Skip to content

pathfinder

36 Topics 106 Posts
  • 4 Votes
    8 Posts
    1 Views
    B
    Your highest rank is based on your level. Technically this would give you a single rank four slot at level 9, a rank 5 slot at level 11, etc. without taking the expert or master spellcasting feats. Yes, if you had spells from your sorcerer that overlapped with the mystery’s spells, you could cast them using the extra slot without taking the basic spellcasting feat.
  • 4 Votes
    2 Posts
    1 Views
    K
    https://2e.aonprd.com/Feats.aspx?ID=5006 Your familiar can subsume its body to become pure spirit. Your familiar gains the Shed Spirit activity. This firmly puts the action as the familiars.
  • Rare Ancestries Info

    7
    6 Votes
    7 Posts
    3 Views
    KichaeK
    Sprites have to burn an ancestry feat to gain a 15 foot fly speed. It’s a significant boost to their flexibility, and gives them the ability to both reach enemies who might be in places where the party wouldn’t otherwise be able to touch, but they have to end their turn on the ground, so it’s not like they can really avoid the worst of combat. I wouldn’t stress about it too much. There’s utility there, but if it becomes a problem, it can be planned around.
  • 7 Votes
    7 Posts
    2 Views
    B
    To add a little more detail, the primary differences are: A bunch of things got renamed on the advice of lawyers or to make things clearer. e.gs Magic Missile ->Force Barrage, Spell Level -> Spell Rank Alignment got removed and replaced with Sanctification (holy or unholy), Anathema and Edicts Wizard Schools got reworked for lawyer reasons Witch Class got some reworking Lots of ancestries, monsters, and items got renamed, sometimes with small changes, for lawyer reasons. E.g Dragons are no longer color coded, but more based on different mythologies and archetypes. Edit: Paizo’s overview of the changes is available at https://downloads.paizo.com/RemasterCorePreview.pdf
  • 1 Votes
    1 Posts
    1 Views
    K
    It can’t be “takes the Stand action”, though, because Stand reads “You stand up from being prone.” If your reaction prevents the targer from standing up, then they have’t actually taken Stand, just attempted to.
  • 1 Votes
    1 Posts
    1 Views
    K
    The thing is, preventing someone from getting up - especially someone with any amount of combaat training - involves a lot more than just standing next to them. You have to get your weight on top of them, and then usually attack or manipulate one of the limbs. That is not an act that leaves you out of the way. It kind of means being on top of the target, at least while you’re forcing them baack down. So, the Stay Down reaction kind of needs to be imagined as something that interferes with a strike that can be done without risking an ally.
  • 0 Votes
    1 Posts
    1 Views
    L
    https://2e.aonprd.com/Search.aspx?q=disrupt&include-actions=Reaction&display=short Reading through some other examples, it’s definitely a mixed bag of wording, with some saying “attempts” or “begins” or otherwise implying before the action is complete, and some saying after. I’ll stand by my original claim that the correction should be “attempts to Stand” though, because reactions occur after the trigger is complete, you can’t disrupt an action after it’s happened.
  • 5 Votes
    6 Posts
    9 Views
    KichaeK
    So very often, these types of questions remain fully mired in the realm of naked mechanics, but I find it helpful to imagine what’s actually happening in the fiction. The mechanics are there to aid the fiction at the table, after all. So, what’s taking place during Stay Down!? How is the creature keeping the target down? To me, this has real “stomp” energy, where the user is putting their foot on the target’s back, or dropping a knee on them, or something, while yelling at them to stay down. The target tries to get up, but is forced back down to the ground before they can really move – after all, if the prone creature can get up into a plank position, or up onto their hands and knees, it becomes significantly harder to force them back into a prone position. That is to say, it happens very early. Reactive Strike, on the other hand, is about looking for openings to strike, where the target has let their guard slip (or abandoned it altogether). This is why it applies when the target is trying to stand – it’s very hard to defend yourself from a determined attacker when you’re transitioning from lying prone to getting into almost any other position. But when the first creature uses Stay Down, they are functionally putting themselves between the target and anyone else who might want to strike. An ally might not want to take the chance in this situation, particularly since the fiction is not “attacking someone who’s being held down”, but “attacking at the same time that your ally is getting in the way”. Topple Foe, on the other hand, is entirely about taking advantage of a distracted or staggered target and trying to sweep or tackle them to the ground. And unlike Stay Down! and Reactive Strike in the first example, it doesn’t even have the same mechanical trigger as the reaction you’re trying to pair it with. This is just a pure tag team shine spot.
  • 0 Votes
    1 Posts
    1 Views
    A
    That’s a great observation about how the Rogue’s Key Ability interacts with Pathbuilder. It’s good to see fixes coming through, even if there are still a few quirks like the Rogue DC defaulting to Dexterity. Updates like this really help improve the overall experience. I also recently noticed improvements in other tools I use, like the YCC365 Plus app update, which shows how small adjustments can make a big difference for users.
  • Trailguide

    1
    1 Votes
    1 Posts
    0 Views
    optissima@lemmy.worldO
    Trailguide
  • 7 Votes
    2 Posts
    1 Views
    B
    You can’t take a feat multiple times, unless it states so in the “Special” section of the feat description, which Adopted Ancestry does not. So, this is just a bug in Pathbuilder.
  • Humble RPG Bundle: Pathfinder Primer Bundle by Paizo

    pathfinder
    1
    1
    13 Votes
    1 Posts
    1 Views
    B
    cross-posted from: https://lemmy.world/post/35472904
  • 3 Votes
    1 Posts
    1 Views
    B
    The head of the Pathfinder Society is a group of 10 individuals called the Decimverate. Below them are the heads of local lodges called Venture-Captains who call Pathfinders to go adventuring.
  • Game Guide

    1
    2 Votes
    1 Posts
    1 Views
    S
    Game Guide
  • Trailblazer?

    1
    3 Votes
    1 Posts
    1 Views
    A
    Trailblazer?
  • 9 Votes
    1 Posts
    1 Views
    taaz@biglemmowski.winT
    Path Master / Path Maker are probably the most spot on here, though it is missing some spice … how about Journey Master, just to phonetically spite wotc lol JM
  • Venture-Captain seems like the obvious one.

    1
    7 Votes
    1 Posts
    1 Views
    B
    Venture-Captain seems like the obvious one.
  • 5 Votes
    1 Posts
    17 Views
    KichaeK
    https://www.youtube.com/watch?v=MJ-u5JRijFY Narrative Declaration runs several Pathfinder 2e-based Actual Plays, most notably its flagship show Rotgrind. This is an animation of a scene from one of their episodes.
  • 7 Votes
    1 Posts
    17 Views
    KichaeK
    https://www.youtube.com/watch?v=6j25U6F9t0w SBG talks about why so many people get cranky about the Wizard, and how assumptions about what makes for good and bad adventure design impact players’ perception of Prepared Casters in PF2e. Spoiler: The big factor is whether people actually prepare for their encounters or not, and whether they’re even given the opportunity to do so.
  • 5 Votes
    1 Posts
    21 Views
    KichaeK
    https://www.youtube.com/watch?v=hOLNLAXakY4 A good and fairly short discussion on new player expectations when it comes to slotted full casters, and class baselines.