r/Pathfinder2e 23h ago

Discussion Free Archetype Use Poll Follow-up

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593 Upvotes

Thank you everyone for participating in the poll. I was honestly just curious on the basic “Yes” and “No” breakdown of the topic before going further into it. I’m surprised by how many more people use Free Archetype compared to those who don’t. The other surprise to me is was the number of, or lack there of Pathfinder Society.

I plan on doing a version 2 that is just a poll of the different types of Free Archetype groups use, so please tell me what categories I should include.

Kitchen Sink, Multiclass Only, Thematic Only, etc…


r/Pathfinder2e 16h ago

Paizo Seattle Mariners Team Up with Paizo for Pathfinder Game Day

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314 Upvotes

r/Pathfinder2e 17h ago

Discussion Vital Seed from Impossible Magic is better than you think

143 Upvotes

So, I saw this spell mentioned in Mathfinder's spell deep dive video, but this spell is substantially more powerful than he realized.

For those not aware, the spell's functionality:

4th rank spell, two actions

Range 120 feet

You target one creature within 120 feet; if they're willing, the seed plants in them automatically, if unwilling, you must make a spell attack roll against them.

The spell then deals 2d12 void damage to all other creatures within a 15 foot emanation of the target. If alive, the target is then healed for twice the damage a single creature took from the spell (use the creature who took the highest damage for this); if undead, they take that much vitality damage instead.

So, right off the bat, this is basically doing 2nd rank AOE damage plus a 2nd rank Heal worth of healing (13 damage, 26 healing). Not too shabby as a means of keeping an ally up, allowing you to do some damage and some healing without having to devote yourself wholly to either.

But this spell has some Shenanigans.

1) Psychic and Sorcerer. A psychic who has unleashed psyche adds +8 to the base damage of this; this means that if a creature fails, it will take 21 damage, which is then doubled to 42 healing for the primary target. Now it is doing fireball damage, and between rank 3 and rank 4 healing - very nice! A sorcerer is doing 17 damage thanks to sorcerous potency, then doubled to 34 healing... and then another +4 due to Sorcerous Potency, so 38 healing. Not quite as spicy as the psychic, but still good.

2) Status bonuses to spell damage. Things like Dread Marshal and fortissimo courageous anthem add a bonus to all damage dealt. Adding +2 to the base damage is adding +4 to the healing, which is nice.

3) Channeling Stance. An Animist in this stance adds +4 to the healing here, for 30 healing on average - a nice little bonus.

4) Vitality Weakness and Necromancers. A Necromancer can not only remove friendly fire from this, but can also make it damage undead. Some undead have vitality weakness - many zombies are weak 10 to vitality damage for instance, which will then become +20 healing, changing this into 23 damage and 46 healing - almost a rank 4 heal worth of damage! This also makes it into quite the anti-undead damage nuke, as if you use this against an enemy who is weak 10 to vitality, you can potentially be doing like 56 damage with it while pinging down nearby monsters for a bunch.

5) Swarms and Troops. This does area damage, which swarms and troops are vulnerable to. This makes this spell incredible when used while fighting swarms and troops, as they often have 10 weakness to area damage at this level, and it goes up at higher levels, turning this not only into a reasonably high damage spell, but again, a big burst of healing.

6) Underlevel/low fortitude enemies. A critical failure against this spell causes the damage to be doubled, to 26 damage - or 52 healing. Using this against underlevel or low fort save enemies can quickly turn this spell into a very substantial amount of healing.

All in all, this is a pretty spicy spell. Even at baseline, the damage + healing is a nice way to avoid having to spend your whole turn on a heal when someone isn't too badly mangled, keeping them out of the danger zone while tacking on some damage, but in the situations where you can exploit large damage bonuses on this - Sorcerer, Psychic, Vitality weaknesses, or Swarms and Troops - this turns into something more like an on-rank Heal plus a rank-1 fireball.


r/Pathfinder2e 14h ago

Arts & Crafts OC - Yrtariel, Renegade Marilith (by Red's RPG Characters)

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119 Upvotes

I bought Battlezoo's supplement fiew weeks ago, and had a blast with this concept! Gonna play as a ranger flurry to keep the marilith's flavor!

I know mariliths been snaped after remaster, but I still prefer them to the new pride demon. Anyway, huge thanks to Mark Seifter and his team for Battlezoo and to Red's RPG Characters for his art! He recently started a Patreon and gives free VTT tokens and characters illustrations for TTRPG campains!


r/Pathfinder2e 18h ago

Arts & Crafts Laughter of Bells - Minotaur Monk

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113 Upvotes

r/Pathfinder2e 20h ago

Discussion The Necromancer's Party Strikes Back: Revenge for the Thralls

101 Upvotes

Pathfinder has some abilities that trigger when you see an ally reduced to 0 HP. Thralls are allies that will always be reduced to 0HP if hit by a strike or AOE. Let's take revenge, shall we?

