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cross-posted from: https://aussie.zone/post/654981

The TL;DR of the rule is:

The 6 classic ability scores are (allegedly) not well-balanced among themselves. So the attempt is to fix that by:

  • Combine Strength and Constitution
  • Split Dexterity into 2 (basically, Dexterity: the stuff with your hands; and Agility: the stuff with your feet and body)
  • Charisma becomes the stat for Will saves, instead of Wisdom

In short, do you agree with the stated goal of the system? Whether or not you do, do you think these particular changes are a good way of addressing that goal?

Have you ever tried out this variant, how does it go in practice?

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@pathfinder Does Stay down proccing on an enemy standing up prevent Reactive Strike of another character from working on that same enemy? Does Topple Foe from Marshal archetype attempt to Trip an enemy before or after the Reactive strike if the trigger was a reactive strike for re-prone pseudo-Stay Down purposes?

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Setting the Class Boost is supposed to also set the Class DC to use that ability. This works fine for classes with multiple Key Ability options defined by the class, like the Champion and Monk. But the rogue sets its Key Ability to either Dex or something defined by its Racket.

In the past this has caused the issue that Pathbuilder would allow you to set any of the abilities that any rogue could get. So a Ruffian Rogue could set Intelligence as their Key Ability. This seems to have been fixed, but now your Rogue DC is based on Dexterity, regardless of what you set your Class Boost to.

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  1. Double dice on crits. Instead of (1d8 + 4)×2, roll 2d8+8.
  2. Aid uses the same target DC as the main check instead of 15, and because +4/+2/+1/-1 instead of +X/+1/+0/-1. Bonuses to Aid, like Cooperative Nature, are halved.
  3. Recall Knowledge is automatically made using the best/most appropriate skill, not asking players which to use. Identify the monster using its level DC. Answer basic questions using an appropriate DC, for example, if they ask how to bypass a level 10 Ghost Mage's incorporeal damage resistance, the DC will be set based on the lowest level creature with the same resistance: the level 4 Ghost Commoner. Ronald adds even more details in the video.
  4. Changes to the Investigate, Defend, and Scout exploration activities.
  5. Disallow critical success on the automatic "Grab" ability some monsters have, if it is at a higher level.
  6. Give out XP, but by "feel" rather than the precise numbers in the rules.

7–11: Nerfs or bans to specific spells and abilities Garden of Healing, Timber Sentinel, Tailwind, Spiritual Anamnesis, Familiar of Ongoing Misery.

  1. If you recover from unconscious, you can act immediately.
  2. Leap action reduces fall distance for the purpose of fall damage by 5 feet.
  3. One action to automatically find an ally who is Concealed or Hidden.
  4. Allow the Mature Animal Companion feat to give birds the ability to "fly" without actually moving, to stay in the air, without costing an action.
  5. Fascinated only ends if a creature takes hostile actions against you, not your allies.
  6. Keep the optional Voluntary Flaws rule which was removed in the remaster. 2 flaws for 1 boost.
  7. Monks get "dodge" action which works like raise shield.
  8. Give Conceal Spell feat to Psychic class feat list.
  9. Automatic Bonus Progression, but only for fundamental weapon and armour runes.
  10. Gradual Ability Boosts. Instead of 4 ability boosts at 5th level, get one at 2nd, one at 3rd, etc. But no +5 until level 10, 2nd +5 until level 15, and no +6 until level 20.
  11. Free Archetype, but first archetype is at level 1 (delaying expert proficiencies until level 2).
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@pathfinder What happens if I use Adopted Ancestry (Halfling) so I get Cultural Adaptability to get another adopted ancestry?
As I understand, adopted ancestry can only be taken once but pathbuilder seems to allow this particular combo.

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cross-posted from: https://aussie.zone/post/1840902

A lot of RPGs use a specific term for their game to refer to the gamemaster of that game. D&D obviously has the Dungeon Master; the Storytelling system (used by Vampire: The Masquerade) has the Storyteller; Call of Cthulhu has the Keeper.

