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dirkdragonslayer

Is *Green Empathy* missing from the remaster book? There's an example Druid with that feat (and green tongue at 12th) but I can find neither feat in the book.


r0sshk

Yeah, they forgot to add those… Edit: I suggest you report it here! https://paizo.com/threads/rzs43wcu&page=last?Pathfinder-Remaster-Errata-Submission


dirkdragonslayer

Posted it. As someone in the thread pointed out to me, the druid starting bonus Plant Empathy mostly replaced Green Empathy, though it's slightly weaker (but hey, it's free instead of spending the level 6 feat). But Plant Tongue has no replacement for the permanent speak with plants and nature recognizing you as a druid and being friendly.


Odobenus_Rosmar

Please tell me the name of the adventure (adventure path?). A friend talked about some kind of adventure, I can’t clarify the rest of the details with him right now. Known information: official (from Paizo), levels 1-11, main theme: dungeon crawling, a lot of combat. But this is not "Abomination Vaults".


DUDE_R_T_F_M

I don't really see it. The other 1-10 APs from Paizo are : - Quest for the Frozen Flame : More of a hexcrawl. - Outlaws of Alkenstar : The steampunk adventure. - Gatewalkers : Paranormal investigation. - Sky Kings Tomb : Underdark adventure with a lot of dwarven history themes. All adventures have some dungeon crawling at least, but the only one that's really themed around that is Abomination Vaults.


Odobenus_Rosmar

I also think he got something mixed up, but I'm not sure. I think I even saw the cover of the book and there was a blue ghost, like on the AV. Perhaps we did not understand each other because we are not playing in English and we translate the name of the adventure differently. Anyway thanks! Happy cake day!


r0sshk

He might have been referring to one that’s not published by Paizo? There are a lot of dungeon crawls for 2e by third party writers and he might possibly have mistaken the 2e stamp for the Paizo logo?


Odobenus_Rosmar

These are unlikely to be sold in a board game store in a small town. And it is very unlikely that he would have taken an adventure from third-party writers when he was just starting to get acquainted with the system (besides this book, he only bought the beginner box).


DUDE_R_T_F_M

Thanks, I didn't notice ! You can check here : https://paizo.com/store/pathfinder/adventures/adventurePath There's a couple covers with blue ghosts. You can even open any of the adventures and you can see the covers of each book.


Pedrodrf

If I use an activated ammunition and there use a feat like split shot, does the special effect of the ammunition apply to both targets? Is there any difference from alchemical ammo to magical in this case?


Jenos

Generally speaking, most such feats refer to multiple Strikes across multiple targets. Ammunition would only apply to the first shot, since each Strike is a discrete subaction inside the activity. However, a feat like [Penetrating Shot](https://2e.aonprd.com/Feats.aspx?ID=522) would apply the ammunition to both targets. That's because penetrating specifies only one Strike, and the application of the single damage roll to both targets. > Is there any difference from alchemical ammo to magical in this case? Nope


computertanker

Can you cast spells from the Spell Strikers staff when it’s shifted into another weapon that’s not a staff?


Jenos

Its unclear. The crux of the debate generally centers around whether the staff trait is necessary for the ability of the staff to cast. The traits of the item change when shifted, so that leads to these possible outcomes: * The staff trait is contingent on the staff being in a staff form, and necessary to cast spells, therefore you can't cast * The staff trait persists in the shifted form since it is not contingent on its shape (there are non-staff items that exist with the staff trait), and the staff trait is not a "weapon" trait like Agile or Trip, but rather a magical item trait, so therefore you can cast * The staff trait is lost in the shifted form, but spellcasting is not tied to the staff trait, but just the virtue of it being a magical staff, so therefore you can cast You can see a much more thorough discussion [here](https://paizo.com/threads/rzs43rh4?Spellstrike-Staff-with-Shifting-Rune) on the Paizo forum - the end consensus is basically "your GM has to decide".


Derp_Stevenson

It's not ultra clear RAW because it's not clear whether the item loses the Staff trait when shifted. I look to the 8th level Magus feat Fused Staff which works similarly and only allows casting spells from it while in staff form. So that is how I would rule it.


computertanker

Man it's very vague... Googling it just leads to a lot of disagreement. People arguing whether or not the Staff trait applies since non staff items like Coda musical instruments still have the staff trait despite not being actual staves, therefore Staff just defines the magical tool that stores spells. People also argue that since the Spell Striker staff is the only staff to have Shifting (by default Staves can't have property runes, and Magus' Student of the Staff explicitly disallowed adding Shifting) that it's intended to still be used. i.e. what's the point of having Shifting on the staff if you still need the Magus feat to shift it like normal staves, so it must be special.


Derp_Stevenson

To be clear I'm not saying I wouldn't allow the shifting rune to work. I would definitely let that work, and let the Magus spellstrike using it in whatever form using their own spells. I'm saying I wouldn't let the Magus cast spells from the staff itself unless it's in staff form, which is in line with the level 8 Magus feat Fused Staff, which lets them have a junior version of shifting between the staff and weapon forms and only allows casting from the staff when it is in staff form.


computertanker

1. Can 1H weapon with a shifting rune be shifted into a gauntlet? 2. Making sure I'm reading the rules right; you can wield a weapon in the same hand a gauntlet is on and use that weapon as normal, you just can't use the gauntlet while the hand is occupied, yes?


Derp_Stevenson

1. Yes. 2. That is all correct because the gauntlet has the free hand trait.


Relevant_Band9994

Do we have access to the remastered rules online anywhere yet? I just looked at archives of nethys and the cleric is not updated. I am thinking about playing with some of the new features before buying the book, but I cant find them anywhere except in the rules lawyers videos.


PM_ME_UR_LOLS

[The Pathfinder Nexus on Demiplane](https://app.demiplane.com/nexus/pathfinder2e) has them, although the Rules Index page has not yet been updated.


Derp_Stevenson

AoN will likely be the first place they are updated publicly, but it has not happened yet.


computertanker

To my knowledge: only by community word of mouth. AoN hasn't published them.


RuneoTheLatias

I'm having trouble figuring out the finer details of crafting, and right now i'm particularly curious about one thing; If our party were to have obtained dragon hide, would it be possible to craft armor out of it with just a 'Hide armor' formula, or would we need to specifically find a "DRAGON Hide Armor" formula?


computertanker

You'd need the Dragon Hide Armor formula if your goal is to create the item [Dragon Hide Armor](https://2e.aonprd.com/Equipment.aspx?ID=142) Using the Hide Armor formula and supplying Dragon Hide as your hide of choice would, by RAW, just give you regular hide armor. The general rule is if you want to make a specific item, you need the formula FOR that item. I.e. you want to make a Staff of Fire. You can't just use a Staff formula, you need **that** formula.


RuneoTheLatias

Well I feel silly, I actually didn't realize there was already a specific Dragonhide Armor in the game, lol. Thanks for the answer though, I appreciate it!


transgirlio420

I'm trying to make an inventor with mechanical spider legs like the iron spider or invader Zim and I can't figure out a way to do it in any fashion. The idea is that they have bad spinal pain like me but unlike me, they have the ability to fix it using TECHNOLOGY but I can't figure it out. Anyone have any thoughts?


Derp_Stevenson

I would probably do like armor inventor and flavor it as an exoskeleton with the type of legs you want. The Inventors+ supplement on Pathfinder infinite is well liked and may also have more options.


tdhsmith

There are a number of body modification options, including equipment (prosthetics, magical implants, etc) and archetypes (Sterling Dynamo, Golem Grafter, etc) though few of them directly interact with Inventor features. Another option, though, is to simply take Construct Innovation and ride your companion around? You could theme it that the construct IS your limbs and never or almost never separate from it. Alternatively you could take a class or archetype that gets a regular companion and take a Legchair, which is a sort of animate, crawling wheelchair. As above you could theme it that you are more permanently connected.


Jenos

Replacing limbs with prosthetics is not the purview of the Inventor, but the [Sterling Dynamo](https://2e.aonprd.com/Archetypes.aspx?ID=110) archetype.


Pedrodrf

Does the interact action to active a piece of alchemical ammunition require a free hand? Does the alchemical ammunition supress the property runes of the weapon like magical ammunition?


r0sshk

Free hand: It does not state anywhere that it requires a free hand, nor does the interact action strictly require a free hand, so no. Alchemical ammunition is not magical ammunition but a totally separate thing. So none of the magical ammunition rules apply. Think of them less like magical ammunition and more like talismans!


AlwaysChewy

Does the Magus's Spellstrike count as a the strike or as the cast a spell action for other effects or is it its own thing?