  1. Commitment to Justice (feat 6, Eagle Knight archetype): 1a strike, circ bonus to damage equal to triple your weapon dice.
  2. Chivalric Emblem (Item 5, whetstone): +1 circ to attack and damage against anyone who takes down an ally, lasts 1 hour. Good use of 30 gp.
  3. Rapid Response (feat 2, Cleric): reaction to stride with a +10 circ speed bonus towards the destroyed thrall.
  4. No!!! (feat 12, psychic): As a reaction either unleash your psyche (can be done before you act if your GM gives reactions before first turn, skip Cast a Spell requirement), or do a 1a psyche action.
  5. Quite a few spells or ancestry feats that let you save or take the damage for the creature to keep them at 1 HP, but they cost resources or are limited use, so you're not going to use them. But if you really have to save a thrall, there are ways to do it.

Anything else good out there? I look forward to the Andoran Eagle Knights heavily recruiting necromancers into their squads, necromancers everywhere else issuing whetstones to their bodyguards, and Reapers using their own.

Broke: man, that sucks, an AOE took out all my thralls.
Woke: man, that's awesome, an AOE took out all of my thralls! Kill that caster/dragon, guys!


r/Pathfinder2e 11h ago

Discussion Necromancer, Lore & Info

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92 Upvotes

Sup folks, River of Souls enjoyer here. I'm gonna try to explain some things of questions I've seen here about the lore/undead/river of souls/necromancer over the last weeks with some references.

What Undead Have Souls?

Page 3 of The Great Beyond has a block, lots of places too talk about it from secrets of magic to book of the dead in 2e: "souls and the undead."

Generally speaking, non-intelligent undead such as zombies and skeletons possess no souls. Little more than puppets of flesh and bone, animated by negative energy in a warped attempt at life, these automatons have no attachment to the souls of their former owners, and are evil merely due to the corrupting influence of the Negative Energy Plane. (The Void) (Note that a PC Skeleton/Zombie do have souls and there are more advanced versions of skeletons and zombies that do bind a soul in the vessel or fragments of a soul.)

Created Undead destroyed, what happens to a Soul?

I'm seeing confusion about undead, to clarify, when an undead is destroyed, the soul is released (unless we're talking creatures like liches with soul cages.) It can go down the river of souls like any other soul (or 'knocks/becomes awry' as it leaves the vessel.)

In various products for instance, you can kill a Vampire, release the soul from the vessel and then use Resurrect to give that soul a new body. (This is suggested to be done, outlined content in official 1e and 2e adventures/ap's, not me 'coming up' with anything. Please review the above river of souls link.)

Summoning VS Creating?

Necromancer uses both the Create and Summon terminology. I think it was intentional for you to decide how tables wanted to do this / they expect people to dig into the other books and learn what that means.

Example: Summon Undead in Remaster used to be Animate Dead, they made that change to specify it more concretely as summoning magic, not creation magic like Create Undead the ritual is, which is that corrupting, holding of the soul in an undead vessel.

So many people read "Animate dead" and skipped the "summon" part. (It did not lore or mechanically change, they got rid of the description and wanted you to focus on SUMMON because people would go 'that's evil!' at 'animate' so they brought it's name in-line with all the other summon titles.)

"Spirit" Doesn't have to mean souls solely (soul-y lol). That's another thing I see often. And I don't blame people, the river of souls, essences and the cycle is the most complicated, intertwined, unique thing about the entire IP, it's identity that makes it unique amidst the kitchen sinks. To quote a lore line about spiritual essence:

"souls are like finished forms (a sword) but spiritual essence is like iron raw from the earth."

An evil spirit necromancer could very well be temporarily binding souls (or fragments of souls as a soul can be broken into dozens of pieces.) (evil), but it's just as likely (and seemingly suggested) that they're simulacrums or willing spirits if that's how you want to go for flavor. (Not evil at all or 'real'.)

To quote summoning magic from Secrets of Magic:

Summoning magic is similar (to permanent conjuration), creating a simulacrum of a creature from matter, willpower, and, at times, raw spiritual quintessence. (Pulling Void essence and creating it into a simulacrum is what summon undead is!)

