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'Spellcasting modifier' versus 'spellcasting ability modifier' are they the same thing? Are they different, if so what is the spellcasting modifier? Examples:

Chill touch: negative damage equal to 1d4 plus your spellcasting modifier

Daze: mental damage equal to your spellcasting ability modifier.

I think the two terms are meant to be the same, but haven't seen it addressed.


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Clarification about talents like "battle medicine" and free hands required ( since there's a big thread on it ).

More specifically:

"the 2 seconds action meant to patch up a target, requires the mender to have a free hand? Or even both hands free?"

Try to answer given the specific circumstance

1) Fighter lvl 2, with sword and shield equipped, would like to heal an ally, close to him, with battle medicine.

2) No enemies in reach.

3) The turn starts.

also, if possible, describe what happens in those 2 seconds ( describe the action ).


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Crtek wrote:

How many formulas do you get as an alchemist at first level? Is it 4 or 8?

According to the Alchemical Crafting Feat—you immediately add the formulas for four common 1st-level alchemical items to your formula book.

For the entry for the formula book—
The formula book contains the formulas for-two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.

Entry for the Research Field—You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.

Every example I have seen has 4 formulas, but after reading all the different entries it sounds like 8 formulas. Especially after reading the entry for the Formula Book where it states “in addition”.

Thanks for any help that can be provided.

You get 8. You get four as per alchemy crafting 2 from your discipline that you chose bomber/mutagenicists/chirugeon and 2 that you can select freely.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Wasi wrote:

Clarification about talents like "battle medicine" and free hands required ( since there's a big thread on it ).

More specifically:

"the 2 seconds action meant to patch up a target, requires the mender to have a free hand? Or even both hands free?"

Try to answer given the specific circumstance

1) Fighter lvl 2, with sword and shield equipped, would like to heal an ally, close to him, with battle medicine.

2) No enemies in reach.

3) The turn starts.

also, if possible, describe what happens in those 2 seconds ( describe the action ).

People are also asking if you need a healer's kit to use the ability.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I have a question concerning sneak attacks. According to the rogue entry you can melee sneak with agile and finesse weapons and with ranged attacks or thrown ranged weapons if they have the agile or finesse trait.

Does this also mean that you can sneak with spells that require a melee or ranged spell attack roll? And is it correct that you can't sneak with alchemical bombs since they lack the agile or finesse trait?


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Ragwulf wrote:

I have a question concerning sneak attacks. According to the rogue entry you can melee sneak with agile and finesse weapons and with ranged attacks or thrown ranged weapons if they have the agile or finesse trait.

Does this also mean that you can sneak with spells that require a melee or ranged spell attack roll? And is it correct that you can't sneak with alchemical bombs since they lack the agile or finesse trait?

You don't need "agile or finesse" ranged weapon.

You need agile or finesse melee OR ranged.

You can sneak attack with bombs just fine.

You normally can't sneak with spells because sneak attack requires Strike, and spell attacks aren't Strikes.

But there's a level 4 rogue feat that allows spell sneak attack (although you won't trigger Debilitations, since those are still tied to Strikes)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
shroudb wrote:
Ragwulf wrote:

I have a question concerning sneak attacks. According to the rogue entry you can melee sneak with agile and finesse weapons and with ranged attacks or thrown ranged weapons if they have the agile or finesse trait.

Does this also mean that you can sneak with spells that require a melee or ranged spell attack roll? And is it correct that you can't sneak with alchemical bombs since they lack the agile or finesse trait?

You don't need "agile or finesse" ranged weapon.

You need agile or finesse melee OR ranged.

You can sneak attack with bombs just fine.

You normally can't sneak with spells because sneak attack requires Strike, and spell attacks aren't Strikes.

But there's a level 4 rogue feat that allows spell sneak attack (although you won't trigger Debilitations, since those are still tied to Strikes)

Thank you for clarifying. I misread the sneak entry.


Crafting is extremely imbalanced part of the game. Taking minimum 4 days period to make anything even items that should only take a single day, for an example a elixir of life. Even if you completed the craft time, it still cost full price for the item even though you clearly completed the item and the only way to reduce that price is spending more downtime instead of earning money. How does any craftsman actually make any money if they are not adventuring? How will this be fixed?