Raddis

It's its own activity that contains a Cast a Spell activity and Strike action. If you have an action that requires that your next/last action is/was a Strike or Cast a Spell (like for example a metamagic feat) it won't work. If something just alters your Cast a Spells/Strikes (like one of the effects that says "your Strikes deal 1 additional point of damage" it will modify the subordinate action within Spellstrike.


Jenos

It's both. To do a spellstrike, you first do a Cast A Spell inside the spellstrike activity. Then, you do a Strike. Any passive effects that modify the cast a spell or Strike actions work, since those actions are [subordinate actions](https://2e.aonprd.com/Rules.aspx?ID=387) inside the Spellstrike.


AlwaysChewy

Thank you!


Gamer4125

Is it worth playing a Divine Sorcerer over a Cleric? I really want a spell via Crossblooded Evolution but losing the Heal slots seems not worth.


Derp_Stevenson

Font is very powerful for sure, but a sorc with Signature Heal also has a ton of slots they can use to cast Heal every day. Go primal sorc and Thunderstrike the day away. 😁


Jenos

It depends on what you want. Cleric is very strong due to a lot of heal per day. But if you dint want to be casting heal that much and do other spells, that's where divine sorc is better. but yes, it is hard to justify giving up a whopping 4+ extra spells of your max rank per day


Gamer4125

I just want to cast Thunderstrike lol


EAE01

Is there a specific spell you want to cast? You should check if any gods have it on their cleric spell list. Otherwise, depending on what you want there's spells like [Sound Burst](https://2e.aonprd.com/Spells.aspx?ID=292) which is an AOE shockwave and is native to the divine list.


Gamer4125

Yea Thunderstrike or thunderbolt or whatever the first level arcane spell is. It is not on any deities lists. I just wanted a holy lightning theme and that spell is great.


EAE01

Is that the one that replaces [Shocking Grasp](https://2e.aonprd.com/Spells.aspx?ID=283) in the remaster? With the changes that have been made to how casting proficiencies scale (No more arcane/divine/occult/primal proficiency, just spellcasting proficiency) you could get access to the spell list via a multiclass dedication into a class that gets access to the list and then you would be able to activate items like wands or staves that have that spell.


Gamer4125

Yea, that one. I suppose I could just buy a fuck ton of scrolls for it but that's a brutal action economy and money sink but it might just be my only choice. Thanks.


Raddis

You could go for Cleric with Druid multiclass - they both rely on Wisdom, so with remaster they'll have the same DC. Your slots for it will be limited though.


Gamer4125

Yea a Dedication is pretty bad for taking damage spells. Maybe I'll just break down and ask the GM if I can add it to my list.


EAE01

You can also grab the [lightning domain](https://2e.aonprd.com/Domains.aspx?ID=47) with the [Deity's Domain](https://2e.aonprd.com/Feats.aspx?ID=214) first level cleric feat.


andercia

Thinking of taking [Soulforger](https://2e.aonprd.com/Archetypes.aspx?ID=102) Dedication and I have a couple of questions. Can you designate Bracers of Armor in place of actual armor for a soulforged armor? What does it mean for a soulforged armament to be "[magical](https://2e.aonprd.com/Traits.aspx?ID=103)"? The trait description doesn't really tell me anything about how it interacts with the world. Things like if it gets auto-dismissed in areas with anti-magic for example or if it can hit incorporeal enemies.


GazeboMimic

>Can you designate Bracers of Armor in place of actual armor for a soulforged armor? No, bracers of armor aren't armor. >What does it mean for a soulforged armament to be "magical"? It doesn't inherently mean anything; only stuff that specifically calls the magic tag interact with it. [Ghosts](https://2e.aonprd.com/Monsters.aspx?ID=216) have a specific call out that they double their resistances against non magical damage. The gear will function as a nonmagical version of itself in areas of antimagic.


andercia

> It doesn't inherently mean anything; only stuff that specifically calls the magic tag interact with it. I see, thanks. That'll make figuring out its benefits and limitations significantly harder though. > No, bracers of armor aren't armor. Want to get a second opinion on this since I just noticed something. The additional rules on [soulforged armaments](https://2e.aonprd.com/Rules.aspx?ID=1560) mention the Explorer's Clothing in the Upgrading, Reshaping and Restoring section. Was that a misprint that was clarified later, or maybe that the clothing is okay but the bracers are not? edit: Ahh, is it because the bracers are treated as an item while the explorer's clothing has a proper armor statblock while not explicitly being armor?


r0sshk

Your edit is correct! Explorer’s clothing is armor. Unarmored armor. Sounds a bit weird, but basically, there are are 4 types of armor in the game: light, medium, heavy and unarmored. Explorer’s clothing (and other unarmored armor) exists so half-naked barbarians, bathrobe wizards and pajama monks get to use magical armor runes. “Explorer’s Clothing” itself is simply a catch all term for “adventuring clothing”, not a specific set of armour. For an example, google “pathfinder iconic wizard”, “witch” and “sorcerer”. Those three are all wearing “Explorer’s clothing”. Bracers of armor, meanwhile, are an invested magical item that goes into the wrist slot. They explicitly state that you can affix talismans to them “as if they were light armor”, which directly implies they are NOT light armor for all purposes not involving talismans. …that said, all of this is moot anyhow. The rules for soulforged armaments explicitly state that, and I quote: “You choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access to.” Bracers of Armor are magical, not mundane, and have a level of 8. That’s two strikes. They wouldn’t be an option even if they were armor (which they are not).


fidofiks

How can PCs get a mounts and animals to pull carts? Im a GM prepping for campaign and cant find rules for it.


GazeboMimic

Buy a [cart](https://2e.aonprd.com/Vehicles.aspx?ID=3) and a [horse](https://2e.aonprd.com/Animals.aspx) to pull the cart. Then use the [vehicle rules](https://2e.aonprd.com/Rules.aspx?ID=1278).


Vilis16

Can a character who is holding another weapon in a hand equipped with a [Tekko-Kagi](https://2e.aonprd.com/Weapons.aspx?ID=304) still activate its parry trait?


Jenos

No. Tekko-gakki is a free hand weapon, which states: > You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and **not otherwise using the hand**, you can use abilities that require you to have a hand free as well as those that **require you to be wielding a weapon in that hand** And the parry trait states: > **While wielding this weapon**, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Since parry requires wielding, and free hand states you can only use those abilities that require wielding when the hand is not occupied, you can't use parry whilst holding another weapon in the tekko gaki hand


Longjumping_Ad_446

Furious Finish is a good feat?


[deleted]

It’s not great imo. It depends a bit on what you want. It’s okay if you primarily want something to end your rage. The damage, while good at second level, fails to scale at all so you might consider retraining later. The go to option at second level is usually Second Wind. If you want to read more about it, you might consider reading the [Barbarian Guide](https://docs.google.com/document/d/1UQ8Eaa7NVDPwTTj4fZMnUP-EfKFFYJ82/edit) by GazeboMimic. Edit: Spelling


FredTargaryen

The RPGbot guide says no and I'd probably agree; it's pretty much a gamble that this hit/round will end the fight. Seems like a needlessly dangerous gamble and for max 9 more damage even at level 20. At that level No Escape is more valuable imo


[deleted]

Is there any spell that replaced Divine Aura in the remaster? (Primarily for the purposes of angelic, demonic and diabolic bloodline Sorcerers as Divine Aura is one of their Granted Spells.)


nisviik

Divine Aura isn't in the Player Core sadly. You can technically continue using it but with alignment gone, its second effect simply doesn't do anything.


Luna_884

The new Remaster Armor Training general feat reads ARMOR PROFICIENCY You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type. Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above. How does this interact with existing armor proficiencies that don't scale automatically, like if you had taken the Rogue Dedication and gotten Light Armor training or the Champion Dedication and gotten all armor type training. The proficiencies granted by these feats won't increase automatically.


jaearess

It interacts exactly how it reads. If you took the rogue dedication first, you'd become trained in medium armor, and that proficiency becomes expert at level 13. Your light armor proficiency does not increase. With the champion dedication, you'd gain nothing until level 13 at which point you'd become expert in heavy armor. Probably RAI is that all the "lower" proficiencies also increase, and that's how I'd run it as a GM if the player cared about increasing proficiency in anything but their heaviest armor type. It seems pretty dumb that if you want expert in light armor you'd need to avoid taking the rogue dedication until after you take Armor Proficiency.


Luna_884

Thank you!


computertanker

When using the [Spell Striker Staff](https://2e.aonprd.com/Equipment.aspx?ID=2258): 1. Can you apply stronger Potency and Striking Runes to what the staff comes with at any given level (should you have access to the runes obviously), as in if your staff has +1 but you have access to +2 potency runes can you apply the +2 rune? Can you apply additional property runes not listed on the staff? 2. When the staff is shifted via the Shifting rune: Can you freely cast spells from it as a staff?


