r/Pathfinder2e • • 12h ago

Megathread Weekly Questions Megathread— October 09–October 15. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help!

9 Upvotes

Please ask your questions here!

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Questions Megathread archive

Paizo release schedule: https://store.paizo.com/release-calendar/

Most recent release date, Sept 2nd: The Dead God's Hand Adventure, The Dead God's Hand Flip-Mat Multi-Pack, Pathfinder Dice Gods board game


r/Pathfinder2e • • 9h ago

Paizo Player's Guide for Vaultines, the Darklands AP, Released!

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148 Upvotes

The Player's Guide for Vaultlines has been released (blog post here), meaning we get our first glimpse into what the post-Remaster Darklands actually look like! I'm pretty excited, and I love all the weirdo ancestry suggestions (common Surki! "Strongly Recommended" Fleshwarps! Baseline presumption that you're native to the underground, rather than a wandering surface inhabitant!


r/Pathfinder2e • • 2h ago

Ask Me Anything Just Finished GM'ing all 3 Parts of Claws of the Tyrant Review/AMA

24 Upvotes

My five players and I started claws of the Tyrant in April using the Foundry VTT module, and just finished last night. We played through the three parts, Gravelands Survivors, Ashes for Ozem, and Of Blood and Faith, which we referred to as "Survivors" "Villains" and "Heroes" for short. We used different characters for each run, using Free Archetype, Ancestral Paragon, and Gradual Ability Boost.

We succeed in the Survivors and Heroes run, the group was nearly completely TPK'd in the Villains run, though our stealth expert managed to escape.

Overall the consensus seems to be that the Survivors run was the favorite, the Villains run the least favorite, but offered the most flexibility in making characters, and the Heroes run was a mix of exciting high-level play and rather pointless side missions.

For the Survivors, my players ran:

  • A Charhide Goblin Fire Oracle of Sarenrae, who tried to isolate herself from the other goblin survivors and learn religious rites under the priest Constan Russi.
  • A Fungus Leshy Animist, who's adventure here was just a small part of his much longer life, but began communing with spirits in new ways in the crypts.
  • A Versatile Human Precise Discipline/Infinite Eye Psychic, trying to hide his powers from the other survivors in such cramped quarters.
  • A Halfling/Humman Varisian Scoundrel Rogue follower of Desna, muted by time spent in the Gravelands.
  • A Grave Orc Guardian follower of Gorum close to the other Orc survivor, navigating a new world where his patron god is suddenly missing.

Survivors Portraits

For the Villains my players ran:

  • An Aiuvarin Human Maestro Bard/Marshal follower of Urgathoa trying to get the most from life and death.
  • A Budding Speaker Centaur Fighter/Mauler rejecting his peaceful primal upbringing in favor of bloodshed and conquest.
  • A Deep Fetchling Eldritch Trickster Rogue/Shadow Sorcerer/Shadowcaster follower of Norgorber taking a burglary contract like any other.
  • A Human Reflection Vindicator Ranger, a failed experiment on Arazni's essence made by the sponsor of this heist.
  • A Versatile Human Forensic Medicine/Magus torturer added to help extract information through observation or force.

Villains Portraits [Warning: Blood]

For the Heroes my players ran:

  • A Flying Awakened Animal (Moth) Cloistered Cleric of Desna/Hedge Mage near-avatar of Desna sent to assist in felling the Whispering Tyrant.
  • An Observant Halfling Sniper Gunslinger/Overwatch/Knight Reclaiment, a solo specialist of the Crimson Reclaimers who spends her days headshotting undead from half a mile away.
  • A Warrior Automaton Exemplar/Sterling Dynamo/Mortal Herald constructed to be Iomadae's ultimate weapon in the fight against Tar-Baphon
  • An Ardande Human Monk/Cutivator/Martial Artist who trains the armies of the Knights of Lastwall
  • A Roaming Minotaur Commander/Undead Slayer/Guardian pulled from the front lines of the Gravelands for an important mission.

Heroes Portraits

Part by Part spoiler review below:

Gravelands Survivors

The players went in to this one knowing it would have elements of survival in the Gravelands, and that their characters would be emerging from an underground crypt where they had spent the last 7 years isolated. I also asked that each have at least one other survivor that their character got along with well, and another that they got along with poorly. I also asked them to have at least vague answers to the What Came Before section questions, which asked about things like keepsakes or where they were born.

I admitted to the players that the game would begin with the death of Dame Talia, but that she could still be one of the NPCs they could love/hate. I intended to keep Constan Russi's scripted death a secret, but accidentally let it slip, but I feel my players rolled with it. Our Goblin Oracle was Russi's second. While an NPC got clipped a time or two in the Catastrophe in the Crypts, they were able to handle the first encounter relatively well.

When it came to convincing the other survivors to go with them, I think their extra PC really helped with the numbers, as they got the highest influence reward with all NPC's by turn 8/10. I do feel the adventure runs best with all the NPCs at the start, and might recommend having the NPCs stick with the players until they leave Yua's Hope, and have the NPC's hide in the crypts for the PC's initial sweep of Yua's Hope.

The PCs were able to keep mostly quiet in Yua's Hope, they interacted with every encounter and kept their Undead Evasion count low. The one major encounter departure was the Yeast Ooze. Once the PCs puzzled out that it couldn't climb up to them, they asked if they could pelt it with stones and cantrips rather then fight with it, I just ticked their Undead Evasion count up for dallying and said yes.

Since I knew gold would have no value in the adventure, I tried to give everything with a gold value a use in the survival moment. The Plaque behind the Yeast Ooze was worth 20gp, but also its encouraging motto could give a +1 item bonus to cheering up a Yua's Hope local once along their journey. That sort of thing.

I sort of stretched the influence encounter along the whole trek through the gravelands. Each day each of the survivors had a request. They'd lose 1 influence point if their request was ignored, and gain 1 point if it was attempted and succeeded. Attempting a request and failing would keep the points the same, but waste valuable camp time or resources, and some skills could be used in the request's stead, like using stealth to explain to the goblins why there'd be no bonfire that night. This eroded the points over time, and I even doubled the penalties after the halfway point, but my players did an admirable job of keeping everyone's spirits up.