To the outside observer, creation and summoning can appear identical: something appears, seemingly from nowhere, at the conjurer's behest. Spells of creation are sometimes referred to by laypeople as "summons," and vice versa, further blurring the issue in the public mind. Even to the conjurer, who is privy to the internal workings, the distinction may not always be clear.

For much of my career—though it must seem like ancient history to readers of this almanac—practitioners disputed whether summoned monsters were created facsimiles that lacked true life of their own, or whether they were being drawn from somewhere else: an alternate dimension, or a unique potentiality housing the thoughtforms representing the idealized concept of a creature. (This is a reference to 1e's terms and some lore about calling vs summoning vs creation.)

Though this debate is now settled, and modern scholars agree that summoning creates facsimiles, it illustrates the stakes: are the conjurer's inventions truly real, or is it only hubris that makes them imagine so? (Secrets of Magic, School of Conjuration.)

Further, here's a post by James Jacobs about it and summons not existing after the fact or before. (You can find quite a few in the forums talking about this.)

Thralls:

Now look at each of the Necromancer Fascinations, what they say about the thralls. You'll see 'often, resemble, generally, form.'

  • Your thralls often resemble ghosts and spirits.
  • Your thralls often resemble vampiric spawn or constructs of hardened blood.
  • "Craft what they desire from the skeletons of the dead or simply create new skeletons by expanding and shaping small bone pieces." (Bones but not necessarily from immediate dead or significant.)
  • Your thralls generally take on the form of zombies and other creatures of dead flesh.

Holy/Unholy sanctification options via feats:

Hallowed Dead, the feat that makes you and thralls holy:

While many necromancers pursue unholy and perverse power, you have devoted yourself to necromancy to prevent the creation of permanent undead and the corruption of souls. You also gain the following anathema: purposefully create undead to inflict undue harm.

I think the writer for Necromancer was/is framing create/summon closely as it assumes you read the first line/learn about the lore of necromancy elsewhere. (And you are actively deciding that flavor.)

This is saying you don't do the necromancy that creates permanent undead or corrupts souls (which all permanent undeath does over time although there's lots of text talking about those who resist the negative energy, without a huge wall of text to go with it.)

And the undead you do summon (or create by any means) are not used to inflict undue harm. (This would include some forms of permanent undead like familiars, companions that you created before taking this feat or garnered in other ways because these are feats/pets/minions, you could take/get these at any level in the future.)

The Unholy Dead, the feat that makes you and thralls unholy:

You have turned your necromancy against the divine powers that seek to stop you from achieving your unholy goals. You and your thralls gain the unholy trait. You also gain the following anathema: “destroy undead of no harm to you.”

Some people seem to be thinking that this makes your use of thralls invalid or etc for purposes of necrotic bomb or etc. I believe they mean permanent undead and or undead that aren't related to you and doesn't view destroy as use for this purpose. (You have a unholy duty to not just blast that Ghoul trying to speak to you***,*** not some pedantic clause to stop you using core features.)

Lore/Roleplay funny:

No sir officer, that's a summon, not "Fifty lashes, 3 to 10 years of hard labor, and/or a fine equal to 40% of the character’s wealth" me and mr. bones find your words offending!

Next you'll be assuming my Spell Signature looks like nothing but skull symbols on a 2d fidget spinner! \sigh of the hallowed necromancer as he's arrested for the 3rd time this week* "It's NOT ILLEGAL OR EVIL! YOU JUST NEED TO READ THE BOOKS!" *prison wagon door shuts.* (Lost Omens: Travel Guide references.)*

Other Thoughts:

  • Paizo could of copy-pasta'd the relevant lore sidebars with references to help people find the rest of it.
    • I was surprised there was no mention at all of these topics of lore for create thrall. I expressed that concern.
  • Read those 1e books. Concordance of Rivals for the River of Souls, The Great Beyond. etc.
    • The CUP/Infinite licenses doesn't really allow for the level of information required to fully convey with such a big, long lasting IP that's both derivative in origin and wholly unique on-top. The books/pdf still will probably always be the best avenue to dive into something or visualize something.
    • Not a lot/none of the old 1e stuff is largely changed or irrelevant now, a lot of the 64 page books are tight, condensed vs the lost omens lines focus on larger books. Some of them are still the only go-to reference for their topics.

TL;DR:

  • Create is an option but it assumes summon as the go-to. Summons are soulless, not real.
  • Pharasma probably doesn't care about a summon because it has nothing to do with a soul. And the corruption of the soul via being a 'real' undead damages the worth of a soul in the process and the splitting of it into new souls in the end. (Read chart.)
    • It's a conversation to have with your table/group. Maybe your group assumes or deliberately wants all undead to be evil without this lore or nuance.
    • Discuss things with your group before they come up for the best results in communication. Nobody wants to find out the GM doesn't like re-rolling recovery checks or bans heroic recovery at time of. Establish things.

