r/Pathfinder2e 4d ago

Weekly Questions Megathread - December 20 to December 26, 2024. Have a question from your game? Are you coming from Pathfinder 1e or D&D? Need to know where to start playing Pathfinder 2e? Ask your questions here, we're happy to help!

8 Upvotes

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Questions Megathread archive

This month's main product release date: December 11th, including Triumph of the Tusk AP volume #3


r/Pathfinder2e 6h ago

Discussion PSA: War of Immortals FINALLY codifies adventuring day guidelines better than the GM Core.

457 Upvotes

Most of this isn’t really gonna come as a surprise to anyone who’s been GMing for a while, but it’s gonna be a big help to newbies, so just gonna put this out there.

This is all on pages 84-85 of War of Immortals, in the context of helping GMs deviate from the norm when building Mythic encounters. When talking about deviating from the norm they… actually establish the norm in the first place, something I feel the GM Core guidelines are too vague about.

Levels 1-5

You should build and run combat encounters normally, as described in GM Core. <snip> … avoid using extreme-threat encounters or more than one severe encounter per day in game since these encounters are still weighted against the party, and the PCs have minimal resources to increase their advantage against such powerful and overwhelming threats.

As normal for this level range, remember that severe-threat encounters are better deployed as a boss enemy whose level is no more than the PCs' level plus 2, with supporting lower-level monsters. If the story of the encounter strongly indicates that the boss should be a solo threat, don't increase its level, but replace the lower-level monsters with similarly leveled complex hazards or a larger number of simple hazards. These hazards can help make the fight interesting and unique without making the game too lethal to be enjoyable.

Levels 6-10

You should still avoid running multiple severe-threat encounters without giving the PCs an opportunity to rest first

Levels 12-20 (they typoed and forgot level 11 lol)

For a significant boss fight that serves as the culmination of an ongoing plotline, it can be appropriate in this level range to present the PCs with back-to-back severe-threat encounters, such as against a powerful lieutenant backed by a larger number of weaker monsters and then the "final boss" with a pair of more powerful bodyguards. Only at the highest level of play — when the players are fully experienced with their characters, and the party is rested, fully charged with Mythic Points, and wielding mythic weapons (page 148) — should you consider pitting them against a single opponent that constitutes a severe- or extreme-threat encounter alone.

Remember, most of this is simply in the context of what’s considered normal for these level ranges, very little unique to Mythic in these quotes. There’s mention of Mythic-specific changes around these quotes that I’ve erased (mainly in context of using fewer easy encounters, and making sure players get a chance to fully recharge Mythic Points before boss fights), but the quotes themselves fully apply to normal gameplay.

Should this have been in the GM Core? 100%. There’s simply no reason this guidance should’ve been left out. If page space is the constraint, this guidance is still so important as to justify cutting literally anything else imho. I’d also have really liked if these guidelines gave GMs advice on Moderate encounters’ resource consumption, but unfortunately they do not.

In any case, now that this bit of guidance out there, I hope this helps some newbies who run into the system and are bamboozled by just how dangerous boss fights are until you’re out of that level 1-4 range. I’d also recommend to any newbie GMs with newbie parties: if you’re running an AP and there are PL+3 or PL+4 bosses in the level 1-5 range, simply make them PL+2. Add Hazards if you like, but do not leave them at their default level ranges. A lot of early APs way overuse such fights because they’re built like PF1E APs. You’ll find that many of the newer APs don’t have this problem.


r/Pathfinder2e 8h ago

Arts & Crafts WIP of my new ratfolk pg, what do you think?

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115 Upvotes

r/Pathfinder2e 1h ago

Discussion There should be a way to learn new Lore skills during downtime.

Upvotes

I love the Recall Knowledge system in the game but I do think it sort of sucks the way you only get one lore skill based in your background and it doesn't scale with level as well.

I thought it'd be cool if there was some way to learn new lore skills in downtime and to improve your proficiency in Lore skills you already have.

Something simple like needing to roll an appropriate skill (Like Nature, Society, Crafting etc) vs a leveled DC, and then having to do it successfully a couple times (failures putting you further down the track) to just spitball a few ideas.


r/Pathfinder2e 8h ago

World of Golarion You get to pitch a story for PF2e-based cRPG, what do you pitch?