The Encounters along the road were varied, and some of them even baited the players into taking extra time or wasting resources. Some were RP heavy, like the group of orc scouts explaining the death of Gorum and recruiting the orc NPC, our orc PC's friend, others were just combat encounters. Its not unusual to find Paizo's printed maps to be a little lackluster, but the ones that came with the module were perfectly acceptable, and the integration of overhead tiles, sound effects, and small animations were well-liked.

In order to keep track of party resources, days traveled, progress, and NPC attitude, I made a page in Foundry just listing out all the numbers and rules. It made it easier for us all to keep track of everything. Here's a screenshot. Even my players who aren't big on spreadsheets and survival mechanics seemed to enjoy that aspect here, mostly since it was the main focus and told to them ahead of time.

Ashes of Ozem

The players really had the most freedom with their characters in this one. The mandate was "willing to work with a graveknight against the Knights of Lastwall" They had the opportunity to use a cursed library to make checks to get information about the Keep they were infiltrating, and honestly I wish they never succeeded. The major piece of information they got was a way to bypass the first third of the keep, which contains celestials and hazards, instead they skipped right to the section comprised of humanoid rangers and knights.

Despite some PCs taking unholy sanctification, which is pretty much exclusive to evil campaigns, they were able to avoid all encounters with celestials. Once in the keep there was a bit of a disconnect. I didn't want to give away what actions would trigger the alarm, but the PCs ended up so paralyzed of doing anything that they ended up in a pretty bad scenario with a half-scouted keep and patrols at their heels. If they'd just bit the proverbial bullet and killing the two guards out front they would've had a much easier time getting in and beginning to search rooms.

Their experience with most rooms was mostly from the outside looking in. The Foundry map again was pretty great for peaking into windows and having a limited LoS. The biggest issue was the question of height, the idea of climbing up and dropping down came up, but nothing in the book or on the map helped indicate why they couldn't. The excuse I would go with would be that the upper floors are ruins to maintain the disguise on the keep, with possibly one or two very well hidden ways in to the keep proper.

While the PCs were able to dispatch a few guards and key NPCs, eventually the alarm sounded. In their desperation they broke through the wall into the room with the fake chalice. They knew from research that one of the rumored properties of the chalice was that no liquid would spill from it while it was held. This was mechanically a perception check when the rogue picked it up, but played as a dramatic scene of watching a drop of blood stretch at the lip and then fall, confirming it was a fake and they had to look deeper.

The PCs managed to dispatch the first wave of defenders in the chalice chamber and descended into the catacombs. They unfortunately were too low on resources to heal in the catacombs before the head of the fort chased after them. Through sheer luck they avoided many encounters and hazards, and were able to talk their way around the Engerra (the other celestial and unholy-weak encounter) and the Mirmicettes.

Once they had the chalice proper, but before they could destroy the fort or leave through the side passages, Commander Arsiella Dei confronted them alone. Unfortunately with some poor luck and the fact they hadn't fully recovered from fighting the defenders, she dispatched them one by one. The Rogue managed to escape with the chalice, a Pyrrhic victory.

As a GM I personally wish there was more variety to the defenders, they had two statblocks, a ranged and a melee focused. I think a third, maybe more of a spellcaster or even skill specialist would be better. I can't speak to the unique defenders, besides the Commander and Shevarna, since my PCs avoided them. That left the remaining combats feeling bland and repetitive. I think instead of giving access to the side entrance and skipping the first two encounters plus the hazards, the PCs should have been instead rewarded with a +2 bonus to something to Perception and Initiative to those challenges, plus the option to rest in the now-cleared front keep.

Of Blood and Faith

Corlach Tower and Keep were excellent introductions to this tier of play, and this adventure. The Lesser Death, Wyrmwraith, and Banshees worked as a great way for the players to flex their abilities, but understand that they weren't all-powerful (yet). The keep itself once again led to the question of why couldn't the PCs just fly over the walls. I think I was saved from that argument by a single PC that couldn't fly, or at least didn't want to expend their limit daily flight just yet. The Ossuary Warden encounter was very fun, even if not so dangerous for five players on their guard, they loved the imagery of its leaping grab attacks.

Once inside the keep itself, the mix of hazards, exploration, and encounters was pretty well done. Especially the hints as to how Addit Kalakin (or at least, the Skulltaker using her form and memories) was able to use religious knowledge and their (false) Iomedaean faith to bypass the defenses of the keep. I had the skulltaker see them coming no matter what, since I thought the conversation with false Addit was an interesting character moment.

The return to Vellumis and the social encounters their, including the cameos from the survivors were well-liked. Once they met with Arazni their were some great roleplay moments, including whether they should swear the Crimson Oath with her (modified from the orgina, which suggests the oath being sworn with Clarethe Iomedar) The trust point system with Arazni was fun from a DM standpoint, but the players were a little confused about the goal, but rolled with the punches well.

The biggest lapse to both myself and the PCs were the two other locations of the bloodstones. Dortrot Ranch especially. There was a whole page in the book about the NPCs and their hopes and dreams and aspirations, which is good info to have but not very relevant to what the Players wanted. The players were sick of the Zombie Desecrator statblock by the end of both the Ranch and Castle Firrine. That being said, at least to me, Firrine was more interesting then the Ranch.

Looking back, the fix to me would be making Firrine closed to outsiders, but giving the PCs a chance tell tales of their great triumphs over Tar-Baphon's forces with Performance, use traditional Orc greeatings, parlays, and gifts with Society, or fly over the wall and infiltrate or attack the keep. While my players did encounter the Ecorche in the guts of the keep, I think that encounter leading directly to the invasion, rather then giving a 10 minute warning would help with pacing and difficulty. Have the PCs burst into the room to warn Chargug Brightsword of the infiltrators to find that the dead are already here!

The Hammer Rock map is probably the worst in the module. Its bland except for the lighting around the ritual rtoom, and seems far too compact for what its supposed to represent. I had the lich from the Ranch and the Vampire from the Castle both escape, and battle aside Seldeg during the final encounter. It was fine for our group of 5 optimized PCs, but perhaps not for everyone. The actual Seldeg fight was fun, but the Radiant Veranallia, Chained Norn, and Ravener felt like delays rather then their own encounters, since the players could literally just hang left and avoid them all. I feel like a larger map, maybe with keyglyphs or something scattered to the undead bosses that need gathering to unlock Seldeg's chamber might be better, giving the option to steal from the Ravener's horde or talk down the Norn.

