranger get a fresh attempt with each creature? Does the Ranger get more information using Monster Hunter if the Ranger later crit succeeds on a creature of the same type?
6. Swift Tracker. What constitutes moving "toward" a creature for Swift Tracker? What if I want to move around the Prey or put distance between us to avoid a Volley penalty?
7. Terrain master. Does the "1 hour practicing" require the Ranger do nothing else, or can the Ranger "practice" while doing other things in Exploration mode? In other words, does the Ranger have to stop and stay put for an hour?
crognus |
2 people marked this as a favorite. |
When you roll a natural 1 or 20, and you have another ability that modifies the degree of success, what is applied first?
For example, let's say I have the following ability from being a Death Warden Dwarf.
"Your ancestors have been tomb guardians for generations, and the power they
cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead."
Let's say I am rolling a saving throw with a DC of 15, and I roll a 1 with a modifier of +14.
If I apply the ability before the natural 1 modifier first, I would bump the success up to a critical success, and then bump it back down to a success because of the natural 1.
If I apply the natural 1 modifier first, it would bump the success down to a failure, and the ability doesn't modify failures, so I would fail.
PossibleCabbage |
4 people marked this as a favorite. |
1) Do Snagging Strike and Combat Grab have anti-synergy for the free hand fighter because they would take you out of Dueling Parry by rendering your hand no longer free?
2) A small sized giant instinct barbarian gains access "to one weapon one size larger", but Giant Instinct says "you can use a weapon built for a Large creature". Which does the "When wielding such a weapon in combat" clause apply to- the medium weapon my small character gains access to, or the large weapon I am told I can use? Or are both the same since there is no distinction between small and medium weapons? Or should this just be worded differently, so that Gnome Barbarians can acquire large weapons if they want?
3) If I use Quick Alchemy where does the item I make end up? In a hand so that it doesn't need to be drawn? What about if I use Double Brew or Alchemical Alacrity, am I holding 2-3 items at the end of the action? How many hands are my alchemist's tools occupying when I do this in combat? Assuming both hands are empty at the start of the round, and the alchemist's tools are stowed in a bandolier, please describe what an 15th level alchemist does with their hands if they want to use alchemical alacrity to make three bombs then throw as many as they can, I am very confused about this juggling act (particularly given that alchemist's tools are very bulky).
4) Alignment tags- can my Demonic blood sorcerer not cast Abyssal Plague despite getting it as a 5th level spell because she's not personally evil? Or a non-evil Diabolic blood sorcerer can't cast Embrace the Pit or Hellfire Plume?
5) Fuse Styles implies that Ironblood Stance can't be combined with Crane Stance, but Ironblood Stance doesn't have any language about "you can only make iron sweep attacks" like Crane Stance or Mountain Stance does. Should it instead point out that Crane and Mountain can't be combined? Should Ironblood have the same restriction as those two styles?
Alchemical Wonder |
3 people marked this as a favorite. |
How do Quick Alchemy potency and poisons interact? If I use Quick Alchemy to create an Ingested poison, activate it to poison some food, is the food still poisoned after potency wears off?
How does an items Hardness interact with multiple damage types in an attack?
What is the Disarm weapon trait referring to when it notes that you must have a free hand to take the item on a critical?
Bluescale |
2 people marked this as a favorite. |
As this has come up in several threads recently:
Can a spontaneous spellcaster's higher-level spell slot be used as a lower-level spell slot (ex. using a 4th level slot to cast an unheightened or unheightenable 3rd level spell), or can a spell *only* be cast in a higher-level slot if the spell has been heightened?
Basically, if you have 3 3rd level slots and 1 4th level, would you be able to treat it as though you had 4 3rd level slots and no 4th level slots and cast a 3rd level spell 4 times?
Cyrad RPG Superstar Season 9 Top 16 |
1 person marked this as a favorite. |
What proficiency category (simple, martial, advanced) do improvised weapons fall under?
Several ordinary items have damage statistics when used as improvised weapons, but the improvised weapon rules do not say what category they fall under. Without a designation, you have a proficiency bonus of +0, which feels punishing when:
1) You already take a -2 penalty from the improvised weapon rules.
