Please use this megathread to give feedback or ask questions on these rule updates.
The actual changes are all relatively minor, but the explanations are not things we've formally elaborated on like this before outside of a few rare instances (like the release of Starfinder2e and needing to determine how we'd handle that content in this subreddit).
Reddit enforces a character limit on the actual rules, so they are inherently brief. I think generally folks here understand that rules text will always require a lot of judgement calls. Discussions are complicated. The hope is that that these clarifications and guidelines are a useful reference for all involved; people posting/commenting, people reporting violations, and our moderating team can all look at the guidance and work from a shared understanding regarding the intent of a rule.
A few things were explicitly changed, though, either in the rules text or as part of drafting clarifications:
The "no generative AI" rule has been promoted from just being part of the broader "Rule 5: Post content of quality" into its own rule and now clearly calls out software built with genAI code/art. This part is consistent with how we've enforced the no AI rule, so it's really not a change in policy, just in clarity. What is new is that we're also explicitly banning posts or discussions advocating for, instructing on, or primarily about the use of AI. It's explained in the clarifications, so I won't go into all that here, but we won't enforce it on this specific post for the purposes of letting people freely give feedback on this change (as it is hard to construct an argument that we have gone too far in banning AI discussions without also defending AI use, to some degree, in the process).
The guidance on art posts brings some new restrictions where things weren't often clear, and enforcement will be tighter here than previously. Hero Forge/generic tool art is not allowed. Art credits must be clear. Art posts must not directly reference or solicit commissions in the post title or body (but may link to information in a follow-up comment). Additional clarification on the required applicable information tying it to the game (particularly for non-character art, like maps) is now provided. Explanations regarding how art rules overlap with other rules restrictions (no genAI, no nudity/explicit/gory art) has now been provided under the art clarification.
Edit:
Since we've already gotten a report on a Hero Forge character art post, just note that the art rule clarification changes aren't intended to be retroactive - if it was posted before today, we don't need to go back and remove them.
Edit3:
I'll check back on this thread later, but I've tried to answer questions and clarify things where I could. I appreciate the feedback! At least one additional point of clarification that will likely go into an update with wording based on these discussions around the definitions of how far back in the chain of tools/workflows before it gets to the "content" for a post, particularly for software: It's really about the creation of the direct software product (or the product itself, if it has genAI features). Similarly, just because Photoshop or your development IDE has genAI features you didn't use doesn't mean it's suddenly genAI content. It's about your workflow for creation.
If you've been running 2E for a while and used the treasure by level (TBL) table as a reference, especially alongside Foundry, there is a non-zero chance you are misreading it. The table lists that parties should have 175gp, 300gp and 500gp worth of treasure for level 1, level 2 and level 3 respectively. This is per level, not the total value of treasure at that point. In other words, a level 3 party should have found 975gp worth of treasure at the end of level 5.
At level 20, parties should have found 1.433.275gp worth of treasure, almost 3 times as much as if you followed the table incorrectly.
Because I checked the TBL table against total gp value in Foundry, for the longest time I was assuming I was being super generous with treasure when running the game. But no, as it turns out I've actually been running things pretty close to RAW by accident, probably a bit stingier than if I had followed the table.
Though it's also possible everyone but me was using the table correctly all along 😅. In that case, feel free to roast me a little. I hope this reaches at least one GM who has their mind blown a little as I did when I learned about this a couple of months ago.
This is a piece I’ve been working on recently. Together with the client, we refined various aspects of how the characters are represented, bringing them all together into a poster-style composition. It’s designed to encapsulate the entire saga they’ve experienced, while also conveying their individual traits and personalities through their poses and postures. I learned a great deal about body language during this project, and I’m truly grateful to have been chosen as the artist for it!
there are a magnitude of themes that are not explored in clases and cannot be explored exept for the psychic. Sure they could be explored with other classes or archetypes but many are tied to the themes of psychics so much:
- a slashing/cutting/ separation on a conceptual level. the clasic anime "i can envision cutting anything"
- destruction and wrath made manifest the clasical mind powered explotions based on dark themes. The psychic has I belive only 1 or 2 feats about that. It would be cool to have more.