If Pathfinder was going to have its own unique term rather than using the generic Gamemaster, what should it be?

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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.

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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.

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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.

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Considering the last few posts are about stealth and detection I might as well kick this off:

I skip and short circuit stealth/detection as much as possible.

None of my players have built a stealth based characters - probably also because of the complexity with detection and the seemingly bad action econ when dealing with "actually getting Hidden".

I have two main problems with it:

  • comparison explosion? Whenever you have to resolve who sees who (esp at init) you have to at worst compare a roll for each character on one side to all the perception DCs of the other side and this gets really slow for me [^1]
  • tracking who currently sees who / at what detection levels they currently are to others

Any tips and tricks very much welcome:)

[^1]: Both me and PCs track chars digitally (pathbuilder) and it is definitely slow to gather this information quickly on a laptop. A sheet of paper with highlighted bonuses/DCs for both the party and NPCs would go a long way for this but our play table is rather small and already pretty packed :/

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TranscriptionA flow chart with 4 states and multiple labelled arrows between them. The states are:

  • Observed: You can see it. Target might also be concealed (DC 5 Flat).
  • Hidden: You know where it is, but you can't see it. Can only take "Unobtrusive" actions. DC 11 to "guess the square"
  • Undetected: You do neot know where it is. DC 11 to "guess"
  • Unnoticed: You have no idea it is nearby

On the left are various arrows resulting from "Seek: Perception using a Sense vs Stealth DC".

From Unnoticed, needs at least Vague Sense. Success (S) goes to Undetected, critical success (CS) goes to Hidden.

From Undetected, needs at least Imprecise Sense. S goes to Hidden, CS goes to Observed.

From Hidden, needs at least Precise Sense. S goes to Observed.

On the right are various other arrows, with single actions labelled:

  • Hide: Needs Cover (Not Lesser) or Concealment. Stealth (+cover bonus) vs Perception DC of each creature.
  • Create a Diversion: Deception vs Perception DC of each creature. Only lasts till end of your turn. Once used, creature gets +4 against this for 1 min
  • Strike: Resolve the strike, then become Observed.
  • **Sneak: Needs to end in cover or concealment. Move half speed. Stealth check at end (+cover if in cover the whole move) vs Percep DC of each creature.

From Observed, make Hide/Create a Diversion. S leads to Hidden, Failure (F) leads back to Observed.

From Hidden or Undetected, make Sneak check. S leads to Undetected, F leads to Hidden, Critical Failure (CF) leads to Observed.

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Man the guadian seems awesome and a better tank than a paladin. Commander to but im up in the air of its support vs a bard.

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(crossposted to !rpg@ttrpg.network)

I like all sorts of characters. I've yet to find a class I don't enjoy playing. That said, my absolute favorites tend to be high-charisma types and blow-stuff-up casters.

Mechanically, my favorite character was my first ever TTRPG character: A half-drow draconic sorcerer in DND 5E. I focused a lot on fire spells and damage. Like I said, I love blowing stuff up. Plus I just think the fantasy of being innately magical is cool.

Roleplay-wise, my favorites have been my tabaxi swashbuckler rogue and my aasimar celestial warlock (DND 5E and 5.5E, respectively). The former was a pretty selfish guy who gradually became a better person as he grew to care about the party, and the latter started off as a magical cop who slowly started to realize that all the authorities she'd trusted were corrupt. Sadly, both campaigns fizzled before they could complete their arcs, but they were still a blast to play.