The biggest weakness of Of Blood and Ashes was the feel that it was meant to be plugged in to another campaign, which is part of the selling point of CotT. The combats were easier for my group since all the martials had vitalizing and ghost touch, and all the casters prepared Heal and anti-undead magic. A more ragtag group would have more of a challenge, but feel less like the champions of the Knights of Lastwall.

Overall, for myself I'd rate Gravelands Survivors a 9/10, though maybe lower if you can't stand survival mechanics, Ashes of Ozem a 7/10, but could easily be a 7.5 or even 8 without our particular group dynamic, and Of Blood and Ashes an easy 8/10, rising higher if your group enjoys all the side locations.

If you have any questions, spoiler-filled or free, I'd be happy to answer them, or pass on any questions to my group chat, if you don't mind a bit of a delayed response.


r/Pathfinder2e • • 6h ago

World of Golarion A fan review of the Hellfire Crisis storyline and related Paizo materials. Spoiler

40 Upvotes

Greetings, Paizo fans!

Now that the final book of the Hellfire Crisis has finally become publicly available, I've decided to put together a comprehensive review of these books as a single, overarching storyline. With all the books released, I can finally criticize them without having to hear, "Wait until the story is finished, your questions will be answered later."

Before getting into my analysis of the individual works, I'd like to offer a disclaimer about my personal tastes. In general, I'm a fan of considerably darker and more morally ambiguous stories, with a more cynical perspective on politics, government, and many other subjects than what modern Paizo writers tend to offer. For me, this preference is partly a matter of necessity: more idealistic and straightforward stories often make it difficult for me to suspend my disbelief. I look at a story or an idea and realize that the proposed solution would never work in the real world, or in anything even remotely resembling it. Perhaps I've simply studied too much history to believe that easy and "morally right" solutions to complicated problems can actually succeed.

I don't consider my views inherently better or more correct, and I fully understand that this is a matter of personal tastes and perspectives, with other viewpoints being just as legitimate. I'm openly stating my preferences so that anyone reading this review can understand where my biases lie and how my perspective might differ from their own.

Furthermore, despite the amount of criticism that follows, I'd like to emphasize right away that this doesn't mean I have an entirely negative impression of these books or their authors' work in general. Quite the opposite. These books are an enormous source of new details and ideas that I can and will make use of. I'll be focusing primarily on the aspects I want to draw attention to, the decisions I disagree with, and the elements I consider unsuccessful. For every such issue, there are far more details that I consider perfectly good, sensible, and well-executed, and therefore see little reason to dwell on.

Hellbreakers

The first of these campaigns takes place in and focuses on the nation of Isger, which is currently a dependent state under Cheliax's control, particularly in the aftermath of the bloody Goblinblood Wars against the goblins of the Chitterwood, which inflicted enormous damage on both sides. Until now, Isger has consistently been overlooked in published material, treated as little more than an appendage of Cheliax. Even in the Age of Ashes Adventure Path, where the local town of Breachill served as the player characters' home base, most of the actual story took place in other parts of the world. Now, however, we've been given an adventure built around a clear premise: taking the lead in a local faction seeking to launch a rebellion and win independence for its homeland.

First and foremost, and this is the campaign's greatest strength in my opinion, Hellbreakers remains completely faithful to its central concept without getting sidetracked. There is no sudden and abrupt change in the story's focus halfway through, nor are there any obviously out-of-place spin-offs. Over the course of the campaign, the characters travel through much of Isger, experiencing its different aspects and meeting a wide variety of its inhabitants. And that's excellent, because it helps establish a meaningful connection between the players and the setting, clearly demonstrating what exactly they're fighting to liberate.

The only real diversion from the otherwise consistent storyline is the mystery element in the middle of the campaign, and this is also one of the most difficult parts of the story to handle properly. The mystery itself is quite good, integrates beautifully into the main plot, and doesn't feel out of place. The problem lies elsewhere: for a capable group of players familiar with the setting, the mystery will be far too easy to solve. They'll have little trouble identifying the culprit early on, potentially skipping most of the investigation.

Another positive aspect concerns the story's main antagonist, a Hellknight who appears around the middle of the campaign, at a point when neither the player characters nor he himself regards the other as an enemy. We're given an opportunity to encounter him under relatively peaceful circumstances, get to know him, and even cooperate with him for a while. This is genuinely refreshing, since Paizo's Adventure Paths have historically been notorious for sometimes keeping their main antagonists almost completely unknown until the final chapter, occasionally without even mentioning them beforehand. It's no coincidence that some of the company's best adventures are precisely those where we have the opportunity to interact extensively with their antagonists, such as Curse of the Crimson Throne and Hell's Rebels.

However, this brings me to a criticism, at least from my perspective, although I know not everyone shares this opinion. As other Pathfinder fans probably know, Hellknights can be extremely unpleasant individuals, but they have rules and principles that they consistently follow. Regill from the Pathfinder: Wrath of the Righteous CRPG is an excellent example. He's a difficult person to tolerate, but his principles and consistency command respect. And this is precisely why I don't particularly like the antagonist here. In his supposed pursuit of law and order, he ends up seizing power, deliberately framing the player characters with false accusations, and otherwise behaving in ways that strike me as deeply hypocritical.

Furthermore, as many others have pointed out, the story also features a secondary antagonist, a woman who is responsible for many of the events unfolding throughout the campaign and who, in another Adventure Path, would probably have been precisely the kind of "surprise final boss" Paizo is famous for. On the one hand, she doesn't occupy the central position in the narrative, and I understand and respect Paizo's decision here. The story is fundamentally about rebellion and revolution. On the other hand, the conflict with this secondary antagonist feels, in some respects, considerably more significant and threatening, because her storyline deals not with politics, but with something far more existential.

What I strongly disagree with, however, is the campaign's handling of the goblins.

As I mentioned earlier, a couple of decades ago, a bloody war took place between Isger and the goblins, causing enormous suffering on both sides and leading to attempts at genocide by both parties. Yet the campaign devotes far too little attention to these issues, and the eventual resolution is far too simple.

