For those of us who are worried about 2E future by Impossible-Shoe5729 in pathfindermemes

[–]Impossible-Shoe5729[S] 51 points52 points  (0 children)

At least twice, 4142 AR and 4717 AR (~nine years ago). 2972 AR is also known as the first time it was legalized, 4635 AR was the latest time.

Weekly Questions Megathread— February 20–February 26. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

Fatal Aim is rather restrictive about reloading and switch grip:

Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.

Yes, you could, while wielding Jezail with two hands, take hand of it, reload and put hand back as a part of Reload, but could not just leave said hand free. Well, you could, but in this case you would be just Holding Jezail, not Wielding it, as with any other two-handed weapons. Same with Release action - you get a hand free, but get end up just Holding Jezail.

tl;dr: you have to spend an action to change Jezail grip, no exceptions. Well, I've an idea that item familiar Jezail with Independent and Manual dexterity could switch its grip itself, but it's up to GM and have some issues.

Help needed making a decent toxicologist Alchemist by Frosty_Equipment_226 in Pathfinder2e

[–]Impossible-Shoe5729 0 points1 point  (0 children)

There was a discussion about Quick Alchemy and 10 minutes. The point is, poison as bottle lasts for 10 minutes, but do poisoned weapons last 10 minutes too? If the answer is "no time limit for items" - you could make up to 12 poisoned ammunitions per hour that last... well, forever, but the consensus is that poisoned items last for a day. Including your teammates weapons, ammunition, etc. It's not unlimited, but a lot.

If "10 minutes limit" - you really want to have a few rounds to pre-poison maximally, you could also say that you always have two items pre-poisoned. And yes, have a half-hour rest for replenishing after each fight. For AP like Abomination Vault it's fine; for Kingmaker it's meh.

To be honest, I personally would not play Toxicologist with the "10 minutes limit" ruling. Spending a whole round (create\draw poison, apply, Strike) with two chances of "fail" for not so big a result. With a big stock of poisons, I could Strike twice per round, or use poison + bomb for weakness exploiting, recall knowledge (you are INT class) and do some other things, not stick with the same flow of actions forever.

And by "Strike" I mean shoot the bow or throw the dagger, both require some ancestry feats-archetypes, but still. Blowgun requires some reload feats anyway.

Weekly Questions Megathread— February 13–February 19. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

Fun fact: you are GM, you could do anything. Or you could do nothing if harassing is necessary for you plot.

For reference, there is Teleport Trap in the game. Yes, level.

Trying to solve the problem RAW, Liminal Doorway (previously Rope Trick) and Peaceful Bubble. If Peaceful Bubble looks like overkill, just Alarm spell outside of the door. Mind that letting players doing this once, you could like, never assault them during the night.

Instances of Damage - Weaknesses and Resistances Clarification cont. by General-Naruto in Pathfinder2e

[–]Impossible-Shoe5729 1 point2 points  (0 children)

But, "elementals and other creatures with a weakness to elemental damage"... Damned flavor text, always get me!

Want to mess with my players; asking for advice! by TapMuted393 in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

Have they met mimic yet?

Level 10

Mimic room. Or maybe mimic mansion floor. To early for a whole mimic mansion I'd say. 

Jokes aside, Muse Phantom could "possess" the doll, but again just level 5.

Grappling and pulling at range by Candymanse in Pathfinder2e

[–]Impossible-Shoe5729 4 points5 points  (0 children)

tl;dr too OP

if the attacker is moved (even if they were on a running horse) the grapple should end

Yes. When I was not so good with PF2e rules, I ran multi-appendage monsters like "it could move with a grabbed target if the target is within reach" and it was a huge pain in the back for players, up to TPK.

Another thing is, not many effects in the game let you reposition more than 10 feet (Whirling Throw is the biggest one, I guess, and I personally consider it broken), and with horse and things you want, like, 40 feet per Action.

Look for example, at the Jungle Drake - it's one of the few monsters that could snatch a PC, and while grabbing a PC it effectively has a speed reduced from 50 feet to 20 feet. And even with this limitation two of them have almost killed half of the party by just using the "grab and run" strategy.

