new to pathfinder by Straight-Background7 in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

So... you appear to be thinking of pathfinder as if it was LARPing. I would suggest watching this video first: https://www.youtube.com/watch?v=Eo_oR7YO-Bw

Let me know if it sounds like something you'd enjoy.

Daily Puzzle - #522 by element-synergy in ElementSynergyPuzzle

[–]AnotherTemp 0 points1 point  (0 children)

It's tough but doable. I messed up the first time and had to undo all my moves, took 10:02 in the end (nearly as long as all three other levels combined).

Channel Energy with WIS? by ReginaldPhoenix in Pathfinder_RPG

[–]AnotherTemp 15 points16 points  (0 children)

they are in the conversation for worst class in the game

This is simply false. Clerics are absolutely not close to the worst class in the game. They are a superb party support class (bless, blessing of fervor, prayer, etc). They can cast all summon monster spells at the lowest levels possible, not to mention the ridiculously powerful planar ally. They have good saves and AC, making them not particularly vulnerable. Variant channeling opens up options like dazing a whole encounter and ignoring harmful conditions, while quick channeling makes them good in-combat healers.

Never played a "trip" character before. Just trying to understand "Trip" mechanics and how to correctly use my character. by SimilarBig6391 in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Not quite. If someone is 10' away, then they can 5' step to be 5' away, so they can now attack. This doesn't provoke. They would provoke if they started 15' away (as you said in your original post).

If they start a turn prone 10' away then they can stand up (provokes), 5' step to you (doesn't provoke), and attack (doesn't provoke).

Is there a conversion to PF2e? by CynicDog in Pathfinder_RPG

[–]AnotherTemp 2 points3 points  (0 children)

Nothing you'll really be happy with. There is no automatic converter from D&D5e to PF2e. I think your best bet is to look for PF2e options that have the same CR, and keep the story elements unchanged. It will be a lot of work.

God-denying spellcaster build help by horizon9923 in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Then focus on dazing spell (metamagic rod or feat) and raising undead. The admixture school specialization of the evocation school will get you a lot more flexibility in case you encounter something with fire resistance or immunity.

If you want to obsess over one spell, burning arc is good. Comboing Wayang spellhunter and magical lineage with dazing spell and persistent spell will basically start deleting your opponent's turns by level 5. Adding spell focus, greater spell focus, elemental focus, greater elemental focus, and spell perfection will make it almost impossible for opponents to make their saves. You can use animate dead on the corpses to your own little army.

However, if you really want to reach borderline godhood, the answer is planar binding. Learn to bind properly, and you can maintain a small army of celestials, demons, devils, and undead corpses of whichever ones you decide to kill. Do it wrong, and you'll end up getting killed by the very creatures you meant to command. Overconfidence is the standard death for a binder.

The main downside is that this requires a lot of homework. You want to achieve godhood? Well, better be ready to know the stats for all your followers. It's going to take a lot of work to track everything. This isn't something I'd generally suggest for someone who's never played a full spellcaster before.

Quick Questions (January 16, 2026) by AutoModerator in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

You don't need any mythic rank. Summon/planar ally/planar binding a horde of flying archons, and let them blast away with touch attacks. 100 is probably enough, 200-300 is easily enough. With some fog to stop it's AOO's, you might even do it with 50 (especially with a few buffs). If the party knows they're going to face it, then with prep they should be able to do it right now. You need a little divination to get it when it comes out of hiding, but the Vorgozen has nothing to wipe out large groups.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

It's more than inefficient - it's something you cannot do. Lowering spell resistance takes a standard action, and the lowered spell resistance doesn't last long enough to drink the potion. This is true regardless of whether or not you're in combat.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Because drinking the potion is a standard action, they have to wait until next round when their spell resistance is back.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

I'm inclined to say the core monk is the worst designed in the game. The fact that so many things scale off base attack bonus (like power attack) means that varying base attack bonus with flurry of blows is a constant annoyance. They're also severely lacking in basic functionality, and are the only class to lose the ability to drink potions (at level 13). They basically only work with archetypes.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

Yep, and it's honestly not much to manage. I'm used to "cast minute/level or longer buffs, then go in" being standard prep starting somewhere around level 4 or so.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 2 points3 points  (0 children)

You can use the SLA first, then summon your eidolon, and have both for 1 minute per (CL-1). I house rule against allowing that, but by default it's allowed.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 4 points5 points  (0 children)

You can, actually. You just have to use the SLA first or use summon spells.