2) The game lacks an option to offset the penalties or become trained in improvised weapons. Not even the Weapon Proficiency and Untrained Improvisation feats help.
3) The statistics of your improvised weapon are completely up to GM fiat unless the item has statistics as an improvised weapon.
I weep for my barrel-wielding brewmaster, who would have otherwise been perfectly represented in this edition.
WHW |
Alchemist dedication says that you gain Infused Reagents alchemists class ability, but then contradicts that ability by describing it as giving you class level = reagents instead of what the ability does in its own description. I assume specific trumps general here?
How does poisoning the ammunition work?
What happens when you apply "half" heritage with low-light vision to a race that has low-light vision already? Had someone want to do elf with half-orc heritage and we don't know how to handle it.
If there was a sharpnel-style "nail" alchemical bomb that deals slashing or piercing damage, what stats would it have?
If the illusion produced by Illusionary Creature would have a reasonable ranged Strike option (like a goblin with a shortbow), can the illusion Strike at range, or is it restricted to melee Strikes only?
There seems to be a lot of perceived issues around the Alchemist and Bulk. On one hand, I'm slightly worried about them as I'm about to play an Alchemist, on the other hand, my initial reaction to them was doing what the military does with extra bulk and put it into backpack and accept Encumbered outside of combat and Drop It when combat starts. What is the vision behind bulky alchemist equipment, and what are the designed ways to deal with it?
Captain Morgan |
3 people marked this as a favorite. |
Does Hardness act like resistance (all) when an attacks deals multiple damage types?
That is to say, if I hit an object with Hardness 5 with a sword that deals 7 slashing and 2 fire, does the object take 2 slashing and no fire damage?
I haven't seen anything mention Hardness is applied differently against different damage types. But if it behaves like Resistance to all damage does, that's a serious boon to shields and construct armor.
Captain Morgan |
A bunch of questions about how skill feats interact with Warden's Step:
1) Does Swift Sneak allow the whole party to move at full speed while using Warden's Step, assuming no one else uses a tactic that requires half speed?
2) Can you use Foil Senses to shield your entire party from weird senses while using Warden's Step?
3) Can your allies gain the benefit of "Follow the Expert" to their Stealth checks while using Warden's Step?
4) Can your party gain the benefits of Quiet Allies through Warden's Step?
Zwordsman |
3 people marked this as a favorite. |
1) What are your thoughts on the Alchemist bulk issue? (Tool kit is 2 bulk. formula book 1 bulk. +infused items, armour, weapon, ammo, supplies)
1a)Would you consider making an Efficient Alchemist's bandolier. Basically a messanger bag+bandolier. t he bag portion can hold the Tool Kit+formula book. While the strap has pockets specifcially for Elixers, Bombs. Poisons. Mutagen. That lets you store many Infused items. And all the items are considered easy access (so you can use it for quick alchemy) and the entire thing weighs 1bulk or less like an elsewhere bag. Would basically be an auto required item but still.
2) Do quick alchemy "effects" outlast the time limit? (i.e. quick alchemy a poison, apply the poison. does the poisoned sword or food remain poison past you turn? What if you stab a person with poisoend blade and they get poisoned?)
3) Alchemist's perpetual quick alchemy costs -. Double Batch changes the cost from 1 to 2. These don't interact at all. Were they meant to? It would be nice to use perpetual Quick Alchemy to make two bombs, and throw both.
4) Quick Alchemy batch upgrade class effects. making 2 or 3 items. You don't have the hands, or ability to use them. What was the idea behindi this ability?
5) Is there a reason Alchemists don't gain Master or Legendary profiency in bombs? They are suppose to be all about the Item Use.
6) Alchemist Xbow is pretty awesome. Would you consider making a higher level version that could work with higher level bombs?. Either for extra damage, or more shots + longer lasting. Or perhaps a large repeating Alch Xbow, 5+ clip, and can preload several types of bombs for the elemental damage and switch between them.
Zwordsman |
1) Could you explain how Trip works with Whip's fineese and trip traits? i.e. do you use Dex to trip with a whip?