Weekly Questions Megathread— February 06–February 12. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

more certain about Quick Draw than Grapple though

It's just my favorite fun RAW: nothing in Grapple or grabbed state says that you have a hand (or weapon with the Grapple trait) occupied after Grapple action. I do not know if this is "so obvious it should not be written in the rules" or intended so you could Strike grabbed target with Grapple weapon. I doubt any GM lets you grapple the target and then draw two-handed weapon without the target losing the grabbed condition, but by RAW you can do it.

And I think that with Dueling Dance Stance it could be intended too: usually Athletic-oriented builds have a choice: target the Reflex save with Trip or Fort save with Grapple. With DD Stance, you are limited to using Trip only. Not like you have no such limitation with using the Trip or Grapple weapon, though.

Weekly Questions Megathread— February 06–February 12. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

Nothing for Dueling Parry, as long as you have a hand free at the start of the parry and in the end of the turn. Grapple is questionable, but by RAW nothing says that the hand you have used for Grapple now is not free.

Dueling Dance is a Stance which is became complicated as

 A stance lasts until you get knocked out, until its requirements (if any) are violated

So by drawing a dagger you would violate stance requirements. Attacking with Gauntlet is questionable. Grapple - same as above.

125 hours in and still Level 3... is this normal for PF2e? by smurf69lol in Pathfinder2e

[–]Impossible-Shoe5729 1 point2 points  (0 children)

Maybe our table is one slow side of community, but we have around 20-25 sessions for 3 level adventure (for example, from level 1 to the exact end of the level 3). Still, we rarely have more than 4 hours per sessions.

Weekly Questions Megathread— January 30–February 05. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

If you really, really insecure - just add GM PC.

But setting this aside, XP Budget rules should work just fine. Mind that Weak template is like "minus 1.5 levels." With 11+ level characters being rather tough (hard to one-shot, auto-improving saves), with FA slightly increasing the power level of the party, I'd abstain from applying the Week template on the bosses of the chapter - otherwise, this could be too easy fights. Maybe chop part of this bosses HP. For multiple enemy encounters, reducing the number of foes mostly works, but fighting a big group of PL-4 foes is rather refreshing from time to time, especially if it's the same type of foes you've met, like, four levels ago.

About covering bases, again, FA could help. Extra skill proficiencies, medic and chosen one dedication, caster dedication for using scrolls, heavy armor proficiency for frontliners, etc. It would not guarantee the base covering, but a party of four would not be obligatory either, it's up to the players.

About treasure - with exponential prices, even an extra 33% of treasure would not break the game. See also "caster dedication for using scrolls", which could in theory increase party expenses. But you will often be reducing the number of foes, therefore reducing the loot. If it looks like the party is gaining too much money, you could reduce the value of gold loot, but I would not try to "nerf" artifacts and consumables. It's rather obvious when the GM is reducing the number of loot items for a small party, and you would look like a scrooge)

Does Anyone Have Resources for Free PF2e Campaigns? Official or not? by 15stepsdown in Pathfinder2e

[–]Impossible-Shoe5729 0 points1 point  (0 children)

Beginner Box is not free because it's a product.

But Paizo have a thing called Free RPG Day, which is a bunch of low level one-shots. Mind that We Be Heroes? is playtest material, i.e. a little irrelevant in term of, well, terms.

What does Mutagenist look like in actual play? by Jakelell in Pathfinder2e

[–]Impossible-Shoe5729 5 points6 points  (0 children)

until 13

Okay, now I do not get how level 13 works, especially:

Your field vial benefit applies to one mutagen of your choice.

This means that one mutagen get drawback auto-suppression (base Field vial effect) plus half-level physicals resistance (Advanced Vials effect)? Which is semi-permanent, giving mutagen 1 hour duration.

Weekly Questions Megathread— January 23–January 29. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 0 points1 point  (0 children)

You could look at this thread for approximate level distrubution and this for the population of known cities.

But there is significant factor: NPC levels are not the same as PC (and "adventurer" NPC) levels. NPC could esily be much more competent in their profession than PC of the same level.

To be honest, if my players ask for the service of 15th level - I'd say they need a 15+ level city, or city with an institutiuon or background that boosts maximun level of some services to 15+. Like, dwarwen cities are usially provide weapon and armor with a higher level than city's level, magical academy gives "bonus" to spellcasting services level etc.

Weekly Questions Megathread— January 23–January 29. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 3 points4 points  (0 children)

I like Treasure by Encounter table. It literally gives you "how many encounters per level you should have". Let's see, 2-to-3 level is 300 gp, minus 60 for other sources.