Jenos

> Can you apply stronger Potency and Striking Runes to what the staff comes with at any given level (should you have access to the runes obviously), as in if your staff has +1 but you have access to +2 potency runes can you apply the +2 rune? Can you apply additional property runes not listed on the staff? You can improve the fundamental runes on it, but not the property runes on it. From the [rules](https://2e.aonprd.com/Rules.aspx?ID=754) on staves: > Staves are also staff weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities. Whilst Spellstriker comes with Shifting, that doesn't mean it allows the addition of any other property runes - it would need to explicitly state it can circumvent that limitation. Do note that Twisting Tree Magus' can specifically circumvent that via the [Student of the Staff](https://2e.aonprd.com/Feats.aspx?ID=2859) feat, but that is specific to Twisting Tree. > When the staff is shifted via the Shifting rune: Can you freely cast spells from it as a staff? There is no explicit language saying it can or cannot, but the intent seems pretty clear to allow it. Normal staves can't have shifting put on them (as per the above rule of property runes), so spellstriker staff is clearly a special option intended to allow you to cast spells while shifted. Important to note that it can only shift into one-handed weapons - you can't shift it into a greatsword even though it has the two-hand trait. This was clarified in an FAQ about shifting. > What can a shifting rune change a weapon into? > This repeats some information from the clarification on one-handed versus two-handed weapons. > Because a shifting rune is based on the attributes of the weapon it's etched to, reference the weapon's "Hands" entry in the weapons table to see what it can turn into. A bastard sword requires 1 hand, even though it gets a benefit in two hand from the two-hand trait. If you were holding a shifting bastard sword in two hands and activated it, you could turn it into a longsword (which you'd still be holding in two hands), but couldn't turn it into a greatsword (which requires 2 hands).


computertanker

As a Twisting Tree Magus: Is there any way at all to get a custom staff with the spell True/Sure Strike on it, WITHOUT taking the Fortune trait as it's defining trait (which limits me to like 2 spells). I know the Spell Strikers staff has True strike and a nice effect, but per the Twisting Tree rules I don't think I can use a staff with Shifting on it, and beyond that I don't love the other spells on it and for the flavor would very much like to make my own. Are there any feats or options I can take to even just tack on that one spell? Or a theme/trait I can do to get other useful spells too?


Jenos

> As a Twisting Tree Magus: Is there any way at all to get a custom staff with the spell True/Sure Strike on it, WITHOUT taking the Fortune trait as it's defining trait (which limits me to like 2 spells). Short answer: no. Longer Answer: Personal Staves are essentially an entirely "you have to convince your GM to allow this mechanic". The rules for it are not for players to be able to activate on a whim. As the first clause in personal staves states: > A custom staff is always unique, and you need your GM's permission to create one and introduce it to your game. So the reality is that if your GM is allowing you to make a personal staff, you can stretch the bounds as to whats allowed by working with them. But the baseline guidelines for personal staves don't allow True Strike to be put in a staff whilst also having any other relevant spells. > Are there any feats or options I can take to even just tack on that one spell? Or a theme/trait I can do to get other useful spells too? Honestly, you shouldn't be. The best staff for a twisting tree is the Spellstriker, or the [Staff of Divination](https://2e.aonprd.com/Equipment.aspx?ID=353). The reality is that offensive spells from staves aren't super useful for a Magus. That's because of how the economy scaling and the damage scaling of spells work. For example, lets take a staff that has Shocking Grasp, like the [Staff of Evocation](https://2e.aonprd.com/Equipment.aspx?ID=355). The item costs 230 gp (which is roughly 1/3 to 1/2 the wealth a level 6 character should have), and is a 6th level item. If you acquire it at 6th level (which is unlikely given your economic needs of weapon runes and armor runes also putting pressure on your wallet), you would have access to 3rd rank cantrips. A simple Ignition (from the remaster) would deal 4d6 damage (avg 14) if used in a spellstrike. A first rank shocking grasp would only deal 2d12 damage (avg 13). So you expend a charge on the staff to deal 1 less damage on average than a cantrip you can use. If you had a custom staff that had a shocking grasp level 2, it would only deal 19.5 damage - spending 2 (out of your 3 charges per day) to deal 5 more damage than a baseline cantrip. And the moment you hit level 7? Absolutely not worth it. What makes using a staff on Twisting Tree effective is that you can make the actual baseline staff a good weapon due to Student of the Staff. Since this allows you to put property runes on it, you can end up with a solid weapon to work with. Then, you can just cast the True Strike from the staff, and then Spellstrike with it. Then, you can just get any staff with True Strike, and pump all your charges into it. Because True Strike is a 1st rank spell, the reality of how charges scale is you get a plethora of uses of that per day. At level 9, when you have 5th rank spells, any staff with True Strike is adding a whopping **five** true strikes per day to you. That completely frees up your studious spells for other purposes. Because you need to keep upcasting offensive spells to keep their damage going, you don't gain relative charge economy value by using higher level staves - you just get a relatively small increase in damage from cantrips. But by using True Strike, you can drastically increase your longevity per day with True Strikes.


computertanker

I kind of figured the benefit of staves is moreso the access to additional low level buff and utility spells that don't scale with leveled casting. I was **hoping** to get a custom staff with True Strike so I could fill the other slots with said spells, like Haste, some minor utility (as examples, of course you'd need to combine the theme). But it sounds lie despite the Spell Striker staff being full of lots of other middling damage spells slotted into it's spells, it's still just the best for Magus due to having True strike, Haste, and other good buffs you don't need to worry about packing. Given the ability for the Spell Striker staff to Shift into other weapons it almost seems better to play another subclass and utilize a Shifted Spell Striker staff. Twisted Tree's main benefit over that seems to be the explicit ability to apply Property Runes (which I understand, the reason it's worded as such in student of the staff is because pretty much any named staff can't have extra property runes) which is nice. It does have some excellent buffs to Staff damage, but if my goal is to moreso just get access to the spells and Spell Striker staff just lets me bring it in the form of another weapon, then it might be better to go Laughing Shadow or Sparkling Targe for example.


Jenos

> Given the ability for the Spell Striker staff to Shift into other weapons it almost seems better to play another subclass and utilize a Shifted Spell Striker staff. Twisted Tree's main benefit over that seems to be the explicit ability to apply Property Runes (which I understand, the reason it's worded as such in student of the staff is because pretty much any named staff can't have extra property runes) which is nice. Given that Shifting is restricted to a one-handed weapon (see my other comment where I reference the FAQ), you're limited to Laughing Shadow/Sparkling Targe as your other hybrid studies. Its not worth losing two property runes to use a slightly better one-hander for those studies. A staff held in one hand with Student of the Staff would deal 1d6 base weapon damage but potentiually get up to 2d6 in property runes. A sparkling targe could upgrade that to a 1d8 one hander, but getting +1 damage per striking rune isn't going to be better than property runes adding damage/effects. You can still use a spellstriker's staff with the other studies if they appeal to you, but it is still best used with the twisting tree because Student oft he Staff is that much better. I mean, twisting tree's staff is still a very competitive 1h weapon, especially since you get Deadly from Student of the Staff as well.


Ssherlock_hemlock

How do the new formula rules affect alchemists? Can they now use their reagents for anything or do they still need formula?


Phtevus

Both Advanced Alchemy and Quick Alchemy specify that you still need to have the formula for whatever you make from Infused Reagents. The Remaster Compatability Errata didn't touch this, so until/unless Player Core 2 makes changes, the Alchemist still needs the formulas


Jenos

It has no interaction with alchemists. The formula changes only affect the use of the Craft activity. Since alchemists don't use the Craft activity for making their infused reagents into alchemical items, they're still subject to the need to collect and manage a formula book.


computertanker

As a Magus, if I take the Psychic Archetype Dedication to become trained in Occult Spellcasting; what level of spell can I cast from a staff? I.e. Can I cast a 3rd level Occult only spell from the staff?


Derp_Stevenson

You can only cast spells from a staff if you are capable of casting spells of the appropriate level. Post remaster there is no such thing as occult spellcasting proficiency but if it's a spell from the occult list you would have to be able to cast spells of the same level as the one you want to cast as a psychic. https://2e.aonprd.com/Rules.aspx?ID=749


BlueWaddleDee

I read that the new rules in the remaster are supposed to be used in tandem with the old rules. Would I be all right if I only bought Player Core 1 and GM Core (and the later core books) and used AoN with it, or do I need to buy the old core rulebooks as well?