- with the new covenant Insight of Ego Triumphant we could have a consious mind about beliving to be god and nurturing the spirit to higher level. ( maybe a side bar to get access to spells that requier to have a deity, it being beliving in yourself)
- One based on stasis. About stoping things from happening ? like slow prison and other counters to STOP things from escalating similar to the School of Quantic Control with its quantic dampening
Man right now the psychic is greatlly sidelined
EDIT: there is a WIP for the spiritual/divine ego in the comments :) (not playtested at all but pure vibes)
I am making a Suli-Halfling Monk, making a conscious decision not to use Stances until level 8 at least with a heavy focus on Qi spells.
I decided to look into Monastic Weaponry, already putting my halfling at 0 strength is bad, but.... most weapons are d4? Monkey's fist is especially laughable because it's d6 finesse non-lethal bludgeoning flail.... this is a downgrade from my agile fist.
Not sure why Finesse options especially are just... not good? Maybe Bow staff for ranged options but at this point why not just pick the Gakung? Is sweep really good enough to take an action to switch to melee?
Adventures+ is now live on Foundry VTT and Pathbuilder!
You've leveled up your characters… now level up your campaign itself! Adventures+ is a 100+ page book to rewrite the rules of your Pathfinder 2e games. From brand new subsystems to home rules and variant options, Adventures+ reignites your adventure with fuel you didn't know you were missing.
Inside this book, you'll find…
Two new classes! The Trickster uses spell and sword alike to outsmart their foes, while the Vessel is a mortal who must struggle to keep the monster inside them within!
Boss Monsters, a massive template for powerful solo bosses and minibosses that don't break the game. Multiple turns, high HP and powered-up actions will strike fear into any player’s heart!
Underlings, hordes of low-HP creatures that spawn in waves and harry the party until they're dealt with.
Dynamic Encounters, rules for combat encounters that have alternative methods of completion and ways to escalate mid-fight. Battle through gauntlets, survive waves, or race to stop rituals!
Living Dungeons, rules for dungeons that grow more active the longer the party is present. Traps are set, troops patrol and more until you defeat the heart of the dungeon!
Heroic Fates, an alternate rule system for Hero Points, including the GM gaining villain points and heroes bartering with fate itself.
Horror Mode, a system to make horror truly terrifying in a TTRPG, where your dice rolls succumb to cascading failures and a roll table of scares overcomes your players.
Relationships, rules for all relationships from romantic to platonic, and the boons you can gain from getting closer to your loved ones.
Journeys, a comprehensive journey system that provides a true sense of scale and wonder as you make your way across the lands!
Creaturedex, a variant Recall Knowledge rule that streamlines the process of learning about a creature in combat!
Fishing Rules, an altogether unnecessarily well-crafted fishing minigame system with rules for everything from seas to rivers to the fishing spot spell.
Variant Rules, with anything from alternate rules for death, kineticist compatibility or earning income to new rules like the Pathfinder 2e Playtest’s item dent rules!
Whatever kind of adventure you're looking for, you'll find it in Adventures+. Rigorously playtested by expert players over months and written by a team of some of the best Paizo freelancers and 3pp creators, this book is your key to unlocking a whole new world. Open the book today, and find what amazing stories await you in Adventures+!
This happened a while ago when I was a player. Group already disbanded.
We were playing Age of Ashes weekly but TPK in one of the severe fights. Everyone was cool about it, but 3/4 players, So everyone but me, don't want to continue playing or make new characters.
GM wants the game to continue but everyone pretty much dropped out. I think 2 entered a new 5e campaign, the other joined a Lancer game.
How do you keep the momentum if a TPK ever happens?
While I really like creating homebrew and custom monsters, I also PLAYED THE VANILLA SYSTEM. If you are new to Pathfinder 2e, I recommend to play the vanilla way it was intended and read the rulings to understand why everything was implimented how it is. So do that first, 'ya square.
REVERENT RAMBLINGS
After playing in two campaigns, running one to completion, with a second one ongoing, while Pathfinder 2e has a reputation for everything being tight, I love how flexible it can be because of the restrictions it uses, mainly my favorite part of the system: the three-action economy.