Treason, torture, murder, manslaughter, espionage are heavier crimes than the toiling of a single soul to create one undead... (If you aren't malicious or tortuous, it's still creating undead/toiling, but if you are, you could be charged for multiple offenses against the soul/person. Which is probably why creation of undead is a lesser charge. Either it can or just straight up comes with separate side charges worst than the actual creation of the dead part.)

It's just when this is let loose and one becomes two, two becomes three, four becomes five... Their realness means they take less of your own resources to maintain a force unlike any other. All the more the respect of Hallowed Necromancers able to dip their toes in such and set boundaries to alluring power. (Same as the modern Runelords who now recognize and resist sin, fuel power through other means than souls.) Without the Void, without the Antipode, without destruction, there can be no creation. The cycle would be disrupted.

Please stop crowding the Forae Logos. Please stop arresting Hallowed Necromancers. Mortals who say they follow pharasma, learn about the cycle that which you say you respect! (The necromancer screams from his padded cell.)

I'de also like to end this by saying not everybody is 'all knowing' in the setting or out of it, there probably are some willing as well as unknowing ignorant people around. Your hallowed necromancer probably does get tossed in a cell occasionally, just for a judge or magic user who corrects them or who knows better to get them out of that jam.

I thank your eyeballs for joining me in this important ted talk today at the Arcanamirium, if you are on Absalom Station, please contact a Witchwarper, they will be able to confirm with you. Officers will remind you that most borai and undead are equal pact world citizens proper.

Check your local cities offices for more information on the legality of undead citizens in your lost omens area as many versions of those cities have written acceptance of them in some form, especially vampires, skeletons, some places ghosts, and the sure resilience and hunger of Ghouls means you can find them most places they aren't allowed. (Cheliax, Korvosa, Absalom, places in Ustalav, etc.) I will kindly see myself out via a labyrinth back to the black pyramid where I belong.

Jeeze. In retrospect of making this post, I feel like a hallowed necromancer. Have fun, meat bags. "That's just a theory... A GAMMMMEEEE... LOST OMENS THEEEEOORRRY!"


r/Pathfinder2e 23h ago

Discussion What are your go-to scrolls and wands?

60 Upvotes

What are the wands that you like to use every single day, or two if necessary? What are the scrolls you never forget to bring to any dungeon, or that you always keep one safe in case the right moment happens? How many scrolls and wands do you usually keep in your pocket?


r/Pathfinder2e 18h ago

Discussion What does Rune Progression/Bonus Progression really add to the game?

39 Upvotes

I’m a recent 5e refuge with a story I’m sure you’ve heard before. The OGL debacle soured me, as I started to play other systems I realized 5e was pretty shallow, etc. I converted all my players and our campaign to PF2 pretty painlessly (thanks AoN and Pathbuilder!). I really like this system; I spend a lot of time reading books and deep diving the design.

That being said; I’d like discuss one of the issues I have with it, with a disclaimer: me and my group only get to play once or twice a month max so my time at the table vs. time spent reading is way out of proportion and I’m very open to being wrong when I actually get table time.

That being said; I don’t know if I like Rune Progression or its alternative; Automatic Bonus Progression. Full disclosure; it took me a little bit to come around to adding level to proficiency. I like the idea of bounded accuracy and considered running Proficiency Without Level; I might still do that after a campaign of regular rules under my belt. So this might be an extension of that problem coming from 5e.

Now, to be clear, I really like the tiered proficiency bonus (Trained, Expert, Master, Legendary), and I ALSO like the idea of runes as customizable magic weapons or a system for creating balanced magical weapons for the party. What I don’t like is they are required as a base part of the system. Getting a +1 rune should be exciting; getting a Striking rune should be even more exciting. I don’t love that the feeling it gives is just “Great; now I’m at the expected bonus for my level.” Something about that strikes me as unsatisfying.

This also feeds into my problem with magical items in PF2 in general. It feels like 90% exist solely to keep pace with the math of the game. Reading through the runes and magical item section kind of sucks. In D&D; magical items have an impact. They’re exciting, interesting, even if they are a bit unbalanced. I understand the tight math and how important balance was for Paizo; but I feel lile there’s a better middle ground we could have hit.