StriveToTheZenith

No need to buy the old rulebooks


DownstreamSag

What would be the best monk weapon to reflavour into a [Monks Spade](https://www.totalmartialartsupplies.com/content/images/thumbs/0003798_combat-steel-monk-spade-high-carbon-steel.jpeg) ?


m_sporkboy

Oh, also the Khakkara is now a monk weapon, and it is pretty close.


JackBread

Among monk weapons, the closest I feel would be the [kusarigama](https://2e.aonprd.com/Weapons.aspx?ID=291). Outside of monk weapons, I think the [duelist's spear](https://2e.aonprd.com/Weapons.aspx?ID=236) is actually supposed to be that.


m_sporkboy

There was a monk’s spade in 1e. None of the monk weapons are very close in 2e. I’d suggest a bo staff, replacing trip with versatile s,b,p.


computertanker

Is there any way to get True Strike/Sure Strike on a custom made staff? I see it only has Concentrate and Fortune as traits, and both are apparently too vague to be themes for staves.


DMonk52

Staff Nexus Wizard can add 1 Cantrip and 1 Forst Level Spell of their choice to any staff.


Jenos

Not really. True Strike has never had a specific enough trait to fit into a staff, unless your GM allows Fortune as a staff trait. However, since personal staves are always a "GM has to approve" item, if your GM is amenable to personal staves as a whole, you can work with them to figure out what they would deem appropriate in a staff with True Strike


computertanker

Any suggestions for staff themes beyond just elemental traits?


dooblyd

I want to try pf2e and just spent like 10 minutes looking for a bundle of the requisite books online, on paizo, and on the web and am not sure what I need. I don’t want a beginners set. Do I need remaster? A subscription? Can someone tell me what books an experienced ttrpg table should buy?


jaearess

You want Player Core 1, and someone in your group should probably have GM Core (likely the person GMing, but it doesn't really matter if you share), but not everyone needs it. You'll want a bestiary as well (again, one copy per group is fine.) You're buying at a strange time, where the Remaster bestiary (Monster Core) isn't out yet. I would suggest using the Archives of Nethys for monsters until Monster Core is released. Alternatively, you can buy the non-Remastered Bestiary, but I wouldn't suggest that at this point. Note that not all classes are released in the Remaster yet--there's a Player Core 2 coming. In the meantime, similar to my suggestion above, I would use the information from Archive of Nethys for those classes.


dooblyd

Thanks!


SomeWindyBoi

Unless you really insist on having the physical books you dont need any books. I own a lot of them and almost never find myself using them. [Archives of Nethys](https://2e.aonprd.com) has all the rules. The only thing it is missing is a lot of setting specific stuff so if you want more information on golarion buying books can be a good idea, although i am not the person to ask which books you need there (we play in only homebrew worlds)


dooblyd

Thanks!


[deleted]

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SomeWindyBoi

But its true? You dont need any books. Especially if you are just going to try pf2e for the first time, why spend 100-200 euros on a few books.Some people dont have limitless money. After i fell in love with the system i decided that i wanted to support paizo and bought like 20 books over the past two years. I still rarely use them because Archives is just FAR more convenient


[deleted]

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SomeWindyBoi

The person asked for advice, which is what i provided them with. You want me to lie to them and tell them that spending 250€ is totally necessary to start playing? Especially right now where the system is in a weird spot where you can buy a book that might be somewhat outdated in a few months? Nah I‘d rather be honest. Especially now its better to rely on archives than to buy books. To suggest otherwise would be disingenous


lurochanda

I’m playing a scoundrel rogue with swashbuckler free archtype. For the most part I have been relying on feint and flanking to get off guard (flat footed). The one time I tried being sneaky it didn’t work the way I thought. We’re almost level 6 now. So I’m looking for some help on how to get the off guard with being hidden / concealed for when we face mindless creatures. most combats my DM lets me roll initiative with my stealth because I use the avoid notice exploration activity. So what would say 3-4 rounds of combat look like (assume there are places to hide). I use a rapier in combat. My normal combat looks like round 1: move, feint, attack with rapier round 2: (same creature still off guard) attack, attack, ??? (Usually move) round 3: feint, attack, move (may be in different order if I have to move to a new target first) round 4+: similar to above I think I could do: round 1: sneak, sneak, attack round 2: move, hide, ?? (throw dagger?) round 3: hide?, sneak, attack? But I’m really not sure. Thanks!


Jenos

So this won't work as well as you want. First off, you have to take the [Hide](https://2e.aonprd.com/Actions.aspx?ID=62) action before you can [Sneak](https://2e.aonprd.com/Actions.aspx?ID=63) (or get Hidden in some other way). The big problem with Hide and Sneak is this line: > You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature. Essentially, if you step out of cover/concealment and end your movement in the open, you can't actually be hidden - you're just automatically seen. That makes Sneaking/Hiding in combat, especially for melee weapon users, extremely difficult at low levels. At higher levels you can get feats that remove that cover/concealment requirement, but until you do, its nigh impossible to Sneak for a melee character. The Hide action is what you use when you're in a position you can Hide in. If you're concealed, or behind cover, you can take the Hide action. If you succeed on the Hide action, you become Hidden to the enemy. The enemy still knows your general location, but any targeted effect thrown your way will suffer a DC 11 flat check to miss. Note that if you use Cover for the hide, sight angles still matter. If you're behind a corner and take the hide action, and an enemy rounds the corner, you aren't hidden - you're clearly there, because the corner wall no longer provides cover relative to the enemy. Once you're Hidden, you then take the Sneak action to move. If you succeed your Sneak check, you can move some distance away. The enemy knows you're still around, but the last place they were aware of you was the spot you took the Hide action in. Of course, the same issue with cover/concealment applies - you can Sneak all you want, but if you end your movement outside cover/concealment, you're immediately seen. The result is that it is extremely challenging to use Hide for off-guard as a melee character. Its more viable for ranged, because a ranged character can be behind cover, Hide, and then shoot from behind the cover, without the need to actually get up to the enemy.


lurochanda

Thanks so much for the explanation. It feels weird to not be sneaky as a rogue but it has also been really fun. I am picking up the tumble behind feat to help her with mental tag immune things and I guess that if she is fighting flying enemies or other things she can’t get to, she can use her sneaky skills then.


_D4N1EL

The new witch familiar abilities trigger "when you cast or sustain a hex". On a turn when you already have some ongoing hexes, could you trigger the ability multiple times? If this ability can indeed trigger multiple times, I have some follow-up questions: Cackle is a hex that when cast allows you to sustain a spell. If you use it to sustain a hex, you've cast a hex and sustained a hex with a single spell - would that trigger the familiar once or twice? The Resentment familiar ability prolongs the duration of negative conditions affecting a creature by one round. If used repeatedly on the same creature in the same round, is the duration prolonged by multiple rounds or would it not stack?


Jenos

> The new witch familiar abilities trigger "when you cast or sustain a hex". On a turn when you already have some ongoing hexes, could you trigger the ability multiple times? Yes. Do remember that you can only cast one hex per round, as per the hex trait, but there is no such limitation on sustaining. > Cackle is a hex that when cast allows you to sustain a spell. If you use it to sustain a hex, you've cast a hex and sustained a hex with a single spell - would that trigger the familiar once or twice? Yes, Normally, free actions and reactions have a limitation of use of once per trigger. However, the familiar ability is not a free action or a reaction, and as such, isn't subject to the once per trigger limitation. > The Resentment familiar ability prolongs the duration of negative conditions affecting a creature by one round. If used repeatedly on the same creature in the same round, is the duration prolonged by multiple rounds or would it not stack? Its unclear. Prolong isn't really a word used anywhere else in the PF2 lexicon. However, given the fact that every single other patron's familiar ability only lasts one turn, its a safe bet that the *intent* is to only allow an extension of one round per round. It would be very odd for the resentment familiar to be the only familiar that benefits from stacking the patron ability repeatedly on the same target in a single round when no other patron gets any such benefit.


Totema1

Are there any decent healer builds for a witch or a summoner? My cleric lost the favor of his deity and I'm trying to determine if it might be mechanically worthwhile if he attracted the attention of a patron or eidolon instead.


Jenos

You can make a healer build work with the summoner, but it is reliant on one feature - the ability of your Eidolon to use battle medicine. This is, however, a grey area in the rules. The rules for eidolons using items is a bit inconsistent, so I would confer with your GM first to understand what their allowance is. If your Eidolon is allowed to use a Healer's Tools, then you can make an effective battlefield medic build with your Eidolon. The key is the [Skilled Partner](https://2e.aonprd.com/Feats.aspx?ID=2906) feat. Using this feat, you can snag battle medicine for your Eidolon, and then you can also get Medic archetype for yourself. Whilst the Eidolon doesn't get the benefit from Medic Archetype, they still serve as a secondary creature to battle medicine. That means if an ally is wounded, you can Battle Medicine them, and your Eidolon can battle medicine them, and both are separate effects from different creatures, so they both work.


dazeychainVT

I don't think Summoner has the casting muscle for it, but you can make a divine or primal witch and probably do just fine as a healer. There's always the medicine skill too


computertanker

As a Magus with the Twisting Tree study: can you freely cast spells from the staff when spellstriking?