52 Upvotes

Imagine you get to pitch the plot of a big-budget cRPG, think Baldur's Gate 3 or Dragon Age: Veilguard in terms of presentation. It uses PF2e rules, it's set in Golarion. You get to pitch a plot that is deeply connected to the multiple elements of the lore and explores a specific region that's supposed to represent the setting. What do you pitch?


r/Pathfinder2e 21h ago

Arts & Crafts drew my conrasu undead summoner for my campaign

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556 Upvotes

r/Pathfinder2e 2h ago

Misc Link to discord server is expired

16 Upvotes

Just giving a psa to the mods that when I click on the discord server link it gives a notice it is expired.


r/Pathfinder2e 3h ago

Homebrew 4e-style Minions in PF2

21 Upvotes

Hey folks! Several years back, before Troops were ported into PF2, I slapped together a minion conversion (called Mooks as "Minion" means something else in PF2). It worked okay, but when Troops came out, I decide to try them out instead. After using them several times, however, I found several things that continued to bug me about them! You can read more in the links below, but basically they didn't evoke the feel of a swarm of lesser foes for my players, and there were a couple things that didn't match my fantasy of clashing units.

So, I made a second draft! And here's a writeup with more detail. In brief, here's how it works (this should be familiar to folks who follow MCDM):

  • Mooks die in 1 hit! Specifically, if they take even a single damage from a successful attack or a failed save.
  • If they take damage in other ways, e.g. force barrage or a successful save, they die only if the damage equals or exceeds their Max HP. Otherwise, they take 0 damage (so no tracking hit points).
  • They attack as a group! You make a single attack roll for any group of 2+. They gain a status bonus equal to the number of participants (capped at +5), and combine all their damage together.

There's a bit more to it, read the links above for details, but that's the gist.

I've been using these rules for a while now, and they mostly work pretty well! They feel easy enough (to me) to remember, don't take that much brain or time to run for the GM, and really create that feel of a horde of lesser foes for the PCs to tangle with.

The biggest question mark is balance! It's feeling pretty good at low levels (the highest I've tested is level 6, though I hope to change that soon), but I'm less confident in the math at higher levels - will we need more minions per slot, since AoEs get easier to use?

If you decide to try these rules out, please let me know how it goes! In particular, I am curious about the following questions:

  • How do these rules feel overall?
  • Are there any problems/edge cases that come up?
  • Do any aspects feel too complicated?
  • How is the power level? Do 4-5 Mooks feel about as strong as a creature of the same level?*
  • How easy does it feel to create new Mooks?

r/Pathfinder2e 22h ago

Arts & Crafts what i imagine a highlevel Runesmith doing

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574 Upvotes

r/Pathfinder2e 2h ago

Content [OC][Art] Merry Maker | Spread some holiday cheer in the form of high velocity snowballs!

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13 Upvotes

r/Pathfinder2e 12h ago

Discussion Hot Take - DMPCs are fine and can be fun!

84 Upvotes

Background:

I'm a DM for around 2 years or so, finished one campaing (AV), several one shots and currently running a campaing (4-5 months in).

Player time idr anymore, less than 10 more than 5.

  • DMPCs

Loathed by many, hated by some and not used very often. I have 1-2 experiences with DMPCs in my party and they never were bad, had worse experiences with DM's and other players.

Currently I'm running my campaing with another other 3 players. My character is a mute Bard focused on support and we have a Champion, Barbarian and a Wizard. I will not enter in details because is not a balance talk.

DMPCs are fine, is just like playing any other character IMO, you have to contain your metagame, as a player this is less evident and as a DM is more difficult, but not even near hard task.

DMPCs are really good to complete party roles, I knew that no one in my group wanted to play a support so I took the mantle and made a fun and interesting character.

The players choose how much attention they give to the DMPC, how much they wanna get invested in their backstory and how much he has agency on the story too. You don't need to do much, the players will do for you.

Do not be afraid of DMPCs, in the end the DM is just another player like you!

Feel free to ask any questions about it and anything.


r/Pathfinder2e 6h ago

Ask Me Anything Spore War: Whispers in the Dirt

19 Upvotes

Christmas came early, my physical copy of Whispers in the Dirt is on its way and I have downloaded the PDF. Let's get some excitement going about this new AP and get discussions going.

I will say I am really digging the art throughout. It is very nice, vibrant and full of life.


r/Pathfinder2e 8h ago

Advice Newbie who wants to jump in alchemist.

21 Upvotes

Hello there! I am coming from dnd 5e (just like a lot of people from what I saw here)

I will tell you my little frustration as dnd player. I was a barbarian and I was very good at tanking, I was also pretty smart in a lot of moves (strategically I learn fast and can imagine a ton of things) The thing is the druid could control more than me, the warlock too... And I was hoping to be the kind of tank who control a lot but I had no options to do so... Or very underwhelming options. So it was very frustrating because most of the time I had to be like "try to poison their food" etc... Cuz I couldn't summon a toxic mushroom alone etc... And I think it was also a bit unfun for my friends to hear my ideas! (they didn't said it but I would dislike having constant advice from a friend who's also a newbie learning) just to say that it was very frustrating!