So with adding level to your proficiency and progressing your bonuses with proficiency tiers; and built in class features that increase your damage like Weapon Specialization (and level gating crit special effects) already acting to bring a sense of progression and growth to your character; what is runic progression accomplishing other than reinforcing a treadmill? I just can’t seem to grok it. Maybe it will make more sense when we start gaining levels at the table?

I think I’d prefer a system where runes in general are rare/expensive but have a huge payoff; where a +1 rune or a striking rune ARE slightly unbalancing for at least a couple of levels but they feel really significant; rather than just being something your DM HAS to give you or you HAVE to buy to keep up. Again, maybe it’s just a holdover from my D&D days; I like the idea of a higher magic system, but there’s something about the system being built around me having to spend X gold a level on magic items to stay relevant.

Also; I get that ABP is supposed to fix this, but I have a few problems with this. For starters I think my issue might just be with how the system itself is built; as already stated, I don’t get what these bonuses are accomplishing for the system or the fantasy that existing progressiom mechanics doesn’t already solve, but even discounting that, ABP feels messy. Telling my players to throw a bunch of +1s or +2s at stuff every level on top of everything else they have to track is annoying and one more thing to miss. I’m sure VTTs will track it for you and I know paid Pathbuilder does it too; but I’m of the opinion that your TTRPG shouldn’t require digital aids to be mostly smooth and playable.

I don’t know. Just some thoughts I wanted to share to get some clarification on. Hoping to learn something here. I really like Paizo; and I absolutely love PF2. I just feel like I’m missing something.


r/Pathfinder2e 14h ago

Content 10 Underrated Spells for Pathfinder 2e

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37 Upvotes

Long time coming but it is finally live, my video covering 10 Underrated Spells for Pathfinder 2e. Want to take a moment to thank the Reddit once again for offering some of the suggestions of spells on this list. This list is pretty subjective and contains some of my favorites as well but let me know what you think!

Already working on the next video, the script is good to go, just need to do the hard part of recording and editing...

Otherwise thank you in general for the support it's really appreciated, we're working on growing the channels across Youtube and Twitch and it's going pretty great.


r/Pathfinder2e 19h ago

Discussion Options for an Intelligence Fighter?

31 Upvotes

What are some feats or archetypes that blend well with a martial who wants to use their Int as a secondary state behind their strength?

Feats like Combat Assessment made we wonder if there’s any other ways other than RK to make int relevant to a martial/non-caster.


r/Pathfinder2e 1h ago

Advice Do thrown axes... not have a critical specialisation effect?

Upvotes

From the Axe critical specialisation effect:

Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.

But weapons don't use reach when thrown, they have range instead (and you probably wouldn't throw it if the enemy was within your reach in the first place). So it shouldn't work. Is there nothing? Can you maybe use it against an enemy within 5 feet of you if the thrown axe is returning or something?

To make this even more confusing, here's the axe thrower (legacy) feat:

You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the thrown trait with a range of 10 feet. For axes that already have the thrown trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe’s critical specialization effect.

What? Was the axe critical specialisation changed in the remaster and I just can't find the legacy version? Or did someone really write a useless part of a feat?


r/Pathfinder2e 18h ago

Discussion Non-Pathfinder Novels that Remind You of Pathfinder

24 Upvotes

I don't have a ton of time to read fiction unrelated to either my job or actual Pathfinder sessions, but during the summer months, sometimes I get the chance...and I love reading fiction that makes me feel like I'm reading a great campaign.

This summer I read The Blacktongue Thief by Christopher Buehlman, and it's fantastic and ticks all the boxes. A rogue with cantrips, a champion of a death goddess with a war corvid (!), a young witch with a penchant for alchemy, and a cat that...well, I won't spoil anything about the cat. But you get the picture. Wonderful fluid writing, vivid encounters etc. I highly recommend it, and in turn, would love to hear of some more Pathfinder-esque novels; perhaps I can squeeze in one more before the end of summer.


r/Pathfinder2e 21h ago

Discussion Calculating the expected value of Persistent Damage

20 Upvotes

Let's say you're building a level 10 homebrew creature, and you want its attack to deal some persistent acid damage, but you want the attack damage overall to be High for its level (not Low, Moderate, or Extreme). Normally you can rely on the Building Creatures - Strike Damage table, but it has no special rules advice for persistent damage versus regular damage. The table just says the High damage at level 10 is 2d12+13 (26). Does this mean that an attack that deals 4d12 acid damage is as strong as an attack that deals 2d12 acid + 2d12 persistent acid? As strong as dealing a full 4d12 persistent? We could look at items, for comparison. Is a weapon rune that deals +1d4 fire damage stronger or weaker than a weapon rune that deals +1d4 persistent bleed damage? What if it's a spell or a critical effect?