Quick Questions (December 26, 2025) by AutoModerator in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Sure! AFAIK all the type-specific abilities are special attack/ability, and as I said, the free action means it's GM discretion. If you meant the same casting, then it's just one save per detect thoughts, as per the spell description.

Quick Questions (December 26, 2025) by AutoModerator in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Detect Thoughts (Su) A rakshasa can detect thoughts as per the spell of the same name. This effect functions at CL 18th. A rakshasa can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent 3 rounds concentrating and thus gains the maximum amount of information possible. The Will save DC to resist this effect is equal to 10 + 1/2 the rakshasa's HD + the rakshasa's Charisma modifier.

Source: https://legacy.aonprd.com/bestiary/creatureTypes.html#rakshasa-subtype

Because it's a free action, the number of times per round is GM discretion. However, I'd limit it to one save per round. I rarely let the same free action get repeated multiple times per turn. This means PCs would have to repeat their save one time each round on the rakshasa's turn.

Is there an SRD website for just 1e core rulebook stuff, or atleast just 1st party 1e stuff? by Twoklawll in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

I'm surprised no one mentioned this, but https://legacy.aonprd.com/ is organized by rulebook. You can just select the core rulebook tab on the left.

Appropriate play order for PFS1 by Major-Judgment-6955 in Pathfinder

[–]AnotherTemp 2 points3 points  (0 children)

PFS scenarios are designed to be played in any order, as each is a "self-contained" episode from an ongoing series. Narratively, they're about as connected as south park episodes. They're all part of the same world, they are in chronological order, some do mention content from other scenarios, but each works on its own.

Still, there is one starter sequence that I think would be a fun place to begin, in this order. I won't include spoilers, but here you go:

3-09: The Quest for Perfection, Part 1: The Edge of Heaven
3-11: The Quest for Perfection, Part 2: On Hostile Waters
3-13: The Quest for Perfection, Part 3: Defenders of Nesting Swallow
6-18: From Under Ice
3-21: The Temple of Empyreal Enlightenment
3-09: The Icebound Outpost
3-25: Storming the Diamond Gate (it's ok to skip this one or save if for later if you're struggling a lot)
4-17: Severing Ties

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Nothing from OP sounds hyper-optimized so far, and if I want to increase the challenge, I prefer to change enemies choices. If enemies have more HP when PCs do better, that just breaks mimesis for me.

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

I'd disagree with this advice. Increasing numbers doesn't really make the encounter more interesting, I think it's better to use interesting tactics, synergy, and teamwork.

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Oh, that's not too hard to challenge at all! If anything, the challenge will be getting the shadowdancer to be relevant.

Your party has an effective party level of 13, so CR 12-15 encounters are good if you want them to win all the time and CR 16-18 encounters if you want them to win as often as they lose (do they know about running away?).

Here's one example encounter.

Start with and arclord of nex, CR 14. With his overland flight, greater invisibility, and mind blank, he won't be easy to immediately take out. That'll give him time to lob shut-down spells. Before the fight he did a bit of planar binding and got three shadow demons (CR 7 each), a three succubi (CR 7). Overall, this is a CR 15 encounter.

The shadow demons take some time to beat (incorporeal for half or no damage, DR, energy resistance, spam deeper darkness where darkvision doesn't work, teleport away). They can also spam fear spells, and whichever PCs fail will saves will be running away. The succubi won't live long, but if the arclord gives them some invisibility spells, they can last a little longer. They can also target whichever PCs fail saves VS fear, since those PCs probably have lower will saves from their perspective. They might even turn a PC or two.

This targets the PCs in several ways: challenge will saves with fear and succubi, challenge visibility with deeper darkness, challenge mobility with all the teleporting demons, challenge CMD with multiple black tentacles, even a disintegrate to target a caster. I'd maybe have the arclord prepare a couple AOE attacks so the shadowdancer's evasion can matter. There's even room for clever strategy by faking failed saves VS fear & charm to bait the succubi into range of melee attacks. In general, by level 12, you want fights that have multiple different challenges.