Stat Generation: Pathfinder Second Edition (PF2e) has moved away from the methods of the past wherein you generated stats using a point buy or rolled them. Instead you receive various ability boosts (a +2 for a stat < 18 or a +1 if the stat is >= 18) from differing aspects of your character that you decide upon over a series of steps. ...
The very first line for the rules for Cantrips in the Sorcerer class says
A cantrip is a special type of spell that doesn’t use spell slots.
Seems pretty cut and dried - Cantrips don't use spell slots, so wouldn't get the bonus.
There are lots of changes, mostly major changes. I can only think about certain spells when thinking about "things that didn't change much", and even those have basic system changes behind them. I will try to keep this short, and list things I believe that are impactful to those who have played the first edition of the game, but keep in mind that this might ...
You can cast any spell while holding anything
Somatic components (CRB, p303):
You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.
A level 1 wizard casting ray of frost deals 1d4 + their spellcasting modifier in damage.
As you noted, a cantrip is automatically heightened to 1/2 of the wizard's level, rounded up. A level 1 wizard can therefore heighten something to 0.5*1, rounded up. 0.5 * 1 = 1. Therefore, the cantrip can only be cast as a level 1 spell (it's ...
Pathfinder 2e is still more like Pathfinder 1e than D&D 5e
The second edition of the Pathfinder rules does not draw very much at all from D&D 5th edition. If anything, there are a handful of influences from D&D 4th edition. Most of the changes between Pathfinder 1e and 2e are new features which don't appear in either 4e or 5e.
Similarities to ...
I’m going to answer this the same way I answered a similar question about Starfinder: we just don’t know yet. Pathfinder 2e is a far larger change from Pathfinder 1e than Pathfinder 1e was from D&D 3.5e, and at this stage in Pathfinder 1e’s life, we didn’t know for that yet either. So for a system that has changed far more than the previous case, we ...
“Finesse” trait is compatible with unarmed attacks
Page 286 on the manual, under "weapon traits" says:
Any trait that refers to a “weapon” can also apply to an unarmed
attack that has that trait.
And unarmed attacks are listed as having the finesse trait in the table in the same page.
D&D 5e has been optimized to make it simple to learn and play, which is what you are reacting to. Its design reflects the fracturing of the D&D fanbase after 4e, and to a certain extent embraces a more “old-school” (read: 2e or earlier) playstyle in which the rules are much more nebulous, fluid, and handled ad hoc by the DM. This both makes it ...
Mechanically, Pathfinder 2e is a completely different system. Even the things that share the same name are different enough that you can use basically nothing from 3.5e or Pathfinder beyond the ideas themselves—all the numbers, effects, conditions, costs, and so on are going to have to be redesigned from scratch for 2e.
Narratively, Pathfinder 2e has ...
Summoned creatures are minions.
And therefore, they must be commanded to get actions.
The chain of looking this up for yourself:
Summon Fey is a Conjuration spell that says you summon a creature
The Conjuration School of magic notes that "creatures summoned by conjuration spells have the summoned trait."
Summoned states that "It has the minion trait."
Divine lance deals aligned damage
The spell's damage is effective only against certain enemies, those that have an alignment that conflicts with your deity's (see Core 452 on damage types). For example most beasts (likely foes at low levels) are neutral in terms of alignment and thus will not be hurt by the cantrip at all.
Divine lance is a ranged attack
I am currently playing a champion who is a divine spellcaster. Here are some of the options I've explored:
The most straight-forward way is through dedications. You can gain access to divine spellcasting either by using the Basic Cleric Spellcasting dedication feat (Core Rulebook, pg.224). This feat will give you access to a limited number of ...
At level 11, druids get the class feature Druid Weapon Expertise, giving them expert proficiency with unarmed attacks and all simple weapons. If they want expert proficiency in a martial weapon, taking the Fighter Dedication and Diverse Weapon Expert archetype feats gets them expert proficiency in all martial weapons.
By default, yes, you can only recover 1 focus point after every use no matter how many you spent. However, you can take class feats that increase this amount. All classes with focus spells have access to an "X Focus" feat at level 10-14 that allows them to recover two points at once, and some have an additional "X Wellspring" feat at level 18 that increases ...
Tiger Stance gives you access to an unarmed strike while in the stance. Flurry of blows states that you make 2 unarmed strikes. Thus as long as you are already in the stance you can make 2 tiger stance unarmed strikes, rather than your default unarmed strikes.
The truth is that, as you discovered, there is no data provided that canonically defines the creatures you can select as a familiar. Likely by design, the familiar is currently an undifferentiated bundle of stats relying on the player to flavor. This may change with the Gamemastery guide or Bestiary 2, but I wouldn't count on it. In ...
Cast a Spell does not inherently trigger Attacks of Opportunity.
Cast a Spell, on its own, is not a Manipulate action (it does not have the manipulate trait), it is not inherently a ranged attack, it is not a move action (it does not have the move trait), therefore it does not provoke attacks of opportunity on its own.
But Components can change that
Hunt Prey takes a single action, as can be seen from the symbol next to the name. The rules text does not specify any limitations on how often the ability can be used, so you can designate targets as often as you like, provided you're willing to spend a single action each time.
Different Systems, Different Solutions
This problem isn't unique to your group, or your game. How to handle failure is addressed in a lot of ways in TTRPGS (or RPGs as a whole). Here are some things you can put into most RPGs. There may be system-specific mechanisms you can employ or have things built in (like Dark Heresy's "Degrees of Success").
Dragon Shape says:
You can take on the form of some of the world’s most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison.
If we look at Dragon Form it says:
Breath Weapon ...
Summoned creatures are not killed when they drop to zero hit points, regardless of what plane they are on.
Called creatures die when they are killed, regardless of what plane they are on.
Creatures with the summoned trait are not killed when they drop to zero hit points, regardless of what plane they are on.
Calling doesn't ...
The Magical Trickster feat (Rogue 4) allows this:
Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the ...
XP awards are relative
Sadly, this is not explicitly stated in the text, we only get that:
the XP earned is based on the level of the challenge the party
overcame. (Core 507)
But on the next page we can see "Table 10-8:XP Awards", which clearly demonstrates that "level of the challange", above, is meant relatively, with rows like:
Adversary Level / ...
Despite what the question is asking, Sabotage actually says, in part
Damage dealt by Sabotage can’t take the item below its Break Threshold.
And the rules on Item Hit Points say
Items have Hit Points like creatures, but the rules for damaging them are different. An item has a Hardness statistic that reduces damage the item takes by that amount. The ...
Tumbling triggers as normal if successful
What the additional rule for failing does is that it makes you trigger reactions as if you had left a square you did not actually leave. This is how it goes:
You run up to the fighter and enter his range. No reactions triggered normally. You attempt to Tumble Through. You fail, causing you to not be able to move ...
You can Sustain multiple times
The requirements of Sustain a Spell are:
You have at least one spell active with a sustained duration, and you are not fatigued.
Sustaining a Flaming Sphere does not end the spell or make you fatigued, and there's nothing in Flaming Sphere or the Sustain a Spell action that says it can only be used once per turn. The one ...