Some of my characters are a lot like me, while others are nothing like me at all. My first character, the aforementioned sorcerer, was more or less a self-insert because I was new to roleplaying and thought I should test the waters with something easy. By contrast, the aforementioned rogue, who was my second ever character, was someone I created specifically to be extremely different from me because I wanted a challenge. Most of my other characters have been somewhere in the middle of the "nothing like me" to "me irl" spectrum. (Although I'm currently playing another self-insert, just because I hadn't done so in Pathfinder before and thought it might be fun. She's a kitsune grandeur champion with the draconic sorcerer archetype. Yes, I WILL make and play a fox-dragon self-insert OC and there is nothing you can do about it. I may be cringe, but I am free.) For example, my warlock had pretty similar morals to mine, but she was much more naive and less confrontational than me.

So yeah. Tell me about your characters!

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Pathfinder lead designer Jason Bulmahn has launched his crowdfunding campaign for Hellfinder, a modern post-apocalyptic horror hack of Pathfinder 2e:


From the Backerkit Campaign Description: Welcome to Hellfinder, a Modern Horror Hack of Pathfinder Second Edition. This game takes the basic rules of Pathfinder, replacing specific mechanics to transform the experience from a high fantasy adventure game into one filled with mysteries, dread, and terror, a game where your agents might see things that can't be unseen and face a fate far worse than death.

In Hellfinder, you will take on the role of an Agent, sent to work in the basement of the Bureau. After months of drudgery, you finally get your first field assignment, to close an abandoned Field Office in a sleepy town in the middle of the north woods of Wisconsin. But things are very much not what they seem and this tiny town might hold secrets darker than any found in the farthest reaches of the unending forest.

Hellfinder starts by focusing on one central story, created to introduce you to the world and the horrors it contains. That story is broken down into three chapters, each of which contains new rules and the next part of the story. At the start of play, you only open the first packet, containing character creation rules and the opening chapter of the tale. The other packets will only be opened when you reach a specific moment in the story... for better or for worse.

Hellfinder replaces the traditional class system with a more free-form Agent specialization and training system. Most of this is done through spending allotted points based on your choices and some free points to reflect your hobbies and interests. As you level up, you'll get more of these free points to build out your Agent as you see fit. All options are open to you, if you are willing to pay the price.

Finally, Hellfinder adds a system for Stress, to measure how much your Agent can handle mentally before succumbing to the pressure and horror they are witnessing. It also includes a system for both Physical and Mental Trauma, which add lasting injuries and challenges to Agents who have pushed beyond the breaking point. Taken together, these systems will measure how much punishment your agent can take before succumbing to the darkness.


The game's designed to live in a binder, so there's little difference between a printed-off PDF and what would arrive in the mail if you bought the physical product. The campaign's already reached its funding goals. It wraps up on 19 August.

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Every time I see a discussion pop up about Stealth and initiative, I get a little irked. The way the GMG/GM Core recommends handling it has always bothered me, and bringing up my preferred alternatives in those spaces -- you know the ones -- tends to result in people trying to explain the rule to me like I'm 5 and have never touched dice before.

So I decided to blog about it this time, instead.

Submitted for your approval...

cross-posted from: https://wanderingadventure.party/post/189

One of my favourite things about Pathfinder 2e is its Alternative Initiative Skills rule. It's a simple and intuitive guideline for making character skills more valuable and pulling in "exploration"/non-combat mode activities and behaviours into combat initialization.

For those who haven't played the game before, while there's a default initiative roll that everyone can use at the start of combat based off of your Perception modifier, you can also use whatever skill modifier maps onto the task you were doing at the time of initiative if you, or your GM, chooses. So, if you're a Barbarian busting down a door, you can roll Athlethics for initiative, or if you're a Cleric pre-casting Shield, you can roll Religion.

This is all pretty simple, straight-forward, and elegant until you get to someone who is sneaking at initiative, because Avoid Notice -- PF2's formal name for the 'sneaking around' Action in exploration mode -- interacts with everyone else's Perception DC (PF2's proxy for Passive Perception). Checks, attacks, and skill rolls in PF2 are always done against a DC; the system never does contested rolls for these. This means trying to avoid being detected by someone is always done by rolling a Stealth check against the Perception DCs of anyone around who might be able to reasonably notice them. So, if you roll Stealth for initiative, and you beat all of the enemies' Perception DCs, none of them should notice you. None of them should know you exist.