I'm just going to give an example.
fig. 1 (kobold swarm of infinite agony)
In this example, my Awakened Animal Fighter/Magus (left) and Catfolk Gunslinger/Rogue (right) was cornered by a group of Kobolds that kept stabbing and inflicting persistent bleed. My Dog Knight had high HP and AoE damage, while my Sniper doesn't and doesn't, so she was being eviscerated (by design).
Around twenty feet away from them was a platform that didn't have DoTs of death, so my Tabaxi player asked to get thrown by the dog. Truth be told, I searched AoN and found no rules on throwing other creatures besides the Shove action, so instead of saying no, I improvised.
THAT'S where the three-action economy shines. The fighter was large and the tabaxi was consenting, so I didn't need to worry about rolling, so I ruled the throw would consume one action from both of them, and would be a Manipulate action. Just like that, I made the throw cost something (fighter couldn't afford to recharge and spellstrike), while keeping the pace of the game quick. I couldn't do that in 5e without it being a mild headache.
THEY CAN PRY DUAL CLASSING FROM MY COLD, DEAD HANDS
This section is gonna be relatively short, because I'm gonna talk about my two favorite variant rules: Dual Classing, and Free Archetype.
The thing I love about the classes in Pathfinder 2e is how much they prioritize teamwork in their design. A Guardian's still fodder if it doesn't have a good team to back it up, a Rogue with a party that works to distract can proc Sneak Attack more efficiently, etc. It's a perfect setup for parties of around 4-5.
Despite me being incredibly handsome and charismatic, as you know, I only have two to three players. Instead of nerfing every encounter, the power boost from Dual Classing and free archetype allows my enemies to be just as threatening as my narrative requires it. It's also just fun to make powerful and niche builds and combine strengths from different classes onto one character (except Kineticist, Paizo PLS integrate it into the rest of the system).
THE GUIDE PART
Making weapons is a fun little hobby for me, so I might as well show you my self-imposed guide.
Fig. 2 (the three weapon categories)
All weapons are either Simple, Martial, and Advanced, as you know. Every class is trained in simple weapons, all martial classes are changed in martial weapons, and advanced weapons typically requires feat investment and/or later levels to be proficient in. The weapon category, and the grip required, determines what I call the Power Budget.
Fig. 3 (Weapon Balancing Panel)
(traits and damage are switches if you couldnt tell btw)
When creating a weapon, the simple rule is the more investment, the stronger the weapon is. Two handed weapons typically deal more damage than one-handed weapons, one-handed weapons deal less damage, but have the versatility of a free hand you could use for a shield, Interacts, or maneuvers.
Another rule is that traits are inverse proportional to damage.
The martial weapon whip, for example, has the Trip, Nonlethal, Finesse, Reach, and Disarm traits, allowing all of those maneuvers to be used while not being directly adjacent to the target. This comes at the cost of only dealing 1d4 damage.
Another example is the simple weapon Longspear. The Longspear does 1d8 damage, but can only afford the reach trait due to it being a simple weapon.
If a weapon you're making has both powerful traits and good weapon dice damage, then it goes in the Advanced Weapon category, such as the Nodachi, Karambit, Falcata, and Repeating Crossbow.
Fig. 4 (Example Homebrew Weapons)
Here are examples of weapons I've made and used, inspired by no one in particular (trust).
The last advice I can give you all is to don't let the fear of things being unbalanced stop you from creating. You can refine things as you playtest them, which is what I do.
Well, that's all. Good luck with your games everyone!
Lay on hands has the manipulate trait but is clearly meant for front line healing. How can I use this in melee without sacrificing additional actions to step or feats to pick up a spell shape to avoid reactive strikes?
Hello everyone, as said in the title, im pretty new to the Pathfinder 2e sphere, im learning and reading the books and the player options little by little, recently me and my mates have been studying the possibility of converting our game from 5e to pf2e and independent of this being a good option or no, i want a little of help with my character
He is a ranger in dnd (Just because the DM really wanted a ranger in the group); using dual wielding with a rapier and a cimitar, how can i make him in Pathfinder? I know that Rangers are quite diferent and i have my eyes in the flury one, but what feats i take? Do i go with STR or DES for my attacks? Bless you all and thanks for the attention
I’m currently starting an exploration-heavy campaign, a sort of Isekai in the First World where the PCs roam the wilderness, encounter adversaries, quests, dungeons and some political fey intrigue.
