48

Evidently Not One of the cardinal, if often unspoken, laws of gaming is that if you can't get people to play with you, then you can't play. If you can't get people to play with you whenever you bring that character in, then, no, you can't play that character at least with that group. If your read on the situation is correct, your group has a problem with ...


39

The character is probably done. You have a large, collaborative, decentralized group. No one feels, or has felt, empowered to confront you over this—they have, no doubt, felt that it isn’t their place to criticize you or your character. Instead, they’re voting with their feet—which is, in this hobby, more-or-less “the nuclear option.” Which means it almost ...


27

To cast a spell from a staff, it has to be on your spell list The rules for Casting a spell from a staff spell out the requirements to cast from a staff. The relevant part of these requirements: You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges ...


23

It's always been this way And it sort of needs to be; otherwise there is no point in character abilities! In 5e, if my Paladin wanted to "hit someone in the legs to trip them" with his glaive, well, I'm not able to do that, unless I pick up some Battlemaster Fighter Maneuvers through a feat, multiclass, fighting style, etc. In 5e, if I wanted say ...


23

Forgo isn't the best word choice, Assurance works as rolling The clear intent of Assurance is that you no longer have to actually roll a die, but the results should be adjudicated as though you had. Anything that references "rolling a success" or similar is functionally the same as "getting a success" and Assurance affects either. ...


20

Armor Class is also a Difficulty Class Armor Class is referenced in multiple locations as a DC. Most notably, in the rules in Equipment about AC: Your Armor Class (AC) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll. And also Playing the Game Key Terms All creatures in the game ...


20

You need to get rid of the character some way or the other Nothing will help. Your character, as it is right now, is irredeemably gone. You can't fix her in-game because nobody wants to play with the character anymore, so you're past the point of starting a growing-up/redemption arc now. [Sole chance out: you sit down with everyone and apologize for making ...


19

The Step action is going to be mechanically worse than the Disengage action Moving 5 feet is a small benefit Personally, I don't believe moving an additional 5 feet is a significant benefit in most situations. Often that small extra distance won't change anything because your opponent is faster or was already slower or just has ranged attacks. The only time ...


18

It's honestly quite the opposite in PF2e. I'm not sure where you're getting your information from but support spells (at least debuffs/control) is pretty weak until much higher level while damage spells hit pretty hard consistently. Also with scaling cantrips you don't have to worry about doing nothing a turn as even a low level caster any more. Sure a ...


18

Initiative is a concept; however, any roll made for it is a check Initiative references using checks when determining its value Typically, you’ll roll a Perception check to determine your initiative [...] some other type of check. [...] Stealth check. A social encounter could call for a Deception or Diplomacy check. Additionally, the following line shows ...


18

You are giving the aggressive block feats too much importance in relation to the other two feats in this chain. Keep in mind that both powerful shove and flinging shove are modifying aggressive block. Let's go step by step: Aggressive block. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the ...


16

As the book lacks the information, all we can do is guess what would make most sense, until we eventually get an official errata. Still, there is in my opinion enough reason to think the save would be Will that ruling it that way would not be controversial. This spell has three tags: Emotion, Enchantment and Mental. All these three tags are associated with ...


16

This appears to be a gap in the rules and has not been covered by an FAQ. Paizo has not appeared to weigh in on the matter. Most of the people posting on the Rules Discussion boards of the Paizo forums fall into 3 distinct camps: The intent to take the action forbidden by the stance (in Mike's case a Strike made with an unarmed attack) violates the ...


14

Sudden Charge requires two actions and, as part of its activation, allows the user to Stride twice and Strike once. Assuming the user has the standard three actions, they'll have one left after a Sudden Charge, which they can use to Strike again, for a total of two Strikes in their turn. The advantage of Sudden Charge is that it effectively gives a "...


14

Technically, you can attempt to Feint against a creature that has swallowed you From a pure mechanics standpoint, nothing prevents you from Feinting. Being Swallowed Whole imposes the Grabbed (which imposes Flat-Footed and Immobilized) condition and you are Slowed 1 . Since you're Immobilized, you can't take actions with the Move trait, and attempts to use ...