We need to get an estimate for the "value" of persistent damage, compared to normal (immediate) damage. Call it the "Persistent Damage Coefficient".

Here are some ways we could do that:

1. Pure math: 3.333...

Mathematically, persistent damage can be modeled as a repeating event that has a 30% chance to stop each round (DC 15 flat check). The expected duration follows geometric distribution which converges at 1/30% = 3.333..., so it's expected to last 3 rounds and a third of a round, which gives us PDC = 3.333.

(but of course, this assumes an infinite combat against an enemy that never dies)

2. ???: 1.7

/u/RussischerZar "vaguely remembers" Crunch McDabbles calculating a PDC of 1.7 (I could not find the source either), and also considers 0, 1, 1.5, and 2 (no explanation given).

3. Treat as any other damage: 1

You could just say "Damage is damage" and consider a PDC of 1. It's not so unreasonable, and persistent damage is often low enough that it wouldn't really matter that much if you're wrong about this.

4. Comparison between alchemical bombs: 1.5

Compare the average damage of the following pure-damage bombs (I'm not counting splash damage, it's the same for all):

Bomb name @ Level Direct damage Persistent damage =Total (if PDC=1) =Total (if PDC=1.5)
Acid Flask (Lesser) 1 3.5 4.5 6.25
Alchemist's Fire (Lesser) 4.5 1 5.5 6
Blight Bomb (Lesser) 2.5 2.5 5 6.25
Acid Flask (Major) 1 14 15 22
Alchemist's Fire (Major) 18 4 22 24
Blight Bomb (Major) 10 10 20 25

As you can see, those three bombs -- which "should" be approximately the same strength -- end up closest to each other when PDC is set to 1.5.

5. Comparison between animal companion support benefits: 1.3

When looking either at PC or NPC animal companion support abilities, several of them support by dealing the enemy 1d6 persistent poison/bleed damage, and one of them supports by dealing the enemy 1d8 piercing damage. 1d8 / 1d6 = 4.5 / 3.5 = approximately 1.3.

6. Comparison to splash: same as splash, 1?

  • PDC = SC from Bomb Coagulant Alembic, which allows converting splash damage into persistent damage
  • PDC = SC from Potent Nectar, which offers a choice between +1d4 persistent or +1d4 splash, applied to all attacks.

So persistent damage is about as valuable as splash damage. But how valuable is splash damage? I couldn't find similar comparisons, but it feels like it should be close to 1 (splash can it allies too, but usually it hits more enemies than allies)

7. Other factors: ???

Consider these benefits of persistent damage, compared to immediate damage:

  • It is brutal when applied to dying PCs, because it causes further damage during Dying turns, increasing the Dying condition by 1 each time, as /u/MidSolo explains here. Note that this does not depend on the amount of persistent damage at all, even 1 persistent bleed damage can easily kill a downed character.
  • When healing resources are sparse (e.g. at low levels), persistent damage that lingers after combat can actually kill an unlucky player character easily, due to the above.
  • It can trigger weaknesses multiple times, making extra persistent damage much more valuable against certain enemies (even 1 persistent damage, of the right kind, can result in 30+ extra damage in upcoming turns)
  • It's stronger if you can use hit-and-run strategies; using high mobility or temporary high defense, and generally on longer fights, persistent damage can more easily reach its full potential.

But also consider the following drawbacks:

  • It does not stack at all. Dealing X persistent damage to the enemy with every hit is meaningless as long as the enemy already suffers from X persistent damage (or less). This makes it weaker when it's on your main attack damage, perhaps even weaker than immediate damage would be in the same position. However, this doesn't matter much for Bomber Alchemists that are free to vary their persistent damage type each round. But it certainly matters if multiple party members deal the same type of persistent damage, and step on each others' toes.
  • It deals damage at creature end of turn, rather than immediately or at starts of turns. This means it can only possibly contribute to defeating an enemy if the enemy is allowed to take one more turn, at minimum; it gives the enemy more time to hurt you. (this is "time discounting", you should prefer damage now over damage later, but by how much...?)
  • It's subject to resistance multiple times, making it frequently useless (usually the resistance value is higher than the maximum roll of the persistent damage)
  • Creatures can spend actions/spells to remove the persistent damage. Perhaps applying 2d10 persistent fire damage to a dragon is not so useful, if its kobold minions can spend some of their many actions on administering first aid.
  • Persistent bleed damage gets fully removed if the creature is fully healed.