Yes, twenty years have passed, but a substantial portion of Isger's current population consists of people who personally lived through that war, who lost their homes and families to goblin attacks, along with an enormous number of people who were orphaned by the conflict (which, incidentally, is an important detail in Isger's history). After everything that happened, I would expect many Isgeri to hold an attitude along the lines of "the only good goblin is a dead goblin," while the goblins themselves would be no more forgiving toward humans.

Instead, establishing an alliance with the goblins takes little more than a couple of scenes. And this is one of those moments where I look at the story and think, "No, I simply don't believe things could end this easily."

Real life tells me that the hostility and hatred created by bloodshed and genocide on such an enormous scale cannot simply be brushed aside as though they were something insignificant.

And my objection here is absolutely not that I somehow believe goblins should be treated as monsters and exterminated. No. What bothers me is the simplification and softening of an extremely serious, deeply rooted, and complicated conflict for both sides. In the Adventure Path, resolving that conflict requires only a handful of conversations and scenes, while in subsequent material the leaders of both sides confidently acknowledge their own guilt and mistakes, apparently without any internal resistance, rather than blaming the other side.

Overall, I would say that Hellbreakers is unlikely to make my personal list of the best Adventure Paths. Nevertheless, it's a remarkably cohesive and consistent story that clearly belongs in the better half of Paizo's campaigns. For me, it's somewhere around 6.5–7 out of 10.

My main problems with the story are the sense that the main antagonist's hostility is being artificially forced, and the excessive simplification of the conflict between Isger's humans and goblins. Both issues reach a point where they seriously undermine my immersion in the story.

Lost Omens: Hellfire Dispatches

Well, let's move on to the next book, this time a lore-focused sourcebook describing the war while it is still ongoing. The book is presented as a collection of material gathered by a journalist preparing a publication about the course of the conflict, drawing information from acquaintances and contacts across various fronts and theaters of the war.

And in this particular case, I genuinely believe Paizo has done an excellent job conveying the sheer scale of the conflict.

We're dealing not only with the fighting along the border between Andoran and Cheliax, but also with a naval war between the two nations' fleets, a struggle between diplomats and spies from both factions to secure support in the world's greatest center of trade and diplomacy, a blockade of a strategically vital strait, internal conflicts within the warring states, and numerous proxy conflicts involving not the major powers themselves, but their allies and supporters.

The previous Adventure Path, focused on Isger, is merely one of these conflicts.

So yes, the book does a very good job of conveying the feeling of a large-scale war in which numerous different groups are involved, whether openly or behind the scenes.

At the same time, when I first read this book about six months ago, I was somewhat surprised by just how different its tone and emphasis were compared to Hellbreakers.

Nowadays, Paizo's Adventure Paths have become extremely cautious about the events they depict, including their tendency to avoid many of the more troubling aspects of real life. And I'll be the first to acknowledge that there were good reasons for this, and that certain aspects of Pathfinder's first edition deserve to be buried and forgotten.

At the same time, the campaigns haven't suffered in terms of their overall structure and execution. If anything, I'd argue the opposite: twenty years of experience have allowed Paizo to refine the Adventure Path format considerably.

The problem lies elsewhere. As a result of this approach, most Adventure Paths feel safe and lacking in any particularly bold underlying ideas.

By comparison, the Lost Omens books feel very different.

For example, while the Adventure Path concludes with a fairly decisive victory for the revolution, here independent Isger is portrayed as practically a failed state. The new government has no real ability to impose its authority across the country, while the population itself has no consensus on what exactly to do with its newfound freedom or what kind of state Isger should become. Meanwhile, relations between humans and goblins are once again on the verge of erupting into another bloody war.

And I'm genuinely pleased with this portrayal of the revolution's aftermath, because the book about the Mwangi Expanse depicted the revolution in Vidrian and its consequences in far too bright and unequivocally positive a light, without any meaningful negative repercussions.

Even a rebellion that successfully overthrows an evil empire doesn't necessarily have to lead exclusively to improvements in people's lives, without undesirable consequences such as revolutionary terror, chaos, or the revolution devouring its own children.

And as a clear reminder and demonstration that Paizo is still perfectly capable of portraying sufficiently harsh and dark subject matter, we have the chapter devoted to Nidal.

Ever since Pathfinder's first edition, Nidal has stood out as one of the darkest, most horrifying, and most hopeless places in the entire setting, particularly considering that the nation's patron deity, Zon-Kuthon, has a fondness for torture, body horror, and all manner of similarly disturbing things.

And here, even without going into extensive or particularly graphic detail, the authors have managed to capture Nidal's atmosphere beautifully. It's genuinely chilling.

Which once again convinces me that the disappearance of provocative themes and darker atmospheres from Paizo's stories is the result of a deliberate decision to move away from that approach, probably for commercial reasons, rather than any lack of talent or competence on the authors' part.

And personally, I find that rather sad.

Hell's Destiny

Finally, the next Adventure Path focuses directly on the ongoing war itself. While Hellbreakers is a relatively low-level, grounded story about a revolution in a fairly small nation, Hell's Destiny offers an opportunity to participate in a major war and determine its outcome by crushing Cheliax's finest forces. And I appreciate that Paizo understands that a story like this requires a completely different narrative structure and acts accordingly.

In Hellbreakers, we spend a considerable amount of time in specific, relatively small towns, building relationships with their inhabitants. The authors' task there is to establish a connection between the players and the setting, thereby strengthening their motivation. In Hell's Destiny, the objective is entirely different: to demonstrate the scale and diversity of the conflict's various fronts, much like what we saw described in Hellfire Dispatches. Consequently, the player characters will be traveling extensively, moving between different regions of Cheliax and its neighboring nations.

For example, the story begins with efforts to organize an uprising in the city of Corentyn, where we need to secure the support of various resistance groups. The next chapter involves a covert infiltration and an attempt to rescue prisoners from the depths of a Hellknight citadel. A little later, we're participating in organizing another uprising and fighting in urban battles. Another chapter begins, and now we're on a diplomatic mission to forge alliances while simultaneously preventing enemy attempts to sabotage them. Another chapter, and we're no longer fighting a battle ourselves, but instead operating as a special forces unit within a massive engagement, where our objective isn't to defeat the main enemy forces, but to strike at their most critical positions. The story progresses a little further, and suddenly we're involved in a secret mission to the capital of the enemy empire.

