Skip to content

Pathfinder

A forum where Adventurers can discuss learning, running, and playing Pathfinder Second Edition.

This category can be followed from the open social web via the handle pathfinder@wanderingadventure.party

22 Topics 120 Posts

Subcategories

  • A Recall Knowledge Cheat Sheet by u/sarlardorsan

    pf2e recallknowledge
    1
    1
    0 Votes
    1 Posts
    35 Views
    KichaeK
    Shared by one of their players over in the Darklands. [image: 1750706115288-ff103bb3-7516-42e1-9b7c-123fabf82e36-image.png]
  • 1 Votes
    1 Posts
    15 Views
    💚Risa🌻R
    i got to run some games again, finally!gm vacation was way too long xDwe continued our campaings of #SeasonOfGhosts and #QuestForTheFrozenFlame respectively, and they're both going well very different vibes, but in a way, they are both about keeping your loved ones safe ^^ or at least that's what we're focusing on gosh, it feels so good to be back! #Pathfinder2e #pf2e
  • 0 Votes
    9 Posts
    33 Views
    Christer EnforsE
    @hostilearchitecture Ah, yeah, that makes sense. In my case, a PC took it as a Dedication feat, so I'm guessing it won't be quite as "bad" as it could have been if it was his full class.
  • What are you adding?

    Moved rpgmemes
    54
    2
    406 Votes
    54 Posts
    597 Views
    J
    Partially. I think its fine to have that kind of thing. But not all the time. Bandits who are actually good people will avoid murder if possible. And while bad people can also have loved ones, that does not invalidate self defense. Just as you said: Self defense is not murder-hoboing. If we are talking murder-hoboing then we should apply that list to city guards and commoners, who are not meant to be fought.
  • 0 Votes
    1 Posts
    43 Views
    KichaeK
    Oran becomes a Summoner, from season 3 of Rotgrind! https://youtu.be/W0IX9_AMvSs
  • Terror Knight Archetype

    1
    0 Votes
    1 Posts
    39 Views
    KichaeK
    Eldritch Osiris Games has posted a free archetype (plus a child archetype!) on their patreon: The Terror Knight, and the Knight Terror. Patreon: https://www.patreon.com/posts/terror-knight-v1-131087852 Reddit Post: https://www.reddit.com/r/Pathfinder2e/comments/1l7dc3v/nightmare_v_15_terror_knight_revisited_rebalanced/
  • 20 free ship battlemaps for the summer!