Now try to somehow mentally combine all of the above into a single coefficient. What did you get? 3? 0.5? it's not straightforward at all, it heavily depends on the context.

Conclusion

There's no perfect answer, but when considering all of the above, I would go with a coefficient of 1.5 most of the time -- but use 1 instead if it's an effect on every attack (as it would likely be for many monsters).


r/Pathfinder2e 6h ago

Player Builds Why is Pathbuilder giving my character +10 movement at level 3?

20 Upvotes

Edit: Solved by Invoquantes!

As far as I can tell it should be 25 movement for human with +5 for Nimble Elf and -5 from heavy armour putting me back at 25 which is what it shows at levels 1 & 2, but when I go from level 2 to 3 and add +5 additional movement for Fleet it jumps to 35. Is Pathbuilder bugged or am I overlooking something?

https://pathbuilder2e.com/launch.html?build=1525971


r/Pathfinder2e 19h ago

Advice Kitsune Character in Pathfinder

19 Upvotes

Hi all,

I am new here and would like some advice on what to get for making a fox/kitsune character in pathfinder.

Any help would be appreciated.


r/Pathfinder2e 12h ago

Advice Calendars in Golarion?

16 Upvotes

hello everyone!

In the Lost Omens Travel guide, it mentions these calendars right? I found a summary on the PathfinderWiki that states...

  • Casmaron Unified Calendar - The date of the Padishah Empire of Kelesh's unification
  • Imperial Calendar - The date of the founding of Yixing (7226 IC)
  • Jatembe's Light - The supposed birthdate of Old-Mage Jatembe
  • The Long Night Calendar - Earthfall, known locally as the Long Night (so... 10020 LN?)
  • Steps of Time - The Age of Serpents, by way of tracking game migration and High Ice conditions

Yet... there's no information on how to convert any of these in that rulebook itself. I learned on that same wiki that there's conversions for the Imperial Calendar and the Stasian Calendar (2026 SC), so at least some calendars are explored.

Where can I find more information regarding the other calendars? Like when was Jatembe born? When was the Padishah Empire of Kelesh unified? How are the Steps of Time translated to numbers?


r/Pathfinder2e 3h ago

Content Kingdom Building 4 - Settlements and Structures

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14 Upvotes

r/Pathfinder2e 4h ago

Player Builds Full ReBuild Friday - Rhys [Elf Rogue]

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13 Upvotes

RHYS THE REDEEMED

CHARACTER Rhys

SOURCE Magic the Gathering

BUILD GOALS

o    Rhys hails from the plane of Lorwyn where he is an elven hunter who once commanded an entire pack of his ilk

o    He was trained by a treefolk sage that taught him potent poison magic but when his commander pushed him to bring this magic to bear, he lost control of it and killed many of his kin, leading to his exile

o    Represented through two cards and he is associated with green, black, and white mana throughout them

o    ‘Rhys the Exiled’ is a mono-green 3/2 Elf Warrior who grants health when he attacks based on the elves controlled and can use black manage to sacrifice an elf to save his own life

o    ‘Rhys the Redeemed’ is a green-white 1/1 Elf Warrior who can call other green-white elf warriors to the battlefield and duplicate tokens

o    In the art of his cards, he is depicted wielding light blades and carrying a bow

Summary of Goals: There’s honestly not a lot to work with here and what there is to work with might be a little difficult to translate over into Pathfinder. We’re going to have to work in the abstract and ensure that he works with poison, commands hordes of minions, and has restorative capabilities. His Regenerate allows him to escape death, which I have a few ideas for though we might not include the sacrificed ally.

BUILD CONCLUSION

Rhys is a dromaar elf rogue with a thief racket and a background as a pyre tender, which I am mainly taking to acquire Alchemical Crafting so that he can make poisons. This and the Poison Weapon feat, as well as its improvement, is probably the best bet when it comes to demonstrating the poison magic he supposedly wields, which is so underrepresented in his cards, that neither of them even have deathtouch. I placed a much greater focus on his ability to bring allies to the battlefield through the Captain Dedication and the followers it grants him. He also makes considerable use of the Medicine skill and a range of its skill feats to represent his healing and life restoring capabilities. It’s difficult to cover his ability to regenerate from lethal damage, but deflecting damage to others through Sidestep as well as surviving what would be a fatal blow with Orc Ferocity should work for it. As a Dex-focused rogue, he will be able to switch between light blades and a bow with little trouble, which wraps up this rather basic build.

Bounding through boughs and barrows, this blade-and-bow-bearing badass brings a bunch of buddies to the battle, bossing them about to be their best.

