pathfinder 1e – Do thistle arrows deal their bleed damage in addition to the normal effects of a bow shot, or instead of it?

Thistle arrows “deal damage as a bleed effect for 1d6 rounds after a hit”. Does it cancel their normal damage, or does it essentially double the total damage dealt on the round when the arrow is shot?

Is using such arrows at least once on every potentially vulnerable enemy optimal?

pathfinder 1e – Ranger in favored terrain with Camouflage

Baring the more powerful forms of senses such as tremorsense and above, this question is concerned about normal vision, lowlight vision, darkvision, and scent. Magical tracking such as locate creature and divination spells are also not a concern for this question.

When a ranger is in their favored terrain they are able to leave no trail and cant be tracked. Then at 12th level they get camouflage which lets them hide in said terrain even when theres no cover. I have something which prevents scent just in case the cant be tracked doesnt mean something cant smell me when we are close to each other. I also have a good stealth check.

So baring something literally tripping over my ranger while their sleeping, would they be at risk in normal environments from the listed senses? To my understanding, something would have to be in my camp and then pass pass a perception check against my stealth check.

pathfinder 1e – Can I add my skills before checking for feat requirement?

So, when I level up my character in PF1, I choose a new class, add its feature, then skills and feats. But what if I want to add Signature Skill Feat as my level 5 feat. It requires 5 skill ranks in any given skill. But the PRD says

When adding new levels of an existing class or adding levels of a new
class (see Multiclassing, below), make sure to take the following
steps in order. First, select your new class level. You must be able
to qualify for this level before any of the following adjustments are
made. Second, apply any ability score increases due to gaining a
level. Third, integrate all of the level’s class abilities and then
roll for additional hit points. Finally, add new skills and feats.

Does the “and” means I upgrade them at the same time, or does this means I add skills, THEN feats, making me effectively having 5 skill ranks in my skill for the feat Signature Feat at level 5 ?

pathfinder 2e – Can I have two archetypes at level 6?

Not how you’re describing it

The rules on retraining are that you must have qualified for the choices you are retraining to based on what you’re retraining.

When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat.

At level 2/4 you did not qualify to take a second Archetype, so you could not retrain your level 2/4 Class Feats into an Archetype Dedication feat.

There’s another way

In a similar amount of time, you can retrain your Class Feat at level 2 into one of your Free Archetype feats, meaning that at level 4 you could have chosen a second Free Archetype Feat, ‘freeing’ you up to take a second Dedication with your 4th level Feat and resume your Free Archetype and new Archetype feats at 6.

The variant rule you’re using notes that a GM could allow it

The Free Archetype Variant allows for GM’s to waive the multi-feat restriction for the Free Archetype.

If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype’s normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character.

pathfinder 2e – Can I Feint while Swallowed Whole?

Sethix the Swashbuckler has been Swallowed Whole by a T-Rex. In order to help cut his way out, Sethix wants to Feint to gain Panache, since he is a Fencer Swashbuckler. Is this something Sethix can do? I’m aware the flat-footed condition would be redundant, but that’s not the point here, perhaps Sethix has Goading Feint, or perhaps he really doesn’t care.

pathfinder 1e – Persistence Inquisition Relentless Footing duration

The Persistence Inquisition grants the Relentless Footing ability:

Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).

The description does not say how long the enhancement lasts. How long does this effect last?

pathfinder 1e – Inquisitors bane usage

The inquisitors bane ability confuses me as theres the way I feel it is meant to work (as thought by this answer) and the way it reads.


At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

So the way I feel it was meant to work is that the ability is limited to rounds per day based on inquisitor level which is how the linked answer also took it. But the way it reads to me is that you can use a swift action to activate Bane and it lasts for inquisitor levels, but doesnt have a usage amount.
The ability has a stated starting action, changing action, and duration (which is important and different from how other classes are worded). It does not mention stopping the action (likely free, but this is countered by the ability remaining in effect when not in possession) or that the number of times you can use the ability is limited.