    Moved rpgmemes
    4
    2
    111 Votes
    4 Posts
    74 Views
    R
    They were told repeatedly that the ship wouldn’t fit but their reply of we’ll make it fit was haunting, much like how the ships appearance is now.
  • 1 Votes
    1 Posts
    46 Views
    KichaeK
    This is a post by Reddit user u/FarDeskFree who, during the Battlecry! playtest defended the Guardian as Good, Actually. Reproducing here in its entirely, for posterity. https://www.reddit.com/r/Pathfinder2e/comments/1chem84/hot_take_guardian_is_actually_pretty_good_how_are/ I’m seeing a lot of hate for Guardian on this sub and it honestly kind of baffles me. I don’t think the class is perfect or complete but for a playlets I think it is in remarkably good shape. I am actually far more excited about playing one than I am the Commander. I have played a lot of tanks in this game. It is probably my most common party role and I’ve gotten to do it at level low and high levels, (or at least as high as 16 and counting anyway). Champion has long been one off my favorite classes in the game, but I’ve played just about every tank build imaginable including: Champion, Barbarian, Armor Inventor, Mountain Stance Monk, Earthen-Armored Kineticist, I even played a mostly tanky Fighter for a little while. In all of those the one thing I never did was optimize to deal damage. Well…. The fighter might be an exception but that’s Fighter, that’s his thing. It feels like when issues of balance between classes is brought up on this sub, or when people try to talk about how good or bad a class is so much off the conversation is focused around damage output. I have a whole separate soap-box around how good of a class I think Summoner can be if you stop focusing on trying to do damage with your Eidolon and actually play like a caster. My Angelic Summoner with a divine sorcerer archetype might be the best pf2e healer/support I’ve ever seen, but all that is beside the point. Back to Gaurdian. People seem to be pretty disappointed in Taunt, and I really don’t get it. The hardest part of playing tank is that once a creature figures out you’re hard to hit, they stop targeting you and aim for your backline. Taunt is the best remedy for this I’ve seen. People keep comparing it to Barbarian (especially Giant Barb) but I really don’t think it’s a fair comparison. Yes, you take a -2 to that creature, so it looks similar on paper, but lets also keep proficiency in mind. Barbarian get’s expert AC at 13th level and never even hits Master. Fighter gets Expert AC at 11th level and Master at 17th. Champion (the previous AC champ) goes Expert at 7th, Master at 13th, and Legend at 17th. Prior to this playlets, Champ and and Monk were the only classes in the game to get Legendary AC. Guardian picks up expert at 5th level, Master at 11th, and Legendary at 15th! So looking back at comparing this to a Barb’s rage feature, By the time the Barbarian even gets Expert in AC, Guardian is two levels shy of Legendary. -2 AC might look similar on paper, but prof has the Guard ahead by somewhere between +2 and +4 depending on what level we make the comparison. Not only that, but the Barbarian has a penalty to their AC against everybody, and Taunt only gives a single enemy that buff, and we haven’t touched on the buff that Taunt gives to your whole team. You effectively increase all of their ACs by 1-3 depending on a roll, and that’s 1 on a monster rolling a success, they have to crit your class DC in order for your team not to get the benefit. So let’s look at how that DC scales. Turn out it actually scales identically to Champion with Expert at 9th, and Master at 17th. This is about 2 levels after the full spell casters get their increased to Spell DC. You will not that I said “Effectively” increases, and that is a very important distinction. In actuallity the emery is taking a penalty to their attack roll, which is actually a huge difference because that means that it stacks with all kinds of other AC buffs that your buddies could have. It stacks with the Protection/Circle of Protection spells, it stakes with shields, it stacks with Rallying Anthem, it stacks with weapons that have the parry trait, it stacks with the Dueling Parry feat line. It really can’t be overstated how good this is. It is very difficult to find stackable AC buffs in this game. A Guardian and Bard together could in theory buff their whole party’s AC by +6 in addition to whatever Shields and other things they’ve got going on between a crit fail on Taunt and a Critical success Fortissimo Composition of Rallying Anthem. That turns a severe boss encounter into a big wet noodle! So to sum up, you have the best AC in the freaking game, which you can choose to lower down to EVERYONE ELSE’S AC in order increase your whole party by 1-3 and you can just keep doping this every damn turn. The baddie is defending with a Will save, which is typically a low save for big bruisers who it hard. Let’s also mention here that Taunt gives you a circumstance penalty to AC, which doesn’t stack with Off-Guard so if you were already flanked, it isn’t even a penalty. All this is really only talking on that one mechanic though, there are so many other cool little things in there. Here’s a non-exhaustive list: You get armor spec. out the gate, compared to Champion who has to wait until 7th level, and fighter at 11th. You then get greater armor spec, which doubles your resistance from the previous ability as of 13th level. The Mitigate Harm Threat technique is awesome! The worst part of lowering your AC to your Taunt target is not getting hit more, it’s getting crit more, which this gives a specific resistance to that scales overtime. The Raise Haft feat lets you parry with a 2 handed weapon, and if the weapon already had the parry trait (such as a Bow Staff, or fucking Mithral Tree) it increases the parry from +1 to +3. For those keeping track at home, that more than offsets your penalty from Taunt and is better than a shield, albeit you don’t get to mitigate damage with Shield Block with a Parry weapon, but that also competes with Intercept Strike for your reaction. So… shrug I guess. There are so many other really cool and narratively dynamic feats for soaking damage and pushing people around and protecting your allies. TL;DR: this class looks effin’ great and y’all crazy.
  • 1 Votes
    1 Posts
    40 Views
    The Voyager's WorkshopW
    Need an underground temple for your adventure? This four level deep dungeon is yours to customize as a Game Master of your favourite tabletop RPG. It can easily be dropped into any campaign and serve as a cultists’ lair, and ancient dungeon or whatever fits your adventure best (includes ready-to-print PDFs and all level in grid-less JPEG format for ease of use in your favourite VTT).https://thevoyagersworkshop.com/products/underground-temple-maps#dungeonmaps #ttrpg #dnd #dragonbane #pathfinder #osr #shadowdark #handcrafted #noai
  • How to Roleplay Without Accents