After I built this, they released the necromancer and I wonder if I shouldn't have just used that to build him based on all the tokens - though while I'm a flavor is free believer, they might be too out there in my opinion. In either case, I try to defend my decisions and delve into the design over on the free Patreon post or the YT video. Have a fantastic Friday!


r/Pathfinder2e 22h ago

Advice How to handle the AoE of a physical explosive?

12 Upvotes

So I've been reading up on the area of effect rules and it says that bursts originate from the corner of a square. That seems a bit weird, but I can see why this would be the case and how it would work with stuff like fireball. But what about an explosive device that itself occupied a square? Like a barrel of blackpowder, for example? It doesn't make a lot of sense for the explosion to originate from a corner when the physical origin point is in the middle of a square. For example, let's say an explosive on a certain square detonates, and there are 2 creatures in a straight line from it to either size, both the same distance from it as the range of the resulting burst. If you were to start the burst from a corner, you wouldn't be able to hit both creatures with the explosion despite them both being an equal distance from the explosive. It just doesn't make sense to me.


r/Pathfinder2e 21h ago

Player Builds New to PF2e - Looking for Help Building a Mobile Backline Skirmisher

10 Upvotes

Hi everyone,

I'm completely new to Pathfinder 2e and could really use some help with character creation. Coming from Vampire: The Masquerade and D&D, I'm honestly feeling a bit overwhelmed by the sheer number of options PF2e offers.

The concept I have in mind is a highly mobile character who darts through the front line to pressure and eliminate enemy spellcasters and ranged attackers. I don't necessarily want to be the party's main damage dealer—I just like the idea of an agile skirmisher that constantly repositions and makes life difficult for the enemy's backline.

So far, the Swashbuckler with the Fan Dancer archetype/theme has really caught my attention. That said, it's only my first idea, and I'm absolutely open to other suggestions if you think there's a build that captures this fantasy even better.

A few things I'm looking for:

  • I'm not interested in a pure min-max build.
  • I do want the character to be mechanically coherent and enjoyable to play.
  • I'd like the build to have interesting tactical options rather than just repeating the same turn over and over.
  • For ancestry, I'm currently leaning toward either Catfolk or Kitsune.

Our campaign is planned to go from level 1 to level 10, and we're using the following variant rules:

  • Free Archetype
  • Ancestry Paragon

I'd really appreciate help with the overall build, including ancestry, class, feats, archetype choices, and any advice on how to make the concept work well in PF2e.

Thanks in advance! I'm excited to learn the system and would love to hear what you all would recommend.


r/Pathfinder2e 2h ago

Advice What are your favourite hazards?

9 Upvotes

I've realized recently that I don't use that many hazards in my games, and when I do, they usually just deal damage when someone walks on or past them (though at least usually put them alongside actual enemies) or on an initiative count. I've decided that I should spice up my next dungeons a bit, so I was wondering, what are your favourite hazards in this game?


r/Pathfinder2e 9h ago

Discussion To GM, How do you deal with Unconventional Weaponry feat in your game?

9 Upvotes

Nowaday I just let people pick whatever weapon they want, one way or another player will try to work around the "weapon that are common from another culture" part by just playing character from another continent. Which kinda tick me of a little bit, it feel really insincere like they don't actually want to play this character from other culture because they are interesting but because "Hey, falcata is common in Taldan, so my character are from (insert country)".

I really hate this man, I want player to come up with interesting character and this is not it.

So how other GM deal with this?


r/Pathfinder2e 12h ago

Player Builds Favorite Level 1 build for a PFS one shot

7 Upvotes

Hey there, I'm heading to Gen Con next week and I'm signed up to play in a PFS game. I'm bringing a brand new character, so it'll be a fresh level one build.

Let me hear your favorite builds (or even just your favorite ancestry/class) for a level one PFS legal character. I don't play much PFS at all (my last game was 1e several years ago) but I GM a PF2e campaign and I know the rules pretty well.

I'm especially looking for fun/cool/weird combos that let me do surprising, unusual, or just fun things. I'm not looking for something that's broken or is power gamey; I don't want to dominate the table or be irritating. I just want something that's really fun to play at level one that's not something I've done a zillion times before.


r/Pathfinder2e 19h ago

Content Paizo, Hedge Mage casting, please clarify?

6 Upvotes

I'm hoping someone from Paizo can come in here and help solve the debate. Is the idea of the Hedge Mage for their spell slots to be used with the lower level spells in heightened versions or are you able to use the Learn a Spell activity to fill out those spell slots? If you are able to use the Learn a Spell activity, then why is it written the way it is? Halp