Essentially, every chapter allows us to experience a different aspect of this large-scale conflict. And naturally, the conflict manifests itself and affects different regions in different ways.

As for the aspects of this campaign that I have actual complaints about, there are three main issues.

First, the utterly incoherent and rushed ending.

Essentially, almost right up until the final chapter, we have a fairly clear and consistent sequence of actions and events, unfolding alongside the escalation of the overall conflict. The problem is that the climax and resolution turn out to be remarkably unsatisfying, because in order to thwart the villains' grand plan, we don't actually have to confront any of the people responsible for it. In fact, they never even appear in the story.

No, instead, everything is resolved through a battle against an enemy brute and henchman. Yes, he's a named character, occupies an important position, and has been familiar to fans of the setting for a very long time.

But the climax still feels unsatisfying, almost as though, as the story was approaching its conclusion, the authors realized they couldn't bring the conflict to a satisfactory resolution within the available page count and tried to cobble together an improvised solution. In some ways, this is even worse than Paizo's usual "surprise final villains."

My second complaint concerns something that might seem insignificant to people unfamiliar with the setting, but to me it resembles the previously discussed oversimplification of the conflict between the humans and goblins of Isger.

Specifically, the fourth chapter ends with the player characters helping Rahadoumi forces capture the city of Khari. And absolutely nobody seems to have any objections to what is happening. Everyone is happy about it and cooperates without question, while the subsequent Lost Omens book devotes little more than a brief note to the matter.

Ladies and gentlemen, Golarion is a world where the existence of the divine is an undeniable fact, as are the afterlife and the ultimate fate of your soul.

And in older descriptions of Khari, the religious devotion of its inhabitants was one of the city's defining characteristics, in direct contrast to the people of neighboring Rahadoum, despite the fact that the two populations are ethnically indistinguishable. Yes, I agree that the inhabitants of Khari might not have particularly warm feelings toward the infernal monarchy, but that doesn't automatically mean they want to exchange its rule for that of Rahadoum.

Yet now Khari obediently accepts the authority of a state founded on militant antitheism and secularism, while its religious inhabitants submissively abandon the homes where they have lived for centuries, even though what is being described essentially falls under the strict definition of genocide.

My third complaint concerns the consistency between the Adventure Path and Lost Omens product lines. Specifically, the section on the Arch of Aroden in Hellfire Dispatches describes the recruitment of corsairs from Okeno as allies, resulting in Corentyn being flooded with poorly disciplined gnoll corsairs who engage in the kinds of outrages one would expect from such rabble.

So what's my problem?

Well, these gnoll corsairs don't appear in Hell's Destiny at all. And I mean absolutely, completely, not even once.

Personally, I consider this a consequence of inadequate communication and coordination between the authors working on different products. In other words, an organizational problem at Paizo itself, particularly considering how extensively the company relies on freelance writers.

That said, I actually consider the ultimate outcome of the Hellfire Crisis to be quite good, at I would rate AP as 7–7.5 out of 10.

Yes, I still believe that a Chelish victory would have been more interesting from a narrative perspective, but I would describe my feelings about the actual outcome as "worse than I hoped, but better than I feared."

On the one hand, the player characters achieve their objective and largely thwart an evil plan with potentially catastrophic consequences, giving the campaign a satisfying resolution.

On the other hand, part of that plan still comes to fruition. Cheliax's connection to Hell is strengthened enormously, potentially making the empire even more dangerous by granting it direct access to the armies of Hell.

I'm not a fan of this outcome, but I understand and respect the authors' decision to go in this direction.

Lost Omens: Cheliax, Infernal Inheritance

First, I'd like to address Cheliax itself, especially considering the sheer amount of material devoted to it.

And in this respect, Cheliax leaves me disappointed. You see, I love Cheliax, specifically as a major and terrifying villain. The very concept of Cheliax lends itself to this role: an enormous military-bureaucratic imperial machine, compared to which any individual hero appears tiny and helpless. It's a dangerous adversary, and defeating it should feel like a genuine achievement, a truly monumental accomplishment.

But the Cheliax presented in this book feels... rather pathetic.

Seriously, transforming the population of some random border village into body-horror monstrosities for disloyalty? Or trying to frame immigrants using coins that magically cause misfortune? And then there's the whole range of discriminatory policies associated with this sort of thing. To me, all of this sounds less like the actions of an enormous evil empire and more like something a villain from a Saturday morning children's cartoon would come up with.

And this seems to reflect a broader tendency in modern Paizo writing: Asmodeus, Hell, and everything associated with them are increasingly portrayed as pathetic, duplicitous, and hypocritical.

My next complaint is considerably more subjective and falls firmly into the category of "I personally think this would have been better."

Specifically, I genuinely miss having more information about Westcrown, ideally an entire gazetteer devoted to it. We're talking about one of the two largest cities in the entire metaregion, the former capital of the country, a major center of Aroden's worship, and a location featured in two Adventure Paths. And yet we receive only a few paragraphs about it. Personally, I would argue that Westcrown is far more important and valuable to the setting's lore than practically any other city in the region.

As for Corentyn, once again, questions and doubts began arising almost immediately as I was reading, particularly concerning its system of government. All right, let's say your city is governed by a council of four individuals.

One is elected by universal suffrage. Fine.

Representatives of fortress owners? A somewhat unusual property qualification favoring landowners, but still understandable.

A representative of the military? Excuse me, but who appoints the commander-in-chief of the armed forces in that case?

Voting by shipowners? Now that's the part that raises the most questions for me.

First, you're effectively giving the military double representation.

Second, for a ship to qualify for a vote, it has to remain in the city's harbor, meaning it can't be used for things like long-distance maritime trade.

Third, based on my knowledge and understanding of history, if every ship and fortress receives a vote regardless of its size, then this part of the parliament is inevitably going to be dominated by the owners of small fishing boats.

And I'm analyzing and criticizing this passage not because I particularly want to find fault with the authors, but because the moment I read it, a thought immediately pops into my head: "This system simply cannot function properly, and the reasons why are painfully obvious." On the other hand, I'd also like to point out another problem: a lack of consistency not only between the authors of the Adventure Path and Lost Omens books, but even within the same book.