    Moved rpg
    10
    1
    38 Votes
    10 Posts
    175 Views
    southsamuraiS
    I’ll repeat, you’d think that a role play community would err on the side of fun. Apparently fucking not Apparently, they read the first part, make a snap judgment and ignore the rest, including the ending that makes it a coherent piece.
  • Witchy Variants, ft. the Gunwitch

    pathfinder2e pf2e homebrew archetypes classes witch
    1
    1 Votes
    1 Posts
    56 Views
    KichaeK
    u/Teridax68 is back again with more homebrew. This time, they’ve published a number of Witch archetypes and variant rules. Quicker Familiar Resurrections: Should your familiar happen to find themselves dying too often, particularly from massive damage at early levels, this variant lets you regain the larger part of your class features within the adventuring day at a price. By trading a portion of your soul to your patron, you doom yourself and regain your familiar, or wound yourself if you’d prefer a less harsh condition. Universalist Casting: As a more extreme variant, should you wish for ultimate spellcasting versatility, you can choose to cast any spell as an occult spell. You must still learn spells as normal, though, and lessons require you to learn a spell as a prerequisite instead of giving you that spell for free. This is a significant power boost to the class, and as the variant itself mentioned, you’ll want to coordinate with your fellow casters if implementing this variant to avoid treading on their toes, even if they will still have major class features you’ll lack. Gunwitch Class Archetype: Basing itself off of the runaway success of the Gunwitch NPC, this class archetype changes your Witch’s familiar to a firearm, trading off your focus spell for the ability to fire bewitched shots. Additional feats let you opt into Gunslinger feats more easily, gain more abilities from the Gunwitch’s stat block, enhance your firearm familiar even further, or empower yourself to shoot even faster and perform devastating gun finishers. Hexed Witch Class Archetype: For the player wanting to more out of Witch’s Armaments and more of a hag flavor out of their Witch, the Hexed Witch transfers a great degree of your spellcasting power into martial effectiveness, making you a wave caster much like a Magus or Summoner. Archetype-exclusive feats let you attack through your familiar, increase the synergy between your unarmed attacks and spells, and even let you cheat death by clawing your way out of your own familiar. Homebrewery Link: https://homebrewery.naturalcrit.com/share/iSHitCH_cnMp Original Post: https://www.reddit.com/r/Pathfinder2e/comments/1l2co9x/witchy_variants_ft_the_gunwitch/
  • 1 Votes
    3 Posts
    56 Views
    H
    @trantion I'm planning on using AbyssalBrew's Page item to pull some Harry Potter-esque shenanigans: https://bsky.app/profile/abyssalbrews.com/post/3ll54vudoc22q
  • Twin Eidolon Summoner Subclass

    homebrew subclass pathfinder2e pf2e ttrpg summoner
    5
    1 Votes
    5 Posts
    117 Views
    KichaeK
    @notasnark@mastodon.social That’s super cool. I gave my players some NPCs to operate for a dungeon boss fight, and they straight up adopted them as secondary characters. I was reallly surprised. Happy for them, but super surprised. They haven’t had a session since the adoption, though. I hope they enjoy it as much as you guys!
  • Quick Encounters Variant System

    homebrew combat pf2e pathfinder2e ttrpg encounters totm
    1
    0 Votes
    1 Posts
    62 Views
    KichaeK
    A variant combat system from u/Carpaccio1, focused on streamlining Theatre of the Mind encounters for roleplay-first tables. PDF: Quick Encounters-fine.pdf Original Post: This variant rule shortens encounters dramatically, while keeping the aftermath. Using the theater of the mind, Game Master and players plan the combat, check the success of their strategies and discover the results. Sometimes fighting is unavoidable: you might fail to find an agreement with some mooks or take a wrong turn in a dungeon. Time is of the essence in a session, but you don’t want to handwave a battle that might be challenging. This variant rule is not meant to completely replace encounters, but to allow a faster transition to the big showdown. It suits a campaign more focused around story and characters. https://www.reddit.com/r/Pathfinder2e/comments/1kz9v1g/finish_a_fight_in_10_minutes_the_quick_encounters/ Original Link to PDF: https://mega.nz/file/iRMTXDbZ#9XIjsTE6fZlRzzz_C5eqUSwgWr2krI3LC7_ITK5ybiI
  • Injury, Damage Levels, and Fleeing

    homebrew pathfinder2e pf2e combat
    2
    8
    0 Votes
    2 Posts
    93 Views
    KichaeK
    An injury and demoralization system by u/Isa_Ben. https://www.reddit.com/r/Pathfinder2e/comments/1kpuvju/injurydamagelevels_and_fleing/ [image: 1748733910913-6dd1c6f1-7469-48ae-aa7d-400a5f038f81-image.png] [image: 1748733927381-f91aa564-689a-4ef8-8e41-38faf3d195ea-image.png] [image: 1748733941274-60364f08-319a-4c1d-b296-07e7dd3897e0-image.png] [image: 1748733951652-1e183354-9b20-4c02-bd7a-c4d4e7c4bfc2-image.png] [image: 1748733964223-1e0dc86c-97d7-4997-a6d6-0b79e50798a3-image.png] [image: 1748733978140-b453720b-0bda-4136-8ee7-922982776327-image.png] [image: 1748733995982-e7f8a635-a0d9-4a19-96c9-286e7a199911-image.png] [image: 1748737486251-0748a577-507f-4dde-bdb3-cc924d403ef3-image.png]
  • A Generalized Tuanting Mechanic