2) Do you use Dex to trip with an Aklys or anything else with the Ranged Trip trait?
3) If it has the Attack Trait. Does any associated roll with that count as an "attack roll" ? (this has come up semi often on the boards. particularly when it comes to a skill roll with the attack trait).
prototype00 |
2 people marked this as a favorite. |
1. Do striking Runes and Weapon Specialization Unarmed Apply to a Druid’s Wild Shape (Ape or dinosaur or whatnot) natural attack strikes?
2. When taking two actions to raise and take cover behind a Tower Shield, is the circumstance bonus to AC (+4) directional, and can an enemy negate it by just moving 10ft around to the side? Or can you move the Tower Shield around to face different foes when attacked?
3. Is it possible to Create a “Sturdy” version of the Tower Shield? Currently the rules don’t allow for it.
Blave |
5 people marked this as a favorite. |
1. Irori's favorite weapon is listed as "Fist". Does that include all unarmed strikes? Otherwise a cleric of Irori mutliclassesed to monk, animal barbarian or wild druid would never get expert proficiency with the special unarmed strikes provided the second class.
2. Do clerics only become expert in their deity's favorite weapon? It's strange that a wizard has more expert weapon proficiencies than a warpriest.
3. Is it intentional that socerers don't get a first level feat? They are the only class without access to some kind of choice that grants a feat at level 1.
4. Shouldn't sorcerers become master in at least one save somewhere down the line?
5. Do some of the multiclass dedication feats really require two ability scores at 14 while others only require one? If so, what's the reasoning behind this?
6. Inspire Courage grants a +1 status bonus to "damage rolls". What exactly does that include? Persistant damage? Spells? Spells without a duration? Does it apply to damage that comes without any kind of roll like the fighter's Certain Strike, which specifically removes all dice from the equation?
7. Is disarm working as intended? A success on the check seems to hardly do anything at all.
8. Some spells (like Illusory Creature and the druid's Strom Lord power) say they act/have an effect when you sustain the spell. Do these get their actions/effects on the turn you cast them automatically or do you need to spend an extra action to have them do anything in round 1?
9. Some attacks like the Dinosaur Form's Tyrannosaurus Jaws have the deadly trait without listing a die. Which die size do I use for this? The Strike's regular die?
Klaam |
We want to convert Pathfinder to Pathfinder 2e and have a Half Celestial/Oracle in the Group. I thought a good idea is to take the Sorcerer Angelic Class, but how can i convert the half celestial in a good way?
In bestiary are rules for ex. the vampire, but i cant see any ability improvements or how the impact on the level of the core creature is affected.
Brew Bird |
1 person marked this as a favorite. |
1) What happens when I drink a second Mutagen when already under the effect of another? The polymorph rules imply that one should counteract the other, but the Mutagenist's 13th level Field Discovery is worded as if Mutagens still work like they do in the playtest (that is, the most recent bonuses override all others, but multiple drawbacks stack). If one does try to counteract the other, what do I roll for the counteract check?
2) How does the Alchemist's 10th level feat "Merciful Elixir" work? What do I roll for the counteract check?
3) How do I calculate the "Ferocious Specialization[?]" and Rage damage for the Barbarian's Thrash feat? If an Animal Totem Barbarian uses Thrash, will they always be stuck adding only 2 points of rage damage, since their totem's Specialization Ability specifies their rage damage only increases for the unarmed attacks granted by the totem? I hope not, as that would make Ape Barbarians very sad.
4) Do a Cleric of Irori's favored weapon benefits apply exclusively to fists? Does this mean said Clerics can't become experts in other sorts of unarmed attacks, such as those granted by Monk stances?
Paradozen |
1 person marked this as a favorite. |
Staves and Shifting: Currently, one can etch a shifting rune on to a magical staff to use it as a different weapon while keeping the staff properties, is this intended?
Swarms and Grapple: Nothing clearly indicates that grapple does not work on a swarm, is this intentional? What about other maneuvers?
Alignment: Most alignment tagged features of the game make the feature inaccessible to characters without said alignment, but Holy weapon time does not, is this intentional?
Quiver do not appear to exist, what do adventurers store arrows in?