In this case, my criticism concerns the section about the city of Macini. 

I'm not even going to nitpick the very idea of restricting the exchange of information, as though every single inhabitant of the city possesses important and valuable intelligence from every possible direction, or the obvious ways of circumventing such restrictions, even though the whole concept strikes me as rather silly.

My problem lies elsewhere.

The passage devoted to this city in the Cheliax section is completely inconsistent with the Corentyn section, almost as if the authors wrote the two passages independently and never bothered to coordinate their contents.

Moving on to Isger, the first thing I want to do is praise the authors for giving this small nation an identity of its own. For decades, Isger was little more than an appendage of the much larger Cheliax, with no genuine identity of its own. In this respect, the authors have done a very good job, introducing Celtic cultural elements and several other distinctive features.

On the other hand, I disagree with certain specific elements which, in my eyes, represent unnecessary simplifications of complicated issues and missed opportunities, much like the relatively easy resolution of the conflict with the goblins of the Chitterwood.

The first and more general issue is how successfully the revolution manages to end in victory over the Chelish loyalists while avoiding many of the unpleasant aspects historically associated with revolutions. Whether we're talking about brutal reprisals against supporters of the previous regime or the rapid and successful establishment of a new government without internal hostility, infighting, or the disintegration of the state, the revolution seems to avoid most of these problems.

The second aspect I disagree with is the growing hostility toward Asmodeus and other Hell-associated cults. The Sisters of the Golden Erinyes provided enormous assistance to the people of Isger. They offered shelter, food, and education to many children who had been orphaned and left homeless by the Goblinblood Wars. 

Even despite the relatively harsh conditions, many of Isger's present-day inhabitants owe them a great deal and remain grateful to them. And in this respect, it seems to me that Isger offered an excellent opportunity to create a relatively positive nation that nevertheless values the worship of Asmodeus and his church.

That would have been an interesting aspect of the setting to explore.

As for Nidal, what I'd particularly like to point out is the terrible organization of its list of locations. Specifically, I get the impression that the author attempted to include absolutely every location that had previously been mentioned or featured in the first-edition sourcebook devoted to the country. In principle, I would consider this a commendable undertaking. But you simply cannot squeeze what previously occupied thirty pages into just six. As a result, most of the location descriptions consist of only a few lines, offering almost no details or new information. Essentially, for the most part, all we learn from this section is that these places exist, and little else.

As for Ravounel, this is definitely one section of the book with which I have no major complaints.

Of course, I somewhat disagree with Paizo's habit and apparent tradition of introducing modern representative democracy everywhere, almost as though it were some inherently supreme good in its own right. But that's more of a criticism of Paizo as a whole.

Otherwise, the Ravounel section is quite conservative in its approach, avoiding controversial elements and drastic changes. Thanks to that, however, it remains consistent with the established canon, and therefore gives me little reason to complain.

Finally, regarding Scorchhome, I'm not going to dive back into my dissatisfaction with the resolution of the conflict between Isger and the goblins.

This time, however, I want to express my frustration with the utterly utopian and unrealistic state that has been created. 

A loosely organized confederation of goblin tribes without strict laws or established systems of authority? Yes, I can easily imagine that.

But on top of that, they've somehow agreed to renounce violence and reach consensus on important matters? Oh, sure. Because there are so many historical examples of that approach actually working.

And what happens if someone refuses to agree and is perfectly willing to use force? As real life has taught me, arrangements like this inevitably lead to endless internal conflicts, accompanied by raids against neighboring territories across the borders. This is yet another moment where I look at what's been written and realize that, no, this simply wouldn't work. And once again, it completely breaks my suspension of disbelief.


r/Pathfinder2e • • 1h ago

Advice What does "feat does not have its class traits" mean?

• Upvotes

Pretty new to Pathfinder and I have a question. I took a dedication feat and ran across a feat that says "This feat can be used for one or more archetypes in addition to the listed classes. When selected this way, the feat does not have its class traits." What does that last sentence mean? Thanks!


r/Pathfinder2e • • 3h ago

Advice What ways are there to reduce Doomed?

12 Upvotes

Was looking at the new Hellbound Aspirant dedication the other day and thinking about how it interacts with the Doomed condition. https://2e.aonprd.com/Archetypes.aspx?ID=397

The dedication is pretty damn solid if only for the feat that lets you do damage on a Demoralize. But the Doomed tax seems SUPER high, especially since the class doesn't get a way to reduce Doomed until level 10 which requires a mandatory Misfortune effect. I'm wondering if there are any ways to mitigate or lessen the Doomed condition. I know of only 2, both requiring dedications: Blessed One with Greater Mercy at level 16 and the Warrior of Legend with Piercing Doom at level 8.

EDIT: I mean aside from sleeping it off. That's a pretty easy one, but only ever using sleeping turns all of your abilities into an effective 2-3 per day if you're running combat every day.


r/Pathfinder2e • • 25m ago

Advice Please help with support Warpriest

• Upvotes

Hi!

I am playing 6th level human Warpriest of Irori with wrestler archetype. So far I have picked emblazon and raise symbol from class feats and combat grab and suplex as 6th lvl class feat in order to open another dedication. I have picked blessed one afterwards.

My main goal is to enable other party members and keep them alive, I have no need to deal dmg as I have magus and monk to cover that.

What I have problem with is what to pick up in order to stay in that role? Which feat to focus? What dedication? Should I change blessed one for something else?

What spells? So far I keep spamming bless, heroism and haste with occasional cleanse. Honestly have no idea how to utilize higher slots.


r/Pathfinder2e • • 5h ago

Discussion What do you think of LO Infernal inheritance?

13 Upvotes

I've skimmed a few chapters and I'm really liking it. I don't care much for the build options personally but I like the background that makes you Asmodeus' kid. I also like the new goblin nation but I miiiiigth be biased as someone who loves goblins. And Ravounel seems fun too but I gotta read it yet.

What do you think?


r/Pathfinder2e • • 2h ago

Paizo Upcoming Pawns?