But initiative is a contested roll. It's the only contested roll in the game, RAW. And, as mentioned, the default ability for rolling initiative in PF2 is Perception. Why? Because it's supposed to represent you noticing that the other creatures in the room are about to throw hands. And now we have a Perception roll contesting a Stealth roll.

This is where things fall apart. This opens the door to the hiding character beating their opponent's Perception DC -- and so, being unnoticed -- while the opponent rolls higher on initiative. What are you supposed to do in this case, where the hider has successfully hidden, but the perceiver succeeds in noticing?

Much to my perpetual bemusement and frustration, GM Core suggests that the opponent just... knows someone is out there.


GM Core pg. 25: To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. They're undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed. That means the participant who rolled high still knows someone is around and can start moving about, Seeking, and otherwise preparing to fight.


So, why does it do this?

Well, biggest reason is probably that PF2 doesn't have surprise rounds. Instead, it uses its regular stealth system to handle this.

The in-text reason is subtle, and likely won't be picked up by someone who isn't familiar with the game's stealth rules. Pathfinder 2e has five different awareness/perception states for creatures: Noticed, Concealed, Hidden, Undetected, and Unnoticed. These states are relative to the viewer+viewed pair. The first three are fairly straight forward and intuitive: Noticed creatures are in plain sight, unobscured, and viewed by the viewer; Concealed creatures are seen, and their location is known, but there is something obscuring the viewer's view, making their position seem a little "fuzzy"; and Hidden creatures are not seen by the viewer, but their location is known. The Undetected and Unnoticed states, though, are often a bit of a stumbling block, because, by name, they appear to be synonymous. They're actually significantly different, though. An Undetected creature is one that the viewer knows to exist, but that they do not know the location of, while an Unnoticed creature is one that they don't know exists at all.

If you review the quoted block of text above, you'll probably pick up on the fact that the authors are very careful to say that the character that succeeds on their Stealth roll is undetected, is careful about the use of unnoticed, and goes out of their way to avoid other synonyms. Beating the enemy's Perception DC on initiative rolls makes you Undetected, and not Unnoticed.

But that's not how people use it anywhere else in the game. Outside of initiative, if you roll Stealth and beat the other creature's Perception DC, you're usually going to be Unnoticed. If you beat the guard's Perception DC, you're going to be allowed to sneak on by without them paying you any attention.

So, why does it work this way with initiative? The books don't say definitively, but I'm pretty sure it's because if you tell your players to roll initiative when you haven't told them that there's anything around, they will assume there's something hiding in the shadows. Most GMs don't just randomly throw players into initiative, and most players don't want to be thrown into initiative with no payoff. Hidden enemies are Undetected by default, because players can't ignore the metacontext of the encounter (nor should they).

But GM Core presents this as a symmetrical situation, and it shouldn't be. The stealth initiative rules are set up this way for good meta reasons, but the GM should be working to a higher standard vis-a-vis metagaming. There are no in-fiction reasons why these Stealth rolls should have different outcomes from any others.

So, how should this play out?

First of all, in the majority of cases, at least one player is going to either fail their Stealth roll and be perceived, or they're going to opt to roll with some other skill or ability, so it'll be a moot case. The NPCs will have a reason to investigate the shadows. But if the whole party rolls Stealth for initiative, and the whole party beats the first NPC's Perception DC, but fails to beat their initiative roll, I think that NPC should pass on its turn. I will generally roleplay whatever it is that they were doing for 3 Actions, and then pass the baton off to the next character. Eventually, we'll either get to an NPC whose Perception DC was high enough to actually notice that something's afoot, or we'll reach a PC, who will probably make sure all of the NPCs are in the know.