13

They are retroactive Page 31 of the Core Rulebook tells us that: If an ability boost increases your character’s Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character’s Intelligence modifier, they become trained in an ...


13

The character would not lose any actions on its turn. According to the "Gaining and Losing Actions" sidebar (p 622 in the Core Rulebook): Quickened, slowed, and stunned [...] alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of your turn doesn't adjust your number of actions on that turn. The ...


13

Returning does not mean Reload 0 Most weapons with the Thrown trait like the Dart, have a reload of "—". This means that the weapon is not reloaded, but rather drawn with an interact action, as mentioned in the reloading rules, then thrown. The returning rune eliminates the need of drawing a new weapon to replace the one you just throw, so you can ...


13

No, if the caster doesn't use the Sustain a Spell action on a spell with sustained duration the spell ends at the end of that turn. About sustaining spells: If the spell’s duration is “sustained,” it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell. I think this is pretty self ...


13

The three-action unheightened Heal spell heals 1d8. The three casting options are mutually exclusive options which do not interact with each other. The spell says, "The number of actions you spend when casting this spell determines ...". If you spend 3 actions, you use the properties from the 3-action entry. I don't have a hard proof, but ...


13

No, a natural 20 is not always a critical hit. The key phrase is in the second passage you've quoted. If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. This turns a critical failure into a failure, a failure into a success, and a success into a critical success (leaving a critical ...


13

Any party should have the tools to fight one of these It may take a couple Recall Knowledge checks and the GM providing information valuable to that party, but you'll note that Animated Armor and many other constructs that are not golems don't have immunity to magic nor critical hits (in fact, a critical hit reduces Animated Armor and some others' AC). With ...


13

Traits are (mostly) descriptors. Specifically, "Aasimar" is an Ancestry Trait. These descriptors have no mechanical benefit, but they’re important for determining how certain spells, effects, and other aspects of the game interact with your character. Essentially, if an effect says that it only affects Aasimar or doesn't affect Aasimar, that's ...


12

The Minion is Dead Non-lethal damage is described on pg. 459 of the Core Rulebook: When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out ... Final Sacrifice does not reduce the target to 0 Hit Points, and so whether it is non-lethal or not doesn't matter. The ...


12

'Blaster' spellcasters have a specific niche As early as level 8 (our current campaign's level) but increasingly so by level 14 (the level of a one-shot we played before the campaign), spellcasters' damage per action falls behind what martial characters are able to produce with (Greater, Major) Striking Runes, Weapon Specialization, and other options. The +1 ...


12

You might be able to buy the formula, but can't craft it with Advanced Alchemy or Quick Alchemy The class features "Advanced Alchemy" and "Quick Alchemy" both allow you to craft an alchemical item of your level or lower: For Enhanced Alchemy: Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend,...


12

Let's take a look at what the Blinded condition does. Blinded (Core Rulebook pg. 618) You can’t see. All normal terrain is difficult terrain to you. You can’t detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to ...


12

Shields (and their rules) are discussed on page 277 of the Core Rulebook. The Raise a Shield Action is on page 472. You are correct to note that there is no shield proficiency and that anyone can both carry a shield and use the Raise a Shield Action. This requires buying a shield, occupying one hand with the shield, and spending an action to Raise it. You ...


12

It really is (mostly) that situational Speaking with another player in my high-level campaign, whose character is an Alchemist, he can think of no other use for that ability than Quickened Bomber Alchemists. They further point out that, since it still does splash damage on a non-critical miss (and potentially hit or crit on a nat 20), it's not a complete ...


12

One reason they may be ignoring signals is they are not real signals. consequences If you are bailing them out of their bad decisions then they are fake signals, A signal of danger is lying if they are not suffering consequences. If you want them to act like decisions have consequences then they have to have consequences. If the 2nd level players attack an ...


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