    homebrew pathfinder2e pf2e
    1
    0 Votes
    1 Posts
    56 Views
    KichaeK
    An attempt by u/Teridax68 to create a more general attention-grabbing mechanic. https://homebrewery.naturalcrit.com/share/Ai7TxJmSjiQa
  • Hex-Flower Systems

    ttrpg tools gmtools
    1
    0 Votes
    1 Posts
    53 Views
    KichaeK
    Hex flowers for creating smoother transitions between landscapes, weather, or other discretized continuous systems. https://aloneinthelabyrinth.blogspot.com/2020/04/hex-flower-engines.html
  • Tyler's Adventures

    homebrew pathfinder2e pf2e dnd ttrpg
    1
    0 Votes
    1 Posts
    48 Views
    KichaeK
    A collection of homebrew and house rules by u/Tyler_Zoro, including Heritages, Archetypes, new sub-systems, and a Bestiary of magic-warped forest creatures. https://sites.google.com/view/tylers-adventures/homebrew
  • The Wave Battle that Finally Unshackled my Table

    pathfinder2e pf2e pf2 dnd ttrpg
    1
    2 Votes
    1 Posts
    157 Views
    KichaeK
    This was the largest encounter I’ve ever run, and what an experience it was! I learned as much from this one fight as I have from months of adventure prep and minor encounters. We’re a very casual table, just me, my partner, my step-son and a friend, running short (~90 minutes) sessions every week or two. We’re progressing slowly, and levelling up even more slowly. I decided early on, due to the material I’ve, uh, stolen my ideas from, that level progression would be locked to McGuffin acquisition, but speed with which the party is actually getting their hands on these objects is much slower than I had initially expected. We’ve settled into a tick-tock adventure cadence, then, with mid-level power-ups being added via gold and item injections into keep everyone happy. Which is all to say, when the players level up, it’s a big deal, and I’ve taken to giving them something worthy of their new powers to cut their teeth on. This time, we’d been running the Forge of Fury, which I converted as we went. Consider this a spoiler warning for this 25 year old module! Hiding in the third section of the dungeon – known as the Foundry – was the party’s second McGuffin, and after some unexpectedly friendly interactions with a group of Hryngars (nee Duergars), a frightening from an Allip, and a really awkward discussion with a crypto-succubus, they managed to find their level-up trinket. The original adventure hook for the module was to go searching for some ancient +1 weapons, or some such, but that seemed like some pretty weak sauce. The intent was also for players to delve too deep and encounter Nightwing, the black dragon and its hoard of gold, but I’d sent the players in there looking for an NPC and a McGuffin, and have a setting where dragons are very rare, and where at least some of the enemies are (unbeknowst to the players) trying to resurrect a dragon, so just throwing one at the players early in the campaign would be kind of undermining. So I threw zombies at them, instead. A lot of zombies. Forge of Fury has a Xulgath (nee Troglodyte) den on the second level, and that is where I stuffed the NPC they were trying to find/rescue. Unfortunately, the party bypassed the den, and took the outer route around the outskirts of the dungeon. This meant that the amped up Drow Sorceress/Necromancer I had following them had some bodies she could unalive and then un-unalive. Not exactly RAW, of course, since it takes a full day to use the Create Undead ritual for a single target, but the players don’t know this, and what they don’t know can’t hurt them. Besides, Summon Undead is a Rank 1 spell. *shrug* The players return to the main hall, new power-up in hand, to discover the troop of friendly Duergars fighting a large wave of shambling Troglodytes (a Level 4 Shambling Troop). It’s at this point that I hand them the stat blocks for the Duergars and a list of names that they will be playing. Each of them got 2 Duergars Sharpshooters and a Duergar specialist of some type to play, which I expected them to use as cannon fodder. Each round, I unleashed new creatures onto the battle field. First, it was spiders (four Hunting Spiders and a Huge Spider Swarm), then it was the missing NPC’s party (2 human Zombie Shamblers), then it was the Xulgath leader and an Orc captive (2 Zombie Brutes). Some skeletal warriors and a Ragewight followed this, before themselves being followed by the boss: A custom built undead anti-paladin, representing the NPC they failed to save. The battle was chaos, in the best way. Even with this giant roster of enemies, the players got a turn every couple of enemies, and my partner seemed really into the idea of running multiple creatures, and letting the dice determine their personalities. This was also the encounter where I decided to say “ok, fuck it” more often. As we’ve played, I’ve been increasingly convinced that PF2 not just works as a fiction-first game, but plays better that way. I’ve lacked the confidence to truly give in to this idea at the table though. But with three other characters at her fingertips, all of them martials, my partner started mulling over her character sheet less, and just… dropped her knees into the boss’s back. The NPC was tied up at this point, and prone, thanks to a critically successful bola attack, so there wasn’t a whole lot he could do about this. I thought about it for a second and decided that it sounded like an unarmed strike to me. But it also sounded like she was now on top of the guy. Like, that’s what happens when you drive your knees into a prone person’s back, right? So, I threw caution to the wind, let the fiction take over, and told her “you’re now sitting on top of him”. The light in her eyes at hearing that was magical. On his turn the NPC shook her off, broke his bonds, and got to his feet. The battle resumed, but something had changed. The players now understood that they had permission to try things, and I had confidence that I could decide whether what they were trying made sense, and, importantly, what potential outcomes made sense. The fight ended a couple of rounds later, the boss disarmed (they thought to kick his sword away) and once more knocked to the ground. The party’s Guardian did a Smash Bros. style leaping downward strike with his sword, pinning him in place, while two enlarged Duergars stomped a mudhole in him. After four sessions, and nine rounds of combat, the battle was won, and the module was complete. And my table finally started seeing the game through their characters’ eyes, as a world where they can try to get away with anything.
  • XP Math