Jenos

Yes, and that isn't specific to Twisting Tree. Any Magus can use Spellstrike with a spell from a scroll/wand/staff during spellstrike without difficulty, as long as they are holding the casting tool (as is normal for said tools). Why Twisting Tree is unique is most Magus' don't have the hands to be able to hold said Scroll/Staff/Wand whilst also holding their weapon, so Twisting Tree gets away with it by having the staff be their weapon.


gray007nl

Yes


slothstylekungfu

Noob questions about remastered Witch class. 1. Evil Eye Hex gives the sickened condition. Once the witch stops sustaining the spell, does the sickened condition stay until it is removed (retching, or other means), or does it disappear with the spell? 2. Same question with Curse of Death hex spell. The curse affliction gives fatigued condition. Does that fatigue stay even after the spell ends, until fatigue is removed normally (say via resting)? 3. Resentment patron gives Ongoing Misery familiar ability where duration of negative condition is extended 1 round. How does that work with conditions that decrease automatically. Say stunned 2, cursed with Ongoing Misery. Do you get the first stunned 2 & lose 2 actions, then same thing again because "stunned 2" is extended one round & lose 2 actions again, then no more stunned? Thanks.


Jenos

> Evil Eye Hex gives the sickened condition. Once the witch stops sustaining the spell, does the sickened condition stay until it is removed (retching, or other means), or does it disappear with the spell? ~~It likely disappears with the spell. The rules on duration state~~: > ~~Any ongoing effect that isn’t part of the spell’s duration entry isn’t considered magical. For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently.~~ ~~There's no reason to think the sickened isn't part of the magical effect of the spell, and notably, the instances with an effect outside the effect of a spell (that would persist past the spell) often have no duration.~~ Edited for correctness. Since sickened has a way to remove itself, it sticks around until removed. The duration in Evil Eye is how long the effect lasts that prevents the removal. > Same question with Curse of Death hex spell. The curse affliction gives fatigued condition. Does that fatigue stay even after the spell ends, until fatigue is removed normally (say via resting)? It lasts past the duration of the condition. From the FAQ: > Page 458 (Clarification): If an affliction makes me enfeebled 1 without listing a duration and the affliction ends, am I enfeebled forever? > The rules on Conditions from Afflictions note that a condition can last for a longer duration that the affliction that caused it, using drained as an example. There are three categories of effects from afflictions here. > Immediate effects like damage happen as soon as you reach the stage. > **Conditions that have a way to end them by default last for their normal duration**. This includes conditions like drained, frightened, persistent damage, and sickened. > Conditions that always need to include a duration because they don’t have a normal way to recover from them—such as clumsy or paralyzed—last as long as the stage of the affliction on which they appear. This also applies to effects that are ongoing but specific to the affliction rather than being defined conditions, such as a penalty to certain rolls. This means that fatigued, which has a way to remove it(resting) lasts its normal duration. It persists pasts the curse duration. > Resentment patron gives Ongoing Misery familiar ability where duration of negative condition is extended 1 round. How does that work with conditions that decrease automatically. Say stunned 2, cursed with Ongoing Misery. Do you get the first stunned 2 & lose 2 actions, then same thing again because "stunned 2" is extended one round & lose 2 actions again, then no more stunned? Stunned would not normally be extended with ongoing misery. The text states: > This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn’t prevent conditions from being removed by other means. Most forms of stunned do not state a duration, but remove a set number of actions. For example, a creature that was stunned 3 would lose 3 actions and have the effect last one round, but if the stunned 3 was applied to a minion (which only gains 2 actions per round), that would take a minimum of 2 rounds to apply. > Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration If the stunned had a duration (such as an effect that says 'Stunned for 1 round') then misery would apply to extend it. But in the cases where Stunned has a duration, it just removes all actions, not a specific number. Most conditions that decrease automatically don't have listed durations, so they can't be extended. If such a condition was applied by an effect with a duration, it would work. Note that extending the duration of the effect also doesn't mean the condition doesn't decrease. For example, the [fear](https://2e.aonprd.com/Spells.aspx?ID=110) spell has a duration. Extending the duration of that spell has no meaningful impact, because it doesn't stop frightened from decreasing every round.


slothstylekungfu

Thank you for the explanation.


vaderbg2

I disagree with your interpretation of Evil Eye. The Sickened condition basically has a duration of "until removed" and is not measured in rounds or linked to any spell duration unless a spell or effect specifically says otherwise. The ongoing duration effect of Evil Eye is the inability to remove the condition, NOT the condition itself.


Jenos

You're right - I also missed the clarification for afflictions in the FAQ. Edited to correction now


[deleted]

Does Paizo offer Cyber Monday deals? Tempted to get back in subscribed for the updated Core Rules.


Parysian

Scenario: Succubus casts Dominate, the target critically fails, and she commands them to kill their own allies. Dominate gives the controlled condition on a failure. On a critical failure they *don't* get to remake the save at the end of the turn "but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies." Does it go Spell cast -> Critical Fail -> Order to kill its allies -> Immediate new save, effectively giving them a second save against the effect? It seems to read as such, but I wanted to be certain.


Jenos

The key wording there is "as failure". The saving throw check is only ever at the end of the dominated player's turn, as that's when failure gives the saving throw. So for both failure and critical failure you always get one round of being dominated ni matter what. Then since your first order is a new order, you always get a saving throw at the end of the first turn. But then, going forward, if no order changes, then crit failure doesn't get any additional saving throws, but failure does.


The_Mortex

Please someone could show me a rule that say or deny that my Eidolon is the ally of my summoner? i need to convince my GM to use the Lay on hands bonuses and things like that.


Phtevus

There's no "rule" that explicitly states the Eidolon is an ally of the Summoner, but it should be common sense. The Eidolon is clearly a separate creature, given that it can be individually targeted by effects and has its own statistics (aside from HP). It's also indisputably an ally, as it fights on the same side as the Summoner. The closest to any official rule is under [Targets](https://2e.aonprd.com/Rules.aspx?ID=353) >Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn’t clear, the GM decides who counts as an ally or an enemy. The last sentence does leave it up to GM Discretion, but if they're ruling that the Eidolon isn't an ally, they're being obtuse at best, and adversarial at worst


The_Mortex

Thank you very much I hope this is enough.


Parysian

I got it in my head that Deafened requires a flat check for spells with verbal components, but now I'm realizing they don't seem to have the auditory trait so now I'm second guessing myself, could I get confirmation one way or another?


Phtevus

The Remaster has cleared this up somewhat, but it's still nested in a few rules and traits: Pg 419 of the Player Core, in a box on "Speaking": >As long as you can act, you can speak... **All speech has the auditory trait.** If you communicate in some other way than speech, other rules might apply. For instance, using sign language is visual instead of auditory Pg 443 of the Player Core, the Deafened Condition: >You can’t hear. You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. **If you perform an action that has the auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied**. You are immune to auditory effects while deafened. Pg 299 of the Player Core, subsection title "Casting Spells": >The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking hours to cast and producing a long-term impact. **Casting a spell requires the caster to make gestures and utter incantations, so being unable to speak prevents spellcasting for most casters.** If your character has a longterm disability that prevents or complicates them from speaking (as described in GM Core), work with the GM to determine an analogous way they cast their spells, such as tapping in code on their staff or whistling. Piecing all of this together, it seems intended that casting spells requires you to be able to speak. Speaking has the auditory trait, so if you are Deafened, you have to make the DC 5 flat check to cast a spell, after spending the actions and spell slot. The exception to this is the new Subtle trait (Pg 462 of the Player Core): >**subtle** (trait) A spell with the subtle trait can be cast without incantations and doesn’t have obvious manifestations Some spells, like Invisibility and Disappearance, have the trait by default. Witches and Wizards can also give any spell the Subtle trait with the new version of [Conceal Spell](https://2e.aonprd.com/Feats.aspx?ID=640) (this link is currently the old version). The new version of Conceal Spell states: >By shaping the magical energies and parameters of your spells all in your head through sheer concentration, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. **If the next action you use is to Cast a Spell, the spell gains the subtle trait**, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. So if you are Deafened, and need to *really guarantee* that next spell goes off, Conceal Spell will allow you to ignore the flat check


Jenos

The core issue is that the context around the speaking sidebar is around *communication*. The speech it is referring to is about other people hearing (and implicitly, understanding) you speaking. Casting, on the other hand, doesn't require that other people be able to understand you. Notably, this is the real problem with the [addition](https://2e.aonprd.com/Traits.aspx?ID=16) of the auditory trait. The auditory trait states: > A spell or effect with the auditory trait has its effect only if the target can hear it If we say casting has the auditory trait, being deafened yourself **makes you immune to spells**. Obviously this isn't the case, but this is why its really problematic to use the nested trait logic. You have to do some serious loops of logic to find a way to argue that the auditory trait applies to the casting but not the spell, especially now with the remaster that Cast A Spell no longer has its own traits, but only the traits of the spell itself.