The idea is that time spent in settlements is minimal, and there should be some pressure stopping them from aimlessly exploring without consequence.
Rations and the like always felt pointless because, past the first levels, their cost is negligible, and only encumbrance plays a factor. Not to mention Spacious Pouch or Create Food and Water spells.
Also, there’s not much character attrition in this system except primarily for casters. I’d like to limit long resting every night unless they find a magical rest spot on the map, but that won’t affect the party equally.
TL;DR, what strategies do you suggest to sell the “danger” of continued exploration?
I understand why it exists. But I think it's been added to too many effects.
Barrow's Edge, an exemplar ikon. Vitality effect, even if it would absolutely fit a dhampir or otherwise undead character. Ditto the Scar.
The alchemist has no official elixir of unlife. The elixir of life curiously has no Vitality trait, but is specifically for living creatures, so dhampir: OK, bone oracles: OK, actually undead PC like a Skeleton? No deal.
Kineticist has two options, both vitality. Too bad for my blood-themed Water kineticist, their Ocean's Balm has Vitality, so no healing for dhampirs, revenants and other void healers!
The runesmith's healing via Vital Compound. This one I can understand, at least.
Add to that the Searing Restoration which has the same issue as the alchemist. Or the fact that your mad doctor needs an extra skill feat to stitch their undead pals and/or creations.
I understand undeath/void healing has its perks, but the lack of option, the vitality trait or the living target stipulation prevents multiple character concepts I came up with for an upcoming campaign: exemplar dhampir, mad scientist, blood (water) kineticist. I really feel the most egregious example is the Exemplar, because what do you mean the life-draining attack can't even work on a vampire???
well im playing a kobold summoner beast master, so i have 3 tokens, im playing krakatoa the very bold kobold that for sure calmed a volcano on its on, tamed dragons, defeated powerfull foes, or so he says , anyway the party is 4 players, so i having 3 tokes it makes me half the party, we played 2 sessions so far of triumph of the tusk, and iv been telling my 100% confirmed fact checked tales to ardax, but he doesnt seem to believe for some reason.
It is just so fun to play (i dont want people on the comments calling unoptimal or anything), to have my bear and i side by side fighting, we advancing togheter onto the enemies, we flanking, i telling him to grapple the enemies, its just so fun, was playing blood lords and unfortunally it died but before it he like killed some major enemies, and all the party was battle medicining it to keep him alive, it was so fun (spoilers it was to that witch on the brewery we almost tpked).
Today we continue the Converting D&D series, with what might be the hardest of the conversions: Paladin! Yes, I am in fact saying it's harder than the Warlock too, you'll see why when the Warlock video happens!
I'm about to start playing a new campaign and need some ideas for fun combos I could pull of with a friend of mine. I was thinking of something along the lines of Sniping Duo, but I'd like to try something different this time.
Do you guys have any ideas for fun character or archetype or feat combos for two player?
So... before I start, I should say this isn't a complaint by any means. I really enjoy Pathfinder 2e's feat system because it includes a lot of customization, and I like it even more when things like Free Archetype or Ancestry Paragon are on the table. That being said...
The other day, it occurred to me to ask my DM what they thought about earning an extra feat through roleplay. My initial idea was to earn a vampire archetype feat in case of an emergency (long story short: basically, my character is a necromancer who, for lore reasons, wants to avoid death under any circumstances, and the DM doesn't allow resurrection in their world since the resurrection ritual isn't public knowledge. So, I was thinking of something like injecting vampire blood into myself if I were about to die—I know, a bit wild, but it was my initial idea lol). Anyway, the DM didn't give me an immediate answer, but later they created a whole system for training feats: with this, for every level you normally gain an ancestry feat (1, 5, 9...), you can also train an extra skill, general, archetype (from one you already have, not gaining a new one), or class feat. He came to me super excited to talk about it, including training mechanics and all that.