This provides opportunities for the players to passively observe their targets for a moment without being in the reactive state of "Oh Shit, It's My Turn", and also rewards players with a little extra reward for having tried something as a unit and unanimously succeeding. Plus, it side-steps the invalidating and disappointing feeling of having a 'win' stolen away, which is what succeeding on your Stealth roll but having your enemy know you're there anyway does.

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This just came across my feed from Mastodon, and I thought I'd pass it along. Dead Unicorn TTRPG Club is trying to get a multi-system adventure up on Backerkit, and needs people to follow the project for it to get the green light.

Dead Unicorn said in I wrote a pretty great #ttrpg fantasy adventure and would love to share it with the world.: I wrote a pretty great #ttrpg fantasy adventure and would love to share it with the world. Your support would be greatly appreciated as I need 80 followers to get the project up, so please check out the link and follow the project. It's for D&D, #pathfinder2e & #cypher @ttrpg https://www.backerkit.com/call_to_action/9e5aa0a4-49b2-4336-a862-28f33006dc66/landing

The adventure's description from Backerkit reads: City in Starlight is a TTRPG fantasy adventure about an ancient, long dead, war between the powers of light and the powers of shadow and those that wish to reignite it. It begins humbly at a fun carnival where the PCs compete for a magical prize and ends literally in the stars as they try to save a civilization from destruction.

Check it out and give it a follow if it sounds interesting!

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Yes its that age all opinion questions. So the rules are you can use anything from the latest stuff but only class and race. no archetypes or legendary artifacts or such. Surprisingly my answer is the same despite all the updates. elf - druid. Elf because your generally good looking and you live long and you are still pretty common and don't have to worry to much about some sort of outcast type of position. Then druid because the primal list is so useful and broad. You got healing and combat and a decent amount of buff/debuff. It mainly loses on telepathy, telekinesis, and teleportation along with undead and illusions. Then leaf druids start with a familiar which is way useful and goodberry which is a great focus spell giving both tons of healing and sustenance usefulness supplementing something the primal group gives you plenty of so it just becomes not a concern now. Then pick up wildshape and that is just tons of utility. Top it off that if you can get far enough in your class that you can stop aging.

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Redditor r/The-Magic-Sword has been diligently covering the Paizocon panels, as is their custom, live-blogging them in... uhh... GDocs. Links below!

Paizocon 2025 Keynote Live Write-Up

Paizocon 2025 Hellfire Crisis Live Writeup

Paizocon 2025 Starfinder Release Starmap Live Writeup

Paizocon 2025 World of Lost Omens Live Writeup

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Over on Reddit, u/Duck_Suit has announced a Google Docs-based tool for quickly filtering spells based on mechanical criteria and casting options. Currently, it's supporting Rank 1 spells, but they intend to flesh it out up to Rank 10.

Seems like a decent little offline resource for caster players.

Original post below:


I love playing spell casters, but the honest truth is that there is an intimidatingly large number of PF2e spells and there is currently no great way of filtering those spells or directly comparing them. Having so many spell options should be an awesome part of the game, not a un-parsable barrier.

For this reason, I have been developing Keth's Spellbook:

https://sites.google.com/view/kethsspellbook?usp=sharing

The spellbook allows magic users to quickly filter spells based on essentially any mechanical criteria, heighten spells and adjust casting options, and create personal spell list.

I have had a lot of fun making and using this resource and I think you will enjoy it as well. Please visit the website above to check it out for yourself! Consider leaving feedback here or at the bottom of the website so that I can take it into consideration for future versions.

Note: The beta contains all 227 available Rank 1 spell and cantrips from the 4 standard magic traditions for the PF2e remaster, though I plan to include all spells to Rank 10 in the future (including class-specific spells and Starfinder 2e spells). Be on the lookout for updates to the spellbook!

Note: I know and love Archive of Nethys. In fact, every spell in the spellbook has a link to its AoN entry for reference. However, I think that this spellbook adds to what is available on AoN and is not redundant with it. Spell filtering on AoN is a bit obtuse in my opinion.


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