Will the FAQ button be returning to 2e?
thistledown |
Small creatures can wield medium weapons just fine, unless you're a small barbarian with Giant Instinct. It lets you wield a weapon "one size larger than you" but you now take a penalty on it - but it would still be a medium weapon. Why is the feature that specializes in big weapons the only people who have a penalty to it compared to regular people? Or should small and mediums both be gitting large weapons through it?
Following up on that, what about the Giant's Stature feat? Sure, you get reach, and clumsy 1 (which you already had). But what other benefit do you get for becoming Large and having "your equipment grow with you"?
thistledown |
1 person marked this as a favorite. |
Every archetype has a level 6 feat that lets you take a feat from that class, but says you only count half your character level for prereqs. No class has level 3 feats though. If you take this at level 6 I suppose you could take another level 1 or 2 feat (like you did for its prereq) but it feels like a bit of a trap unless you wait until level 8. Is that intended?
thistledown |
1 person marked this as a favorite. |
Druid and Ranger both give the level 1 feat of "Animal Companion", but the ranger version gives the benefit of Hunt Prey to the companion. If I'm a druid with a companion and multi-class ranger, I now have Hunt Prey. Since the feat has the same name, does it count as the same feat, and thus my companion now gets the benefit? Or do I need to take the feat again through archetype just to add hunt pray?
Duskreign |
2 people marked this as a favorite. |
Three questions:
1. What is the design reason behind some adventure gear giving a bonus to some skills, while others provide a penalty if you don't have them. It seems that penalties for not having an item can be easily forgotten about (compass and crowbar for example). It seems like it would have been easier to make them all one way or the other.
2. Can a hero point save you from an instant death? Say a creature that kill you outright on a failed save?
3. Musical Instruments in the equipment section are 2 handed items. On pg 96 under the Bard Occult Spellcasting, it states if you use an instrument you don’t need a spell pouch or another free hand. Does this mean a bard can cast spells with an musical instrument in one hand?
Rysky |
2 people marked this as a favorite. |
Using the counteract rules (CRB 458), it doesn't seem possible to use dispel magic to negate anything higher than a 5th-level spell or magic effect. Is there intended to be a "greater dispel magic" or something similar, or should you be able to heighten the base spell?
You can Heighten the base spell, as you can any spell. The extra text at the bottom of spells saying Heightened is just for when you get even more stuff for Heightening.
Paradozen |
Small creatures can wield medium weapons just fine, unless you're a small barbarian with Giant Instinct. It lets you wield a weapon "one size larger than you" but you now take a penalty on it - but it would still be a medium weapon. Why is the feature that specializes in big weapons the only people who have a penalty to it compared to regular people? Or should small and mediums both be gitting large weapons through it?
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you.
Squiggit |
2 people marked this as a favorite. |
What happens when you try to batch craft snares?
Do four copies of the same snare appear in one square? Adjacent squares? Should snares not be batch craftable like other consumables?
Is there any way to move a snare? The ranger class entry suggests preparing snares for future adventures during downtime, but that seems to be of limited usefulness since snares are planted as part of crafting them.
thistledown |
thistledown wrote:Small creatures can wield medium weapons just fine, unless you're a small barbarian with Giant Instinct. It lets you wield a weapon "one size larger than you" but you now take a penalty on it - but it would still be a medium weapon. Why is the feature that specializes in big weapons the only people who have a penalty to it compared to regular people? Or should small and mediums both be gitting large weapons through it?Archives of Nethys wrote:You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you.
Derp, thanks. It's what I get for basing it on a forum thread. The Giant's Stature feat is still a question though.
Dustin Knight Developer |
1 person marked this as a favorite. |
1. Why is Traveler's Transit an Evocation spell and not a Transmutation spell?
2. Where does it explicitly say what the range of "Grab" is? It's not a Strike and I can't find where it states that Attack actions require reach, since Grab isn't specified as a melee attack. This could just be an oversight and I'm overthinking it, but everything else is spelled out.
3. Given most fighter class feats only work with bows and not thrown weapons, what was the design choice behind not allowing Doubling Rings to work with thrown weapons? (I guess this isn't a rules question.)