Now, I think it's fine, but the thing is that I come from a pretty unbalanced system (D&D 3.5), and the main reason I ended up quitting it was because it was an extremely unfair system that sooner or later turned the table into a PvD (Player vs. DM). On top of that, the DM is already running Free Archetype and Ancestry Paragon, and in the future, he wants to give us Mythic Destinies as an additional free archetype so our characters get stronger lore-wise (the campaign is slowly scaling up to a level where we'll face gods that have been weakened by the world, sort of like gods walking the earth). Because of all this, I'm worried it might break the balance: I've seen opinions that certain classes get significantly stronger if you hand out free class feats, and while both my DM and the other players seem happy with the decision—and I was the one who lit the fuse in the first place—as a player, I'd like to know if the DM will need to make any adjustments to the system because of the increased number of feats we have. Does this increase the difficulty in any way? Is there a risk of major power imbalance here? I'd love to hear opinions and recommendations, thanks.
Edit: I think it's important to clarify that, rather than worrying about the vampire archetype itself (which was just a fleeting idea and more of an "emergency button"), I'm concerned about players training multiple class feats or something with a much bigger impact. For example, under my DM's system, a player could take two level 16 class feats—one at level 16 and another at level 17...
I really could've sworn there was a way to make an enemy take the effects of your Oracular Curse.
I'm probably confusing it wish something else, but this just really feels like something you should be able to do, so either way I'm surprised I can't seem to find any info on it.
I had the random thought from my own level 8 necromancer, if they were 1 hp and an aoe attack hit them and a blood thrall at the same time and did 1 damage would you give them wounded or not as they lost 1 hp but the exact same time the thrall died and gave 2 hp. Would you change this depending on the attack and position of the thrall too, like for example if they were side by side and the aoe was a cone or if it was a line and the thrall is in front or behind?
I know it's stupid unlikely but this has now come into my head and I really want to know how people would resolve it
So, a bizarre combo popped into my head earlier today, and I thought I'd bounce it off of you nerds to see if it works as i expect. If a character somehow had Mobility (Rogue2) and Shielded Attrition (Guardian4), does that mean they could take a single action to raise their shield, stride half their speed, and provoke no reactions but enemies are considered to have used them anyway?
Long story short, I ran my first TPK the other day, and pretty much everyone in the group (though initially upset) went out of it excited to make new characters. There was one player in my campaign (who honestly was part of the cause of the TPK because he was on his phone during combat and kept having to be reminded what was happening. As an aside, I don't think he thought they could actually lose in this game, so that was the root of his distraction.) who was really upset at the prospect of his character dying, so I said I could let him survive. However, I want to include something mechanically that can be a consequence of his "death," like some sort of PTSD or "yips" or a mortal injury or something to that effect. I want to do this because I think it would be mechanically compelling, but I am worried about balance and such. We are generally a more RP focused group, so I think including this would help add more RP/narrative elements to combat. The player is okay with this so it's not like I am contemptuously implementing a disadvantage on his character, I just think it makes sense if he was mortally wounded to have some sort of trauma or serious injury from this scenario.
Edit - Thank you for everyone who explained mechanically why this is kind of a dumb idea. I am attempting to convince him now that sticking with his current character will be weird both narratively and mechanically. I feel like some people got caught up in the "distraction" portion of this post. That behavior is not a massive issue and is not the only reason they lost the fight. We have discussed it and it is not going to be a recurring issue. I also extended the option to everyone, not just him, so I'm thinking because the rest of them are making new characters, he should so that it doesn't feel like he's the protagonist of the campaign (which I think could be an issue in bringing him back).
I’m getting back into PF2e after a long break and noticed that quite a bit has changed with the remaster.
I’m not sure if I’ve got this right: I’m at level 5, and my spellbook contains 11 cantrips, 10 rank 1 spells, 6 rank 2 spells, and 3 rank 3 spells (I calculated this using the rule of 2 spells per level, plus 1 from my school of study).
Now, regarding "Spell Blending"—can I take two rank 1 spells and combine them into one rank 3 spell? Since it allows for an increase of up to 2 ranks, could I also take two rank 3 spells and combine them into a rank 5 spell, even though I don’t have access to rank 5 spellcasting yet?
Also, how do you all manage your spell slots in Foundry VTT in a way that’s less messy? It gets really confusing with all the information—focus spells, swapping out spell slots, extra slots from your magic school, and so on.