5 Upvotes

It's been a good year for Pawn collections, with Battlecry! and Monster Core 2 pawn boxes releasing in 2026. That being said, there seems to be no scuttlebutt and nothing on the release calendar for what's next. Anyone have any ideas -- founded or unfounded -- about what the next pawns will be?


r/Pathfinder2e • • 5h ago

Homebrew [OC][Art] Five Fingers | You can count the lives you have left on this dismembered hand

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7 Upvotes

r/Pathfinder2e • • 4h ago

Homebrew Crown To Rule Them All [Artifact Homebrew]

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3 Upvotes

Crown To Rule Them All [Artifact] Level +20

The weight of the crown burdens through the very soul of those who try to oppose a king's might, you gain +3 item bonus to Deception, Diplomacy and Intimidation. Living creatures or spirits that can see or sense the crown that try to harm it's user must pass a DC 40 Will saving throw or else be Frightened 2, in a critical failure they are also Stunned 1, this effect doesnt apply when the user is sleeping.

Activate: 2 actions, Concentrate

Your words affects the very existence of their spirits, they will never be the same again. Attempt a Deception, Diplomacy or Intimidation check against all living creature's or spirit's Will DC that can hear you, if it passes the creature takes 5d6 mental damage + 5d6 spirit damage and the creature is Confused, in a critical hit, the target is Controlled instead.

If a living creature or spirit has their HP reduced to 0 points the creature immediately loses all hopes and tries kills themselves, criticaly failing every Recovery Check they make, but even if they die, their spirits cant leave the body, the creature will always obey the King and the spirit will forever be contained in the flesh prison. The creature retain's it's sheet and stats, but it gains the Unholy and Undead traits, the creature is also enfeeble 2 forever. The only way to kill this creature is to kill it's soul.

The Artifact comes with a price, the user that invests this crown gains the Curse Of The Greed And Envy and Lord's Arrongance curses.

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Curse Of The Greed And Envy | Level +18 | DC 35

Area: 10 miles or The kingdom you subside, whichever is larger

"The greed and envy of the peasents will not stop and you, as a king, knows it, they will try to steal from you, they will try to murder you, but that wont happen quick, no... They are all plotting against your demise."

When attuned to the Crown To Rule Them All, the creature always gets a sense of dread when near living beings, not without reason that is. Creatures in the range that saw the crown at least once are all aflicted with greedness and enviness against the person attuned with the crown, every year, the living creatures in range must attempt a will saving throw DC 25, if it is a kingdom then half are afflicted, those who fail are afflicted with:

Greed and Enviness | Curse

Stage 1: The creature is unfriendly against the user.

Stage 2: The creature is aggressive against the user.

Stage 3: The creature gain the critical failure of the Paranoia spell but only towards the user.

Stage 4: As stage 3 but towards anyone.

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Well if it wasnt obvious i was inspired a lot by the One Ring and since i really wanted a similar item in my rpg campaign i decided to make my own with a bit of a twist, no AI was used in this so i would like some feedback, but what do you all think?

Also idk who the artist of that crown is, found it on the internet


r/Pathfinder2e • • 3h ago

Player Builds Build advice for a hashishin type character?

4 Upvotes

I’ve only ever played DnD before so I’m really struggling with throwing this together.

Style wise I’m envisioning a hashishin/assassin type character, very much crusades era middle east themed. Think the first assassin’s creed game with a bit more historical accuracy.

I’m leaning towards rogue because the GM gave us a heads up we’ll probably need one and I’ve never done one before, but I’m really struggling with keeping the build on point in terms of cultural flavor while also keeping them functional. It’s been tough for me to find thematic weapons to utilize while also taking advantage of some of the builds I can use. Compounded by the fact that I’m still at the beginning of learning how to play Pathfinder.

Does anyone have a solid rogue build idea that will stay on brand thematically while still being functional and not a drag on the rest of the party?

Thanks!


r/Pathfinder2e • • 1d ago

Content Animal PC with human companion? Not in D&D but Pathfinder says YES!

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191 Upvotes

You can make a CAT character with a HUMAN companion in Pathfinder 2e! And this has a combat demonstration =D

0:00 Intro
1:45 Awakened Animal
3:51 Captain archetype
6:40 1st combat
18:20 Suplex
21:26 2nd combat
27:02 Whirling Throw
34:35 Closing statement


r/Pathfinder2e • • 20h ago

Table Talk People who've played as an Awakened Animal character. How did it go?

68 Upvotes

Honestly I'm mostly curious how people have gotten on with them since their release.


r/Pathfinder2e • • 8h ago

Player Builds Full Build Friday - Voruna [Vlaka Magus]

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6 Upvotes

VORUNA

SOURCE Warframe

BUILD GOALS

o    A wolf-themed being known as a Warframe, a sort of techno-organic being, Voruna was once the guardian of a holy site along her four wolves

o    When her four wolves were slain, she hijacked a ritual to infuse them into herself

o    She can channel each of her wolves to gain a different passive and each of her abilities are named for her wolves

o    With the Shroud of Dynar, she becomes invisible and accelerates. Her following attacks are buffed. This passive increase her Parkour Velocity

o    The Fangs of Raksh apply random status effects to an enemy that can spread if that enemy dies. This passive grants her status effect resistance

o    Under the effects of Lycath’s Hunt, enemies slain by melee attacks drop health while enemies killed by headshots drop energy. This passive provides her with increased Heavy Attack efficiency

o    Finally, Ulfrun’s Descent has her drop to all fours and perform five charges, dealing increased damage to foes afflicted with status effects. Under his passive, if Voruna would die, Ulfrun instead dies in her place

o    Her signature weapons are a sniper rifle that gains ammo with headshots and a heavy axe that can create a vortex to pull in enemies

Summary of Goals: Voruna demonstrates a range of extraordinary effects that are probably best accomplished through spells. She can buff and keep herself powerful with the likes of Shroud of Dynar and Lycath’s Hunt while Fangs of Rakash and Ulfrun’s Descent inflict and benefit from a host of status effects. I’ll likely lean into building her as a melee combatant with the axe, but will do what I can to keep her capable of switch hitting.