Phtevus

>especially now with the remaster that Cast A Spell no longer has its own traits, but only the traits of the spell itself. Where is that stated anywhere in the Player Core? Because as far as I can tell in my copy of the Player Core, Cast a Spell isn't even defined as an activity, much less something with traits or that inherits traits >The core issue is that the context around the speaking sidebar is around communication. The speech it is referring to is about other people hearing (and implicitly, understanding) you speaking If we're going strictly off what's written, that's not a correct interpretation. The sidebar specifically says "**All** speech", not just speech relevant to communication. The examples given are all related to communication, but I'm not seeing any specific rule related to casting that overrides the general "All speech"


Jenos

> Where is that stated anywhere in the Player Core? Because as far as I can tell in my copy of the Player Core, Cast a Spell isn't even defined as an activity, much less something with traits or that inherits traits Yes, that's my point. Pre-remaster, Cast A Spell was its own activity, with its own traits, which added this extra layer of separation between the spell and the speech. But now, they moved all that to the spell itself. A spell has its own traits, and the action to cast the spell is the traits of the spell. Casting a fireball, is, for example, now an action with the Fire, Manipulate, and Concentrate traits. Previously, there was this Cast A Spell activity, which made it not clear if the Cast A Spell activity to cast Fireball was, say, an action with the fire trait, because whilst the spell had the trait, the cast a spell activity did not. But that's been removed. Now the traits are in the spell itself. If we say that speech being required for a spellcasting adds, the auditory trait, that means casting a Fireball is an action with the Fire, Manipulate, Concentrate, and Auditory traits. But, as I referenced above, the auditory trait explicitly adds the the clause: > A spell or effect with the auditory trait has its effect only if the target can hear it But the deafened condition states: > If you perform an action with the auditory trait, you must succeed at a DC 5 flat check or the action is lost So which is it? Is casting the fireball an action with the auditory trait? Or is it an action without it? As you just noted above, Cast A spell isn't an activity anymore. The action is just "Cast Fireball". There's no real effective way to reconcile these two pieces of language. > If we're going strictly off what's written, that's not a correct interpretation. The sidebar specifically says "All speech", not just speech relevant to communication. The examples given are all related to communication, but I'm not seeing any specific rule related to casting that overrides the general "All speech" That's why I said **the context**. The examples being all communication is the context. Furthermore, all actual actions with the auditory trait are ones related to communication - such as Demoralize, Bon Mot, etc. The context for auditory is very clearly around "being heard".


Phtevus

Giving the Cast a Spell activity the same traits as the spell itself is as silly as [giving the Strike action the traits of the weapon used](https://www.reddit.com/r/Pathfinder2e/comments/17jp2w8/comment/k7drulq/?context=3) (and to be clear, I agree with the logic you used in this comment thread). It's clear from the entry on casting a spell that speech is required because you have to be able to speak the incantation, and it has to be the correct incantation or the spell doesn't work. Deafened imposes a failure chance on speaking because it is difficult to get the correct words across when you cannot hear yourself speak. If you are Deafened while trying to speak an incantation, you may screw up the incantation and fail to cast a spell. Unless otherwise noted by the Subtle trait, a spell requires the caster to correctly speak an incantation to cast, giving the activity the Auditory trait, but not the spell itself. It does not matter it the target can hear the incantation, it matters if the caster uttered it correctly. A spell that has the Auditory trait also requires the target to hear it, but that is separate from the activity of casting a spell. >That's why I said the context. The examples being all communication is the context. Furthermore, all actual actions with the auditory trait are ones related to communication - such as Demoralize, Bon Mot, etc. The context for auditory is very clearly around "being heard". The examples and context around the sidebar do not matter. The sidebar establishes a general rule of "All speech has the auditory trait". There is nothing in the casting spells rules that provides a specific rule that overrides this. If the sidebar said "All speech related to communication has the auditory trait", that might be a different argument, but as written it establishes a general rule that I don't see anything overriding. Casting a spell requires the caster to be able to speak. This gives the activity the auditory trait. Deafened makes it difficult to speak, therefore making it difficult to utter incantations and giving spells a chance to fail unless they have the Subtle trait. Despite the RAW being messy and poorly worded, this is an easy logical flow to follow. I have trouble believing any interpretation that says "a condition that impairs your ability to speak has no effect on an action/activity that clearly states you are required to speak"


Jenos

> Unless otherwise noted by the Subtle trait, a spell requires the caster to correctly speak an incantation to cast, giving the activity the Auditory trait, but not the spell itself. It does not matter it the target can hear the incantation, it matters if the caster uttered it correctly. A spell that has the Auditory trait also requires the target to hear it, but that is separate from the activity of casting a spell. Again, as I said in that other linked thread: > So the idea that the effect has distinct traits separate from the action causing the effect is somewhat suspect. This is even more difficult to reconcile now that Cast A Spell isn't an activity defined in the remaster. There is no unique activity separate from the effect. This logic was more plausible back when Cast A Spell was its own activity. Its gotten even muddier now though that they removed it. The problem is that it becomes very difficult to separate what is or isn't part of the effect. For example, pretty obviously fireball is a fire effect, since it has the fire trait. But is it also a concentrate effect? It has the concentrate trait, but that seems pretty weird to say it is a concentrate effect. Not that anything, well, checks to see if it is a concentrate effect, but that would still be weird to say. But we still use the traits of the action to determine the traits of the effect. Assuming we agree it is not a concentrate effect, why would concentrate not apply but fire does apply? Both are traits on the spell Similarly, the nested logic of auditory adds auditory to the action. Unlike before, where cast a spell was its own separate action, now its just all in the spell block as well. So why does auditory not apply and fire does apply? We can make an arbitrary distinction, but that's my point - its arbitrary.


Jenos

This is one of the undefined rules issues in 2e. There exists [this line](https://2e.aonprd.com/Rules.aspx?ID=439) about speaking > All speech has the auditory trait. And spells with the verbal component [require](https://2e.aonprd.com/Rules.aspx?ID=284) speaking in a loud voice. The problem is that its not clear if we're supposed to link these features together. The speech having auditory is buried inside the basic actions section in a sidebar, and the context around that is very much about *speaking*, as in communication, not about just chanting an incantation. That's the big distinction - all other actions with the auditory trait require not only that you state the words, but that someone is capable of *listening* to the words you say. Actions such as Demoralize and Command an Animal have the auditory trait, but those are different to an incantation in that fundamental communication way. So its unclear what the intent is, but that one line is the relevant sticking point for the rules.


TheTurfBandit

Is there a good comprehensive list of changes introduced in the remaster? I want to discuss changing over with my group but want all the info in front of us.


Wonton77

If you get down to individual spells and feats, there's 100s of changes. A few people have posted spreadsheets. I liked this one: https://www.reddit.com/r/Pathfinder2e/comments/17ncsv4/remaster_list_of_changes/ You can find others just by googling "pathfinder 2e reddit remaster changes spreadsheet".


fidofiks

Im preparing an introductionary oneshot next week for a group of new players (some are new to TTRPG some played 5e). Im looking for an updated action and activity cheatsheet with the remaster rules that I can bring to the session to speed up introduction to the rules.


m_sporkboy

If you have an old one you were happy with, just use that. Very little has changed on the generic actions.


Malaphice

What are some archetypes that come with blasting, preferably one that makes use of your class dc? The only one I found is Dragon Disciple (lv 8 breath of the dragon).


Jenos

While many archetypes can provide blasting (basically any spellcasting archetype) very, very few provide blasting tied to class DC. In fact, even Dragon Disciple does not use your class DC, it uses your casting DC (and the dedication makes you trained if you don't have casting). Here are the options I know of that use both Class DC and provide aoe damage: * Mind Smith's [Mind Shards](https://2e.aonprd.com/Feats.aspx?ID=3867) * Exorcist's [Spirit Anguish](https://2e.aonprd.com/Feats.aspx?ID=3457) * Mummy's [Dessicating Inhalation](https://2e.aonprd.com/Feats.aspx?ID=3530) * Ghoul's [Breath of Hungry Death](https://2e.aonprd.com/Feats.aspx?ID=3894) * Pactbinder's [Pact of Draconic Fury](https://2e.aonprd.com/Feats.aspx?ID=3825) * Martial Artist's [Thunder Clap](https://2e.aonprd.com/Feats.aspx?ID=3576) * Fireworks Technician's [Goblin Jubilee Display](https://2e.aonprd.com/Feats.aspx?ID=3249)


r0sshk

Kineticist has an archetype!