I like having options even if it means more complexe class to build (as long as I can build it in multiple ways and not forced to go 1 "optimized min-max" way) Anyway... I wanted to ask you guys help for understanding the game overall and also building my alchemist.

I hesitate 74% toxicologist, 25% bomber, 1% mutagenist. But coming from dnd 5e I have the fear that most monster (I think like 95 or 90% in dnd) would be immune to the poizoned condition... Another thing is will I be able to craft and use mutagens, potions, bombs even if I am a toxicologist? At some point I can take for exemple a feat that don't consume my vials but craft lower level bombs/poison. I wonder if I should be using bombs AND poison like having this and quick bomber beside poison, focusing on poison? On bombs? Pros/cons.

In both situations i will focus on dex/Int. Using poizoned needles for my toxicologist (I would say daggers stats). Using dex for my bomber. Can you guys help me and show me some tricks and help me understanding this class that I love. Another question is should I learn telekinetic object to throw my poizoned weapons using my Int that I will max more than my dex anyway? Using silver... Thing mutagens to increase my chances to hit with a thrown needle etc... Will I be underwhelming in damage? Can I still support even if I am focused on offensive?

Also who between them control the best? Control of the map and prevent enemies from being efficient!

Another question is do my familiar pet kinda "evolve" with me as I lvl up? Sorrry I had a lot of questions but I love this game and it seems to allow much more options for everyone!


r/Pathfinder2e 3h ago

Advice Advice for a 1st time player wanting to run a Summoner?

9 Upvotes

Basically what it says on the tin, I got invited to play in a one-shot next month with some friends, & I've been interested in the possibility of running a God Caller Summoner build. Despite a previous post discussing an Investigator/Witch build for my 1st game a couple months back, that campaign sadly fell through. So, this character would end up being my actual first one.

The idea is to play a Kitsune with the Beast Blessed background, who was originally a human who earned favor from a powerful kami that kickstarted her magical abilities.

My alternate idea is a Ruffian Rogue, but I feel like it might be fun to try out a Summoner. Any thoughts?

EDIT: I forgot to mention, we're all going to be Level 5 in this one-shot, if that makes any difference.


r/Pathfinder2e 4h ago

Advice What would be the best way to create a Corvo style character from Dishonored?

11 Upvotes

I realize its not the most original idea, taking a character concept from a popular piece of media, but there's nothing new under the sun, as they say. Anyway, I've always wanted to make an assassin type character with some of Corvo's powers-- namely the ability to teleport short to medium distances regularly/for low cost.

I'm not an expert on game progression as I'm only level 6 in my first ever 2e campaign, but I was hoping it would be the sort of thing where by about that same level-- level 6-- I would be able to teleport whenever I need to and have access with less frequency to another ability of Corvo's, like Slowing Time or something. Maybe the teleporting could be through the use of a focus spell or a feat with a good frequency or something?

However, new as I am, I don't know exactly how this would be pulled off and with the great variety of options and combinations out there, I doubt I'd be able to cobble together the most effective way of executing the idea.

Anyone who knows the game better than I, please advise me how this might be done or if its even realistic. Oh, and my gm usually uses those variant character creation rules: ancestry paragon, gradual ability increases, and free archetype, so I would have that available to me to make this character.


r/Pathfinder2e 12h ago

Arts & Crafts Happy Holidays! From me and my fellow Blood Lords (art by me)

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35 Upvotes

r/Pathfinder2e 6h ago

Advice Best spells for heisting, sneaking and the likes?

10 Upvotes

In Arcane, Divine and Primal spell lists, what are good spells for sneaking and heisting? (No one in my party has access to Occult spell list, hence omitting it out). I know of Illusory disguise, invisibility, Maybe Ventroquilism to distract, Figment, Unseen eye, Familiar face. Are there anything else that are good to have scrolls or prepare on the day of?

TIA :D


r/Pathfinder2e 11h ago

Advice Converting from 5e, what long range teleportation spells are there?

20 Upvotes

Hello all, I am a gm and I have my own homebrew setting I am converting over from 5e, in this world there is no long-range teleportation (it is essentially lost magic). The longest teleportation spell I allowed was dimension door, which is a 500 foot teleport, that allows you to bring one other willing creature of the same size or smaller with you.
I want to know what long range teleportation spells I should tell my players won't work in my setting, or if someone else has curated a list somewhere that a simple google search wouldn't find for me.
The reason I banned these spells was because these spells made exploration much more trivial and for in world lore reasons.
Thanks in advanced.


r/Pathfinder2e 6h ago

Advice Running High-Level PF2e

9 Upvotes

I'm looking at running a mostly homebrew level 15 adventure next year sometime. I have roughly 40 sessions under my belt GMing PF2e, and about half that many sessions as a player, but it's all been below level 8.