Similar class abilities are the barbarians rage, but it draws from a rage point pool, and you cant rage with an empty pool. A bard has their performance, but its also built around a point pool. A magus arcane pool is the closest Ive found, as it has a stated activation and duration, but also draws from a pool.

There are other class abilities that are number of times per day per class level but none of them occur to me at the moment for comparison.

So RAW, does the inquisitor have a limit on the number of times per day they can activate Bane?

pathfinder 1e – Trying to throw a large harpoon by a medium character?

Medium creatures cannot wield Large 2-handed weapons…

…without an ability that says otherwise. The rules on Inappropriately Sized Weapons include

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

A Large one-handed weapon would be a two-handed weapon with a -2 penalty for a Medium creature (this is often how the iconic Barbarian Amiri is depicted). A Large two-handed weapon would be one weapon size greater and unwieldable.

It is further established (on the weapons page linked above) that throwing a weapon (regardless of if it has the Thrown property) counts as wielding it, with all the benefits and restrictions. It also has a rule applicable to throwing a weapon two-handed.

Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on Table 6–4), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

There are classes that get around this with archetypes. Notably, the Barbarian Titan Mauler gets the ability to do so at level 3 and the Titan Fighter does so at level 1.

If you wanted to homerule these in to make a cool moment, you could borrow one of those abilities’ penalties and apply some other ‘cost’ (perhaps Fatigue after the fight or Strength damage from a stressed muscle) to the character later to establish that doing what they did was not something they could typically do.

Moving on from Pathfinder 2e Beginner Box

I am currently DMing for a group of friends (first time doing pen and paper for all of us) using Roll20 and the Pathfinder 2e Beginner Box (Menace under Otari). We like the game very much and would like to continue using the characters and dive into a deeper story/longer campaign but I am quite unsure on how to proceed.

We are level 3 as of now after the box and an adventure I wrote myself using the guidelines provided, but it took me quite a bit of time to come up with the dungeon, the characters, the loot, the balancing, … so I would much rather use a prewritten adventure that I can GM (which is super fun!) so we can do regular sessions without me spending huge amounts of time writing the adventures on top of DMing them.

Are there any suggestions on how we can proceed to the full game (as far as I know the characters can transition easily, there’s just more rules and variety in the full game of course!) with an adventure path that can be started from level 3? Thanks a lot!

pathfinder 1e – What are the benefits of being able to remove somatic components from casting a spell?

Spells (…) might fail if you’re wearing armor while casting a spell with somatic components.

(Emphasis mine.)

The first and foremost reason to remove somatic components from spellcasting, which videogames got right, is that arcane spell failure is caused by your armor limiting your movements and getting in the way of spellcasting.

Remove the need to move and you won’t fail your spell due to your armor.

…if you’re unable to move

To cast a spell, you must be able to (…) gesture (if it has a somatic component)

If you’re somehow not able to move, you can’t gesture and the only spells you can cast are those without a somatic component.

Hold person or anything that imposes the Paralyzed condition make you unable to move, as does being Pinned, as the linked paragraph explicitly reminds.

Keep in mind that some spells require you to do some specific movement (like fanning your hands in front of you or pointing a finger to the target) that might or might not be part of the somatic components, so maybe don’t try to still those spells because they might not work anyway.

Spells that require you to look a certain way—such as all detect something spells—will work if stilled, but you won’t be able to choose which direction you’re looking at.

…if you’re polymorphed into something that can’t gesture

(…) While in such a form, you (…) and can only cast spells with somatic (…) components if the form you choose has the capability to make such movements

You must have at least one hand free to provide a somatic component.

If your hands are full, you can only cast spells that don’t have somatic (nor material) components. Some class features might give you ways to work around that, as is the case for the Magus.

Last but not least, if you’re trying to be incospicuous, there’s nothing worse than making arcane gestures. Looking at the somatic components of a spell is one of the ways to recognize it (it allows a Spellcraft check) and if you also manage to make the spell silent, nobody will ever know you’ve been casting a spell at all unless if has some visual manifestation that can be traced back to you like a cone or a ray or somebody notices your material components vanishing into thin air.

Charm Person spells cast with everybody noticing are not as effective.