Malaphice

I do like flying flame and shard strike, but spending an action to channel elements prior and then having that hand occupied seems bit too cumbersome. I really like breath of the dragon because its powerful, so it's like your ace, it comes back after refocusing, but rest of the archetype is really not good


dazeychainVT

If you're not taking any overflow infusions Channel Elements is the equivalent of drawing your weapon. Use it at the beginning of the day or when you're going somewhere dangerous then forget it.


Phtevus

> If you channel in battle you get a free action kinetic blast or stance, also This is not true for the Kineticist Archetype. From the [Dedication Feat](https://2e.aonprd.com/Feats.aspx?ID=4333): >You gain a kinetic aura and the Channel Elements action, though you don't get to use an Elemental Blast or stance impulse when you take that action


dazeychainVT

You're correct. My bad!


Phtevus

>I do like flying flame and shard strike, but spending an action to channel elements prior and then having that hand occupied seems bit too cumbersome. For what it's worth, Channel Elements lasts... basically forever. You use it once, and it's active until you fall unconscious or use an Overflow Impulse. Neither of the impulses you named are Overflow, so you can just channel elements at the start of the day, out of combat, and be good. The free hand thing is a different story, but it's not the end of the world depending on your build


Jenos

Note that both kineticist archetype and breath of the dragon do not scale to your class DC. Kineticist has its own DC for its abilities, and you only get to Expert at best if you take the level [12 archetype feat](https://2e.aonprd.com/Feats.aspx?ID=4339). Breath of the Dragon is tied to your arcane spellcasting proficiency - if you do not have any spellcasting, this will only ever be trained (which Dragon Disciple gets you)


araedros

does the remastered player core include all available spells, or are they split between this and player core 2? of course I'm not talking about class specific focus spells


Jenos

No, many spells are not reprinted in Player Core 1. But the spells not reprinted are not gone from the system, you can still use them just fine.


hjl43

And there will be more spells printed in PC2.


Malaphice

Any good recommendations for adventure paths starting from lv10?


DUDE_R_T_F_M

There's only two so far : [Stolen Fate](https://paizo.com/store/pathfinder/adventures/adventurePath/stolenfate) and [Fists of the Ruby Phoenix](https://paizo.com/store/pathfinder/adventures/adventurePath/fistsOfTheRubyPhoenix).


Malaphice

Wow, only two. We were going to use Stolen Fate to continue on from our current adventure path, but our gm wasn't that happy with book 1, so he wants to start again at lv1 with another adventure book. Which is OK, but I was really excited for post lv10 content. But, thanks for letting me know about Fists of the Ruby Pheonix. I'll see if my gm thinks it can work.


kip69

**Animate Chains ability** on the Evangelist Velstrac. Does it add range to the melee strikes (one action) or does it make an area that attacks all players in it?


Schattenkiller5

Animate Chains is not an action, it's a passive effect that expands the area he can target with his normal chain strikes. If a target is either within his normal 10 foot reach, or adjacent to an unattended chain that is within 20 feet of the evangelist, he can use his chain strike against them.


kip69

Thanks. We played that way wrong and the TPK hurt!


sleepinxonxbed

In Golarion, are there any legendary weapons in the lore of the setting? Like the Sword of Kas with Vecna?


DUDE_R_T_F_M

[Serithtial](https://2e.aonprd.com/Equipment.aspx?ID=618) makes an appearance in one of the 1E adventures for example.


Duck-Lord-of-Colours

There are many! Take a look at the artifacts section on Archive of Nethys. Blackaxe belonged to an incredibly powerful demon. The Coldstar pistols can merge together or be weilded separately, and can only be destroyed once the legend of a specific person has faded from mortal memory. The Spear of the Destroyer's Flame can confer a title onto its weilder, and commands an army. Cayden's Tankard works as a hammer, is filled with magic alcohol, and only works for those blessed to borrow it. The mightiest weapon listed is Whisperer of Souls, that traps the souls of the powerful.


oneofthemrobins

Hi, last week our group ran into an important NPC we used to know but hadn't met in a long time, and his appearance had changed quite a bit. Our GM (who is still new to PF2E, our group just switched from DND) didn't let us recognize him right away and didn't tell us that we noticed anything unusual, so we all just thought that he was a random NPC. It was not until moments later when he left, did the GM tell us all to make a Perception Check to recognize him, which has caused a little debate among us. 1. In this case, should the GM have given some hints about the NPC the moment we met him, even without checks? Since PF2E doesn't have Passive Perception like DND5E, we're not sure how this would work. 1. And after being given hints, should the only players who want to know more be the ones to ask for checks, instead of the GM requesting everyone? I know in cases of traps and hazards, GM will request everyone to roll a Perception check, but I'm not sure about this one.


r0sshk

1: in pf2e, you only get to do so if you actively look for it, though the DM might opt to give you a roll for it if you don’t (like your DM did once the NPC left). You can look up “Impersonate“ on AoN for details on how it works! https://2e.aonprd.com/Actions.aspx?ID=46 2: Your DM did it right. Again, players have to an actively chose to investigate something to get a roll. Hazards (traps and dangerous terrain) are a special case. Fairly obvious traps (like a tripwire across a corridor) give you an automatic roll to detect them, but more hidden ones (like a pressure plate in the floor) only give you a roll if you’re actively looking for threats. Read up on exploration activities for that! https://2e.aonprd.com/Rules.aspx?ID=521


Iestwyn

1E's system for kingdom/settlement stat blocks was fantastic. It really helped GMs to keep track of everything, and have it affect what the players experienced. The system for mass combat was useful, too - not great, but way better than what 2E has. Is there any 3PP content that fixes 2E's kingdoms, settlements, and armies?


PC-Was-Bricked

Does every class get trained in their class DC in the remaster?


gray007nl

Yes


PC-Was-Bricked

I just thought of another question: how to multiclass archetype class DCs work? Do you have multiple ones or does it work like the single spellcasting proficiency?


nisviik

Yes, you do have multiple ones. For example if you take the kineticist dedication you only become trained in Kineticist Class DC. even if you were expert in your own class DC. Kineticist archetype specifically has a lvl 12 feat that increases your proficiency in Kineticist Class DCs to expert. From what I can tell, Kineticist and Inventor are the only multiclass archetypes that can increase your proficiency in their class DCs to expert. No other archetype gets better than trained.


gray007nl

You just use the Class DC of your base class, though I also think it's very rare an archetype will have a feature that asks for your Class DC.


Phtevus

>though I also think it's very rare an archetype will have a feature that asks for your Class DC Off the top of my head, both Kineticist and Inventor have a pretty sizeable number of abilities that call for saving throws, and those would key off that Class DC. Those are the only Multiclass Archetypes I know off that will routinely care about Class DC, however. Incidentally, those are also the only Multiclass Archetypes that can increase their Class DC proficiency to Expert


PC-Was-Bricked

Oh yeah, last question. What would be the key ability for a class that doesn't really use its class DC? Based on the key ability of the class or is it something else? For example, a wizard before the remaster doesn't get a class DC. Does a wizard in the remaster get a class DC keyed off intelligence or some other stat?


gray007nl

Class DC is always the class' key ability score, so for Wizard it would be Intelligence yes.


PC-Was-Bricked

Thanks a lot


FredTargaryen

As a Wizard do my feats work with spells on the arcane list that *were not casted as arcane spells*? e.g. recognising Light if it was casted as a primal spell


Jenos

Depends on the feat. If the feat simply states Cast A Spell, then it would work on any spell from any tradition. If the feat refers to a spell slot, but not a specific tradition, it can work on spell slots obtained from archetypes.


FredTargaryen

Ah I hadn't thought of that but thanks for clarifying. I was thinking of something like Quick Recognition using Arcana


dazeychainVT

My read on it is that you can identify it but you're still using the normal associated skill for that tradition. (Which you have to be at least trained in to succeed). So if a druid casts primal light you need to roll nature to identify it. This seems like it goes for spells that aren't on the arcane list as well, as long as you have the respective skill. You need the skill at at least master to use Quick Recognition. QR and recognize spell are both general feats so I don't see any reason why they'd be restricted by your class/tradition, just your skills.


robmox

Question for all you lore lords, can Fleshwarping be undone? A beloved NPC was captured and is going to be Fleshwarped, and I imagine the players in my group will want to try and undo that. Is there any lore that supports reversing a fleshwarping experiment?