Silver Crusade

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Grimmstories wrote:
Crafting is extremely imbalanced part of the game. Taking minimum 4 days period to make anything even items that should only take a single day, for an example a elixir of life. Even if you completed the craft time, it still cost full price for the item even though you clearly completed the item and the only way to reduce that price is spending more downtime instead of earning money. How does any craftsman actually make any money if they are not adventuring? How will this be fixed?

There’s nothing to fix.

PCs Crafting equipment and earning an income are two different things.

Grand Archive

Grimmstories wrote:
Crafting is extremely imbalanced part of the game. Taking minimum 4 days period to make anything even items that should only take a single day, for an example a elixir of life. Even if you completed the craft time, it still cost full price for the item even though you clearly completed the item and the only way to reduce that price is spending more downtime instead of earning money. How does any craftsman actually make any money if they are not adventuring? How will this be fixed?

The benefit of crafting items over earning income is the Specialty Crafting and Impeccable Crafter feats, especially when paired with assurance. With the chain of feats, you can just choose to critically succeed at all your crafting checks where you couldn't do that for earning income. For most characters, yes, crafting doesn't do a whole lot, however that is why it is balanced in my opinion.

If you think about it from a market point of view, your town blacksmith is purchasing the materials for half the cost of an item, then sells the item for its full sale price when he is done crafting it. Until he is an impeccable crafter, this is functionally an extremely fair way to price his time and skill because it literally earns him the same income as simply "earning income". Once he becomes an impeccable crafter, he starts to be able to make items much faster making them sell for the same price, but in a shorter time span, earning him more money.

Edit: Don't get me wrong though, my pfs alchemist is a member of envoy's alliance for the sole purpose of getting the Crafters workshop book to remove the 4 day start up time. I honestly wouldn't be surprised if lowering the startup time becomes a feat or ability in the future though.


Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
Thomas Keller: you've posted your question and even gotten answers. I think it might be time to start your own thread instead of derailing a thread collecting various different questions to ask. It's not really the place to debate a single question.

Where should I post to get an official ruling? There is no FAQ button in these forums.

Silver Crusade

zer0darkfire wrote:
Grimmstories wrote:
Crafting is extremely imbalanced part of the game. Taking minimum 4 days period to make anything even items that should only take a single day, for an example a elixir of life. Even if you completed the craft time, it still cost full price for the item even though you clearly completed the item and the only way to reduce that price is spending more downtime instead of earning money. How does any craftsman actually make any money if they are not adventuring? How will this be fixed?

The benefit of crafting items over earning income is the Specialty Crafting and Impeccable Crafter feats, especially when paired with assurance. With the chain of feats, you can just choose to critically succeed at all your crafting checks where you couldn't do that for earning income. For most characters, yes, crafting doesn't do a whole lot, however that is why it is balanced in my opinion.

If you think about it from a market point of view, your town blacksmith is purchasing the materials for half the cost of an item, then sells the item for its full sale price when he is done crafting it. Until he is an impeccable crafter, this is functionally an extremely fair way to price his time and skill because it literally earns him the same income as simply "earning income". Once he becomes an impeccable crafter, he starts to be able to make items much faster making them sell for the same price, but in a shorter time span, earning him more money.

Also the town blacksmith isn't an adventurer, they're a full time blacksmith.

Silver Crusade

Thomas Keller wrote:
graystone wrote:
Thomas Keller: you've posted your question and even gotten answers. I think it might be time to start your own thread instead of derailing a thread collecting various different questions to ask. It's not really the place to debate a single question.
Where should I post to get an official ruling? There is no FAQ button in these forums.

Rules Forums.


Thomas Keller wrote:
graystone wrote:
Thomas Keller: you've posted your question and even gotten answers. I think it might be time to start your own thread instead of derailing a thread collecting various different questions to ask. It's not really the place to debate a single question.
Where should I post to get an official ruling? There is no FAQ button in these forums.

There isn't one. This thread is currently for collecting questions to hopefully get answered on a web stream: no answers will be directly answered here.

The best chance you have to get an answer would be to start your own thread and cross your fingers that a Dev sees your thread and is interested enough to read it and is comfortable enough in to answer your question to answer it.


Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
Thomas Keller wrote:
graystone wrote:
Thomas Keller: you've posted your question and even gotten answers. I think it might be time to start your own thread instead of derailing a thread collecting various different questions to ask. It's not really the place to debate a single question.
Where should I post to get an official ruling? There is no FAQ button in these forums.

There isn't one. This thread is currently for collecting questions to hopefully get answered on a web stream: no answers will be directly answered here.

The best chance you have to get an answer would be to start your own thread and cross your fingers that a Dev sees your thread and is interested enough to read it and is comfortable enough in to answer your question to answer it.

Okay, thank you.


The rules seem to suggest that you can fit 70 days of rations in a single belt pouch. Is this a typo?


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Matthew Downie wrote:

The rules seem to suggest that you can fit 70 days of rations in a single belt pouch. Is this a typo?

No, belt pouches can only hold 4 L, so 28 days rations. It can also hold 4 javelins, 4 sets of winter clothes, 4 pup tents, 4 bucklers or 4 Sawtooth Saber...

I find it more interesting that a whole halfling can fit in my backpack with 1 bulk to spare even if the backpack in being worn by another halfling...


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A cat in the Hat comes back scenario. Infinite halflings in backpacks!


Rogue Sneak Attack. I do not see anything that restricts a rogue from using sneak attack on every attack in a round if the target is flat footed. Is that correct?

Silver Crusade

Howard de Wied wrote:
Rogue Sneak Attack. I do not see anything that restricts a rogue from using sneak attack on every attack in a round if the target is flat footed. Is that correct?

Correct.


Rysky wrote:
Grimmstories wrote:
Crafting is extremely imbalanced part of the game. Taking minimum 4 days period to make anything even items that should only take a single day, for an example a elixir of life. Even if you completed the craft time, it still cost full price for the item even though you clearly completed the item and the only way to reduce that price is spending more downtime instead of earning money. How does any craftsman actually make any money if they are not adventuring? How will this be fixed?

There’s nothing to fix.

PCs Crafting equipment and earning an income are two different things.

Yes there is and they are not two different things since they have to use downtime and involve the same chart.

Silver Crusade

Grimmstories wrote:
Rysky wrote:
Grimmstories wrote:
Crafting is extremely imbalanced part of the game. Taking minimum 4 days period to make anything even items that should only take a single day, for an example a elixir of life. Even if you completed the craft time, it still cost full price for the item even though you clearly completed the item and the only way to reduce that price is spending more downtime instead of earning money. How does any craftsman actually make any money if they are not adventuring? How will this be fixed?

There’s nothing to fix.

PCs Crafting equipment and earning an income are two different things.

Yes there is and they are not two different things since they have to use downtime and involve the same chart.

They are indeed two different things.

You use Earn Income if you’re wanting to make money with crafting.

Crafting equipment is for getting equipment to use, not sell.

This is intentional.


Most of the time a PC blacksmith works to earn a craft, they will be making primarily ordinary things which do not need to hold up under the rigors of an adventurer's life- nails, locks, hinges, horseshoes, etc.

But even if you're working on a suit of plate mail that takes 4 days to make, and you can only devote one day to it, it doesn't mean you shouldn't be paid for the work you did on that particular piece of armor. It's just that somebody else is going to have to finish it (but perhaps you came in at a critical juncture.)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Question removed as already answered.


Does Detect Magic work through materials (such as wood and stone) or is it limited by line of effect? I don't see any language about emanations or detection spells ignoring line of effect.

Silver Crusade

In the Terrain Stalker feat:

Spoiler:
While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement.

Is that 5 feet in a single action, or 5 feet for your entire turn? Since Sneak is an action, I would assume the former.

Grand Archive

Penthau wrote:

Does Detect Magic work through materials (such as wood and stone) or is it limited by line of effect? I don't see any language about emanations or detection spells ignoring line of effect.

Line of Effect

Source Core Rulebook pg. 457
When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect’s area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn’t matter for line of effect, nor do portcullises and other barriers that aren’t totally solid. If you’re unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.

In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there’s no line of effect between the origin of the area and the target, the effect doesn’t apply to that target. For example, if there’s a solid wall between the origin of a fireball and a creature that’s within the burst radius, the wall blocks the effect—that creature is unaffected by the fireball and doesn’t need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect.