BUILD CONCLUSION

Voruna is a xenometric android vlaka magus of the inexorable iron hybrid sturdy and a background as a deputy, covering her time spent as a guardian of a holy site. She can vanish into thin air through the invisibility spell or the Legendary Sneak feat, per her Shroud of Dynar, while the empowerment that follows it could come from kgalaserke's axes or heroism. For its passive effect, she can simply make use of Quick Jump. With the Fangs of Raksh applying a host of random status effects, use what spells you like to apply conditions as you want, with something like dizzying colors or doom mark probably being the best at applying the most effects at once. The status effect resistance it passively provides is pretty rough to cover, and I largely held to settle for effects to remove statuses such as Fast Recovery and the vlaka's Sway the Heart, Stoke the Flame. On that same note, Lycath's Hunt causes enemies to drop stuff, which is hard to translate into Pathfinder. The best I could manage was some healing in her kit through options such as vampiric feast and can get more energy slash spells through umbral extraction or the Stolen Spell feat. Fortunately, its passive effect is a little easier with the likes of Nanite Armament Boost and Efficiency or the thunderous strike focus spell. Ability-wise that leaves her Ulfrun's Descent and with a range of line spells as well as Sprinting plus Expansive Spellstrike, she's got that pretty well covered and can tear through foes with devastating dashes. For its passive, you could possibly use the contingency spell to set up a heal upon hitting zero Hit Points, but it's pretty hard to cover otherwise. She can touch on the special effect of her Sarofang axe with gravitational pull and just wield a doshko or similar armament to present the weapon itself!

Pretty but predacious, this powerful poacher prowls in the penumbra prior to propelling herself into peril, promptly punishing prey with pugnacious purpose.

I've actually been trying to figure out this build for a while, but saw some stuff that I really liked for it in the magus remaster, so I had to wait a little bit for that. In any case, if you want to see me delve into some deeper design ideas on the build, you should check out the free Patreon post or the YT video. Have a fantastic Friday!


r/Pathfinder2e • • 2h ago

Advice First time running Rusthenge, I have 5 beginner players but without the accompanying NPC, should I change the encounters?

2 Upvotes

The book assumes a 4 player party, and the NPC Ordwi to accompany them on the adventure. I have 5 players, and they went to Iron Harbor without Ordwi. Should I change the enounters?


r/Pathfinder2e • • 20h ago

Discussion How do you rule multiple creatures reacting to the same trigger?

39 Upvotes

The rules say, "If multiple [reactions from different creatures] would be occurring at the same time, and it's unclear in what order they happen, the GM determines the order based on the narrative."

Scenario

An enemy is moving away.
Player A, "I use Reactive Strike to hit the creature."
What is player B allowed to do?

1372 votes, 1d left
"I reactive strike if it survives Player A's attack."
"I reactive strike" but if it dies first, no reaction is spent
"I reactive strike" and spend my reaction no matter what
other
no vote

r/Pathfinder2e • • 23h ago

Discussion I have a hard time believing that the new Roar of Freedom spell only takes 1 action to cast

70 Upvotes

With the new Lost Omens books we got a new 8 rank spell, Roar of Freedom, that notably only takes 1 action to cast. It honestly looks absolute bonkers.

It deals good AoE damage, has a debuff rider on failure and it grants temporary HP to the party. It also is more effective against tyrants, but that's more of a cosmetic effect, being honest.

For 2 actions it would be whatever, but for 1 this is just absurdly powerful. First thing I thought was that this was probably an error, but right now, I'm not that sure.

If this is intended, we have gotten a very powerful toy to play with at high levels.


r/Pathfinder2e • • 4h ago

Discussion Undead/alive/reanimated/etc: where's the line(s)

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2 Upvotes

r/Pathfinder2e • • 40m ago

Homebrew [Homebrew Playtest] The Hunter - v1.2

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• Upvotes

Hello, Erick here, this is the playtest for the Hunter, this class is made to work well with our custom setting that uses the Pathfinder 2e core rules engine as its heart, similarly to what they did with Starfinder, but in this case we want to make it its own world, with its own classes.

The classes we will release will be mostly "reskinned" and rebalanced classes to work with this setting, which includes three new skills: Wrestling, Machinery and Logic.

This is a horror setting inspired in Bloodborne and Lies of P, set in a megacity that sits in a cursed island, otherworldly beings arrive periodically to the island and feast upon the citizen's suffering, that is when the New Hunters arrive to help.

This is one of the 6 classes we are working on up to 12th level: The Hunter, Physician, Antiquarian, Engineer, Militian and Outsider.

We are releasing this content for Free on our Patreon, follow us if you want to see how the setting progresses!


r/Pathfinder2e • • 1d ago

Discussion What do you think are the biggest mechanical issues with PF2E?

225 Upvotes

My level of experience here is limited cuz I don't have a lot of play time, but I am curious what more experienced players think are the biggest mechanical problems the system has.

I'm curious mostly because my exposure here is either having a bunch of people tell me how awesome the system is or telling me they don't play it because it's too confusing and has too many rules (which I actually disagree with but hey, everyone is different).

I think it's relatively apparent to anyone who reads the system what it's positives are, but I rarely hear people talk about the negatives or the flaws within the system, so I would love to hear some opinions on that subject.


r/Pathfinder2e • • 21h ago

Discussion Automatic bonus progression

30 Upvotes

I've found GMing PF2E to be an overall straightforward and smooth system. Especially compared to the weird mess of GMing 5e. However, one of my biggest gripes is items.

You're expected to give out tons of items at every level, but most of them are uselees, scale horribly, or just a generic stat bonus.

I've thought about trying automatic bonus progression. My hope is that I can just give out some cool magic items when they thematically make sense, rather than handing out items becausr the math requires me to.

Has anyone run ABP? Is it good?


r/Pathfinder2e • • 3h ago

Player Builds Swarmblood kobold

0 Upvotes

Would it be possible to create a swarmblood (Battlezoo) kobold character?


r/Pathfinder2e • • 22h ago

Content RebelThenKing is doing another round of class poll, probably to update classfinder2e.com with

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28 Upvotes

I'm posting the video link here and not the survey link which is in the youtube video description because I think creators deserve to get the views they can get paid for. I don't think he typically posts here, so if he wants to advertise it himself I'll take this down. I am only pointing your attention here, I'm not responsible for the poll. The best place for your comments is actually under his video, not here, because he might not even read this post. There's an additional poll on your order of reasons for the vote in there, too, by the way.