    pathfinder
    2
    2 Votes
    2 Posts
    162 Views
    KichaeK
    Hmm. Something seems a little out of wack, as XP doubles every 2 levels, but you’re scaling things linearly here. One Level 1 creature is worth 40 XP to a combat vs a group of 4 Level 1 PCs, so things work out here. But a Level 2 creature is worth 60 XP, not 80, and 60 * 4 = 240, not 320. If you’re indexing the creature XP to Level 1, the XP curve looks like this (where Approx XP uses a 240 baseline for Level 2 as they do in the books, and XP is using exact scaling): Level XP Approx XP Linear Scaling 1 160.0 160 160 2 226.3 240 320 3 320.0 320 480 4 452.5 480 640 5 640.0 640 800 6 905.1 960 960 7 1280.0 1280 1120 8 1810.2 1920 1280 9 2560.0 2560 1440 10 3620.4 3840 1600 11 5120.0 5120 1760 12 7240.8 7680 1920 13 10240.0 10240 2080 14 14481.5 15360 2240 15 20480.0 20480 2400 16 28963.1 30720 2560 17 40960.0 40960 2720 18 57926.2 61440 2880 19 81920.0 81920 3040 20 115852.4 122880 3200 21 163840.0 163840 3360 22 231704.8 245760 3520 23 327680.0 327680 3680 24 463409.5 491520 3840 25 655360.0 655360 4000 26 926819.0 983040 4160 27 1310720.0 1310720 4320 28 1853638.0 1966080 4480 29 2621440.0 2621440 4640 30 3707276.0 3932160 4800 Using Level 1 indexed XP (let’s call it XP_1, for the sake of brevity), your example above becomes 560 XP shared between either 4 equally levelled characters (140 XP) or 3 unequally levelled ones, with it being unclear how exactly to divvy up the reward. I’m not convinced your use of level as weight works, due to the fact that level power does not scale linearly. Instead, I would look to the players’ contribution to the party’s XP pool. PCs have an encounter XP budget that’s the same as monsters’, by level, which means the mixed party has 160+240+240 = 640 XP between them. The Level 1 character contributes 160/640 = 0.25, or 1/4 of the party’s XP, so they should probably receive 1/4 of the XP reward. 560 * 0.25 = 140 XP, which is what they would get if it was a party of 4 Level 1 PCs. The other two characters each contribute 37.5% of the party’s XP, so they would each receive 560 * 0.375 = 210 XP, which would scale to 150 XP in the standard rolling XP window. I’ve been kicking this math around for a while now on scrap paper. There’s been a small spike in questions around XP and balance over on r/Pathfinder2e, though, so maybe I’ll work through his a little and make it a little more accessible/searchable.