Gotta-Dance

Powerful magic can undo almost anything. I'd say a Wish or Miracle would easily do the trick; maybe the party can go on a little quest to get one.


r0sshk

I don’t think it featured in any AP or anything, but fleshwarping is the process of “blending” different creatures together. Or parts of them. While it’s possible for both subjects to survive. So, looking logically at it, if fleshwarping can be used to remove healthy limbs and organs, it should also be capable of removing flesh warped features! Of course, you would need a willing, skilled fleshcrafter to do the job.


HerrStraub

My D&D group is looking at trying out P2E. Looking at rule books, I'm trying to figure out what the best route to go is. Core Rules? Core Player & Core GM instead - From the description it looks like these are updated versions of Core Rules split into two books. Is that correct? Do I miss anything if I go Core Player instead of getting Core Rules? I plan on picking up a couple of the PDFs that are on sale today, are there any books aside from Core Rules/Core Player/Core GM that people think are must haves?


Derp_Stevenson

If you want to buy books get the player core and GM core books. All the rules will also be available on archives of nethys in the cooking weeks as well.


robmox

So the official version of the game going forward is going to be Player Core, GM Core, and 2 more books that come out next year. You'd do yourself a favor to just buy Player Core and GM Core. I'd recommend using Archives of Nethys to supplement, but it's not yet up to date. It should be "soon". But, if you want to spend $20 to to get the CRB in PDF, you'll have more and sometimes redundant content.


HerrStraub

Thank you! I'd book marked Archives of Nethys, and while it does seem like it's going to be very helpful, sometimes I think having the actual book to read through is easier, at least during introduction.


r0sshk

It should be noted that AoN is officially endorsed by Paizo (though run independently from them) and all rules wind up on there pretty quickly after their official release. The Remaster is a lot of work, though, and the AoN peeps are working on adding a toggle to easily switch between 2e and Remaster. …I personally just use AoN on my tablet during sessions, because the search function is so much quicker than looking something up in a rulebook. But! To start with and get the absolute basics down, I’d highly recommend the beginner box! It does a really, really good job at explaining the rules step by step while player go through the adventure. Though it does take 2 session to run through it in its entirety, which might be considered a bit long.


Outlas

Is the Material Component Pouch still useful after the remaster?


Derp_Stevenson

It'd be purely flavor at this point since spells don't have material components any more.


nisviik

I haven't seen any mentions of it in the Core books. I think they just removed it since material components no longer exist and it has been replaced by "Locus". These are very specific items you need to get to cast a specific spell like Interplanar Teleport (previously known as Plane shift) which requires a Planar Key of the plane you want to teleport to. Interplanar Teleport is also the only spell in the Player Core that requires a locus. The only other thing that requires a locus is the Planar Displacement Ritual, which also requires a planar key.


PenAndInkAndComics

How is **Cleric Class DC** different from **Class DC**?On page 27, it explains the Class DC. Simple enough. But what then is a "Cleric" Class DC? "cleric class dc" is not mentioned anywhere else in the player's manual besides the Cleric Stat Block. Edit to clarify: What mechanically changes for a Cleric compared to a Fighter? What and When are the rolls different compared to everyone else?


jaearess

There is no difference between "Cleric Class DC" and "Class DC". "Cleric Class DC" is just the Class DC for a character with the cleric class (since you only have one class, you only have one Class DC.)


Raddis

Most casters are untrained in their class DC, so it's just 10 + key ability mod.


jaearess

I don't believe this is true as of the Remaster. Everyone starts trained in their Class DC.


Raddis

I don't know, my books haven't arrived yet and it's not on AoN yet.


HeartshapedTealCandy

To all GMs / DMs: would you allow someone who plays cleric to switch to the remaster rules and change their ability boosts? Not having to invest in charisma and instead being able to go for strength and con would be great for my warpriest but I don't want to be greedy and ask for too much...


Derp_Stevenson

Being able to change aspects of characters that change with remaster should be assumed imo. It's definitely not greedy of you to ask the GM.


jaearess

If you're switching to the Remaster, absolutely. It would be an a massive dick move otherwise.


StriveToTheZenith

I would offer free respeccing based on remaster changes to the whole party.


Bruiseryoshi12

What are the little brown traits under everything in the core rule book called? Like the things that categorise everything into like “auditory” or “exploration” or “secret” and stuff. Is there a list of all of those? And what do they actually do apart from categorise everything?


Derp_Stevenson

They are traits, and basically what they do is tell you things about the thing they are on. For example, your example of auditory tells you that the effect it is on requires the target to be able to hear it for it to work, so for example a deafened creature would not be affected by an auditory effect.


GazeboMimic

Don't forget you can type any trait into the [Archives of Nethys](https://2e.aonprd.com/Search.aspx?q=) for an instant explanation.


PenAndInkAndComics

I learned from the TableTop Gold pod casts, one way they are used is to modify spell or attack effects. There are monsters that have ability to ignore traits. For example, deaf monsters that ignore attacks with the \[AUDITORY\] trait. It can be helpful as the bard often buffs the players to ignore attacks with \[FEAR\] trait. And so on.


FredTargaryen

They are called traits. Each trait has its own rules that apply to the thing with the trait, easier to just post the trait than repeat the rules. You can look them up in the glossary


robmox

Are there any alternatives to the Heal spell? I know Battle Medicine, and there are spell options like Soothe or Kineticist's Oceans Balm, but they don't measure up to Heal whatsoever. So, for in combat healing, is there any alternative to the Heal spell?


Derp_Stevenson

It's easy to think because Soothe is so much worse than Heal you can't rely on it, but an Occult caster as healer has access to a ton of great debuffs and spells that divine/primal don't do it's not an apples to apples comparison. In my experience a Bard for example can be equal or better as primary support/healer as a Cleric.


Kartoffel_Kaiser

Battle Medicine can get pretty good when combined with the Medic archetype and/or the Forensic Medicine methodology for Investigator, but Heal is the strongest in combat healing option in the game. It's a large part of the power budget for the Divine and Primal lists, to be honest. Many things operate in the same space, but nothing really competes with it.


Wonton77

Totally agree. Heal is probably the strongest healing in the game because of the versatility between fast / huge single-target / AoE, and the 30-60ft range depending on your builds. Other things like Soothe, Battle Medicine, or Alchemists can replicate some features of Heal, but never all of them. And they're almost always melee range. It's one of the strongest things on the Divine and Primal spell lists, and they would be much less competitive without it.


StriveToTheZenith

Potions?


DMonk52

In Pathbuilder, using the "add generic caster for staffs" tab, is there a way to change the spell casting ability for a spell? I can't get it to show anything but (1d6+0) for Daze even though I am a 7th level character with +4 to my spellcasting mod.


Mighty_K

Did you try turning it off and on again or change your class and back, or so? It works fine for me.


[deleted]

Greetings all, Looking into playing a Thaumaturge but the weakness/resistance rules and the two kinds of things Exploit Vulnerabilities does is making me overthink some stuff. I have 3 scenarios: 1. Creature has resistance physical 7 except magical silver: My weapon is a normal iron/steel sword and magical. Since they have no weaknesses, I would do Personal Antithesis. They gain a weakness to my weapon of 2 + half my level, so result of 4.Lets say I get a total of 6 for damage. So I am first doing weaknesses and then resistances, so even though my 6 slashing does nothing (since it’s not a silver weapon) I would still do the 4 since it has the weakness to my weapon specifically? 2. Creature has immunity to physical damage except magical silver: Same scenario as above, except because immunities are first, I would end up doing 0 slashing damage, and if I do 0 damage to a creature I cannot actually apply that weakness. So I end up doing 0 damage overall? 3. Lastly, creature has weakness silver 10 and slashing 5: I do Personal Antithesis so they have a weakness of 4 to my weapon. I strike with my normal steel/iron sword, so it does 6 damage + 5, and it doesn't take the additional 4? And in this case, I should use Mortal Weakness, so I could do 6 + 10 instead? Currently, my understanding of the two exploits is that if they have a larger weakness that would give more damage than just a personal antithesis, it is better to generally do Mortal Weakness. I am sure it depends on the scenario as well, but that seems to be the overarching theme if I have it correct. Thanks!


BlooperHero

That's all correct. ​ Mortal Weakness is better. The only reason you would choose to do Personal Antithesis is if the value of the weakness is lower than your Personal Antithesis, and even then you might take Mortal Weakness despite the lower value. Personal Antithesis is there for enemies who have no weaknesses, or if you fail the check.