Here is a crazy question. The rules for crafting a scroll state

Spoiler:
"The process to Craft a scroll is much like that to Craft any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either Cast that Spell during the crafting process, or someone else must do so in your presence. Casting that Spell doesn’t produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot. You can’t Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell."

Would it be possible to cast

Wish:
You state a wish, making your greatest desire come true. A wish spell can produce any one of the following effects.
Duplicate any arcane spell of 9th level or lower.
Duplicate any non-arcane spell of 7th level or lower.
Produce any effect whose power level is in line with the above effects.
Reverse certain effects that refer to the wish spell.

For say a wizard to create scrolls of 7th level or lower divine spells? Also would this not also make it possible to create scrolls of 9th level or lower uncommon arcane spells, to later then use the arcana skill to learn them and add it to your spellbook? Other than it being a gross misuse of vast arcane power.

Silver Crusade

Checks out.

But then, you are using WISH.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Core Rulebook, Treat Wounds wrote:
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

Is the target immune to Treat Wounds actions regardless of the success or failure of the Medicine check, or only if the check is successful (i.e., the wounds are actually treated)?

Silver Crusade

Tusk the Half-Orc wrote:
Core Rulebook, Treat Wounds wrote:
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
Is the target immune to Treat Wounds actions regardless of the success or failure of the Medicine check, or only if the check is successful (i.e., the wounds are actually treated)?

The former.


Is it wise that a champion can't use his reaction on himself?
How is supposed a champion to pursue a specific task in solo ( if he has no party or simply prefer to work in solo ).

It is dumb that an enemy which targets a defender of good does not trigger his reaction, meant to harm / dealwith those who are evil or simply with enemies.


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Pathfinder Adventure Path Subscriber
K1 wrote:

Is it wise that a champion can't use his reaction on himself?

How is supposed a champion to pursue a specific task in solo ( if he has no party or simply prefer to work in solo ).

It is dumb that an enemy which targets a defender of good does not trigger his reaction, meant to harm / dealwith those who are evil or simply with enemies.

I strongly believe this situation is best handled by having a first level champion feat that allows for a weakened form of the champion's reaction to apply to herself. If all champions could use their reaction on themselves, then it defeats the point of encouraging enemies to attack the champion, with her specialization in High AC, because the reaction would be happening regardless of the target. Enemies might as well attack the wizard standing next to the champion at that point because at least then they can hit.


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K1 wrote:

Is it wise that a champion can't use his reaction on himself?

How is supposed a champion to pursue a specific task in solo ( if he has no party or simply prefer to work in solo ).

It is dumb that an enemy which targets a defender of good does not trigger his reaction, meant to harm / dealwith those who are evil or simply with enemies.

If a champion could use their reaction on themselves, Paladins would have a "if you hit me I can hit you back" reaction, which would be unreasonable IMO.

Champions who prefer to work solo instead of defending are encouraged to pick up Attack of Opportunity in order to use their reaction. But all the champion's reactions work for allies within 15' which shouldn't be that unusual of a situation (like if you're in a small area.)


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Is Adopted Ancestry intended to be unable to let me be adopted by half-elves or half-orcs?


Champions also frequently make use of Shield Block as a reaction when they themselves are attacked. It's not as good, but it's something.


Unicore wrote:
K1 wrote:

Is it wise that a champion can't use his reaction on himself?

How is supposed a champion to pursue a specific task in solo ( if he has no party or simply prefer to work in solo ).

It is dumb that an enemy which targets a defender of good does not trigger his reaction, meant to harm / dealwith those who are evil or simply with enemies.

I strongly believe this situation is best handled by having a first level champion feat that allows for a weakened form of the champion's reaction to apply to herself. If all champions could use their reaction on themselves, then it defeats the point of encouraging enemies to attack the champion, with her specialization in High AC, because the reaction would be happening regardless of the target. Enemies might as well attack the wizard standing next to the champion at that point because at least then they can hit.

This would be gold.

Being able to trade a lvl 1 talent for the possibility to defend himself.


CRB pg. 592 wrote:
You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level.