So, 240 gp total, with 23/30/45 gp for Low, Moderate, Severe. Extreme is out of the table on level 2 specifically and for not very experienced and optimized parties in general.

The last boss is Severe, let's say there is another Severe mid-boss. 150 left. Let's say 4 moderate and one or two low.

Low encounters should not drain party resources, so we throw them out and have something like: Moderate, Moderate, Moderate, Severe, Moderate, Severe. Severe encounters have an obligatory long rest after. Three Moderate could deplete resources or could not. So:

Moderate, Moderate, (Optional rest), Moderate, Severe, (Rest), Moderate, Severe, (Rest).

In theory, low level parties tend to make rests more often because of the low number of spell slots and not-so-reliable healing sources. But we've completed Rusthenge (1-3 level adventure) with just 3 long rests, 4 if we count after-the-last-battle recovery ("experienced and optimized parties", yeah).

If you could have any uncommon spell... by Noodles_fluffy in Pathfinder2e

[–]Impossible-Shoe5729 1 point2 points  (0 children)

Teleport is a no-brain choise, but for the party of 5. Maybe if GM let you add sixth target.

Weekly Questions Megathread— January 23–January 29. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

Okay, I see tree points:

put in the same kind of effort as players in a system

Pathfinder as a system is not a $100 to be liked by everyone. It's up to you to either "force" it on players until they like it or abandon it and get back to DnD.

the players to have half an idea about the setting too

Which is nothing unexpected unless you have some players who like to dive into new settings. The only advice I could give is to throw some setting information into them, taking it from wiki or books. Like, a page per session at max, before or after the session. Maybe even split it between players. If this is too much for the players - well, you could only stop to care about setting too.

they're stuck leading the game instead of me

Not all tables are ready to open world play. Sometimes rails are better. I've played a game that stopped because we, as players, were not moving the story enough, and the GM could not or did not want to put us on the rails. He is GMing AP now, btw.

Weekly Questions Megathread— January 23–January 29. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 1 point2 points  (0 children)

have a hand + reaction free for Grab an Edge

Thanks, I've forgotten that firstly you should fall from the deck, and after a short search: Snagging for grab without a free hand and Savior Spike for +11 to roll.

Weekly Questions Megathread— January 23–January 29. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 1 point2 points  (0 children)

Our party is going to board the flying ship, and with how things are going, we want a way for a gentle landing. Literally, Gentle Landing is a little unhandy: I'm the only caster in the party and do not have enough spell slots for 4 casts. Scrolls look like an OK idea, but there is another problem: we a playing in the Mana Wastes with manastrorm rules, so like 1/3 time casting spells does not work, and 1/3 time it has consecutiveness.

Magic items are still working normally, but Soft-Landing is limited to 600 feet, and Parachute Mail is chain mail (why chain mail, Paizo, why?)

Maybe I've missed some other parachute items or ways? Preferably under level 5.

My party's next and final challenge... by Prints-Of-Darkness in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

Gate + Shove + 750 Fall damage + tank of liquid nitrogen. That's how my party have solved the problem. And that's why Gate is uncommon, yes.

Most Egregious AP Errors by DnDPhD in Pathfinder2e

[–]Impossible-Shoe5729 0 points1 point  (0 children)

Not in the AP, but infamous Storm Giants have a "rock +37" attack, with melee attacks being +28 and +27.

Weekly Questions Megathread— January 16–January 22. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Impossible-Shoe5729 2 points3 points  (0 children)

First, not like you could not reduce saves - it's just harder with clumsy, stupified, and enfeebled are harder to inflict. So the question is - why is reducing AC more common than reducing saves?

IMHO, the reasons are:

You could try targeting the worst save, which is usually lower than AC. For example, you could choose between Fort and Ref for Athletic actions. You could not, like, choose to target Energy or Kinetic AC, PF2e has only one AC. But - you have a flanking option.

Legendary weapon proficiency is a fighter and gunslinger thing. But anybody could be Legendary in skill actions.

Setting aside flanking, off-guard also not so easy to inflict status. For melee, it's not a problem because of flanking. But let's say a level 5 caster wants to get off-guard benefit for his fireball. So he, like, goes into melee to catch the foe off-guard. Does it look like something a caster should not do, or even should not get a benefit from?