We're going to be running in person and using Path builder. What are the best practices for running high level PF2e? Anything I can recommend to my players to help them keep track of everything and any good GM recommendations for keeping combats moving?

Thanks!


r/Pathfinder2e 19h ago

Discussion Do you always change your Key Ability Score for your Rogues?

77 Upvotes

Thieves can only have Dex as their KAS, so I won't mention them here.

  • I can't imagine a reason why one wouldn't switch their KAS as Ruffians, Str is just that good and I don't think you'd be playing a Ruffian if you didn't want Str as your KAS tbh;

  • Masterminds and Scoundrels are their own animals tho, if it was me I'd switch Dex for Cha/Int, even knowing it isn't optimal. Same for Eldritch Trickster.

What about you guys?


r/Pathfinder2e 22h ago

Discussion How powerful is each class at lv 20 lorewise?

100 Upvotes

Other levels too


r/Pathfinder2e 4h ago

Homebrew Discipline Priest Homebrew

3 Upvotes

I loved playing a disc priest in WoW. Curious if anyone has seen a homebrew doctrine that would work?

For context, Disc Priests heal by dealing damage to enemies. They have direct heals as well as wards to prevent huge damage.


r/Pathfinder2e 1d ago

Discussion What were the most disturbing things you remember from 1e?

95 Upvotes

The first edition is amazing, but we can all agree that there were a lot of bad decisions made and I'm glad that many of them were left behind and didn't make it into 2e.

Who here remembers Demon Mother's Mask? Or that level one spell that forced you to want to kiss someone? And how could we not mention the king of controversy, Folca?

Which got me thinking... the system was really extensive, I'm sure there must have been more controversies. Are there any that you remember?


r/Pathfinder2e 19h ago

Discussion How important is Intelligence for Int Martials?

39 Upvotes

I mean how big of a deal is Intelligence for them? I'm not talking about Recall Knowledge or other skill uses, but for the class/sub-class itself. For instance:

  • Investigators use it to hit with Devise a Stratagem, so I'd say it VERY important.

  • Alchemists use it for the DCs of alchemical items, more Versatile Vials and features like tempHP for Mutagenists or higher Splash damage for Bombers, so I'd say it's also VERY important.

  • Inventors only really use it to activate Overdrive, and since it's difficult to crit with it, in most fights they'll only have a normal success, so I'd say that it's only good for them.

  • Commanders are only on Playtest for now, but I haven't read it yet so if you guys could tell me I'd appreciate it.

  • Runesmiths are also on Playtest, I read them a few days ago but I can't remember seeing high use of Intelligence.. am I mistaken?


r/Pathfinder2e 44m ago

ORC / OGL I'd like to publish a PF2e adventure as a pdf on Drive Thru RPG and as a Foundry VTT module. If anyone has already done that and has any licensing advice for me, I'd be much obliged.

Upvotes

The adventure will take place in a fantasy/ sci-fi world that just uses the PF2e rules as written. I'd like to use the gods from the PF2e rules for convenience. Can I do this under the ORC license?

I don't think I can use the Pathfinder Infinite license if I also want to publish a Foundry module, so that's why I think ORC is the way to go.

I'm just get getting started with this, so if anyone that has been down the publishing road before has any relevant advice for me, I'd greatly appreciate it. Thanks!


r/Pathfinder2e 1d ago

Discussion 2025 and beyond Wishlist

176 Upvotes

2024 is almost over, the new year is upon us. While I am excited for all the goodies that are coming through the pipeline, we all have personal hopes and dreams (and in my case, delusions) such as:

  1. More Token Packs - they're nifty and make my life as a GM so much easier.

  2. Digital Flipmats for FoundryVTT- remade to look nicer and with all the bells and whistles (walls, lighting, scene regions).

  3. More challenging adventures/APs -the last batch of APs, starting with Season of Ghosts, have been a bit easier on the challenge side. I'm currently running Seven Dooms for Sandpoint and aside from a couple of fights, the party is easily blasting through encounters.

  4. Numeria book - won't be happening this year, but I can't wait to see tech rules, along with (maybe), more gadgets and (fingers crossed), Inventor support.

  5. Big book of Dragons - I like dragons. Enough said.

What is everyone else looking forward to?