A champion with Cleric Dedication, or a fighter with Cleric Dedication, seems to qualify to cast heal from a staff, as they have heal on their spell list, and they can cast 1st-level focus spells and/or cantrips, which are spells.

This sounds unintended. If so, could it be a good idea to reword this passage in a future printing?


https://2e.aonprd.com/Spells.aspx?ID=154
Hydraulic push's success effect deals 3d6 damage, and its critical success effect deals 6d6 damage. Its Heightened (+1) entry is "The damage increases by 2d6." This means that when a normal success heightens to deal 5d6, a critical success will only deal 8d6 instead of the 10d6 one might expect. Is this intended? I feel that changing the spell's crit effect to read "The target takes double damage" would be more elegant.


Why are Druids better at transmuting than Transmuter Wizards? Why are Transmuter Wizards at all an option in the book?

Silver Crusade

NemoNoName wrote:
Why are Druids better at transmuting than Transmuter Wizards? Why are Transmuter Wizards at all an option in the book?

Huh?

If you mean why do Druids get Wild Shape, that's always been their thing, there's more to Transmutation than Polymorph stuff.


Sudden charge and multiple attack penalty

Sudden charge has no attack trait, although you can make a strike as part of the sudden charge.

So it is unclaer, if that strike would result in an attack Penalty or it is intended, that you can make after the sudden charge a strike without multiple attack penalty?


I was thinking, since the thread is long and can be dispersive, what about making a drive file with all the questions?

Obviously all of us but the creator, and the p2 staff, will be only able to read.

While the creator could put questions in a proper way, and next or above each of these, the staff could write their answer.

This way will be easy to search for what we want to know (sometimes we could make questions that have already be answered ), and will be easier for them to answer, because the question would be put in the best way.

However, the thread will be still useful as question pool, where also user will eventually share their experience with those who have doubts, if the answer is already known.

What do you think?


Does multiple attack penalty apply to spells with DC? Or you can throw fireballs without penalty after the attack with the sword?

Silver Crusade

Kevil wrote:
Does multiple attack penalty apply to spells with DC? Or you can throw fireballs without penalty after the attack with the sword?

No, MAP only applies to attack rolls, spells or otherwise. It alters absolutely nothing else.


The cleric feats Healing Hands, Harming Hands, and Holy Castigation only proc when you "cast" a heal/harm spell, but Channel Smite only has you "expend" a heal/harm spell. Since you do not perform the Cast a Spell activity, is it intentional that Holy Castigation does not allow me to Channel Smite against fiends?


Rysky wrote:

Huh?

If you mean why do Druids get Wild Shape, that's always been their thing, there's more to Transmutation than Polymorph stuff.

Primal has access to almost all Transmutation spells Arcane has access to, plus additional spells that Arcane does not have (including much earlier access to polymorphs). There is almost nothing Arcane Transmuter can do that a Primal caster can't.

Then on top of that, they gain Wild Shapes, and each also grants a small extra bonus. They even get the ability to wild shape into Dragons, a pure Arcane creature.

Meanwhile Transmuters get a situational bufbot ability, and a nice, somewhat flexible but weak morph ability.

That's limiting our view to Transmutation stuff of course. You add other abilities and you realise you should not be playing a Wizard.


Jason Bulman said in interview with Queue Times that they realise Necromancers don't have the tools to be special, and they plan to alleviate it.

Is there similar plans for other casters, for example Transmuters?
Why put all specialist Wizards in Core Rulebook if you couldn't make them a reasonable choice?

Silver Crusade

Druids exist so you shouldn’t play Wizards is definitely a take.

(Not really sure about the Dragon = Pure Arcane creature angle but that’s a tangent)

RPG Superstar 2014 Top 32

Rysky wrote:
Kevil wrote:
Does multiple attack penalty apply to spells with DC? Or you can throw fireballs without penalty after the attack with the sword?
No, MAP only applies to attack rolls, spells or otherwise. It alters absolutely nothing else.

This isn't exactly right, there are spells with no attack rolls that have a DC, that DO count toward MAP. Such as Chill Touch, Goblin Pox, Spider Sting. Basically if the spell has the "ATTACK" trait then it counts toward your MAP penalty regardless of whether you actually roll an attack.

Fireball does NOT have the attack trait, so there would be no penalty on that particular spell.

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