pathfinder 2e – Does forced movement break Grabbed from Grapple/Grab?

It’s the age-old question. The the all-powerful-wizard seems about to be eaten and didn’t prepare a spell to escape. Fighterbro wants to save the fool day by punting grapplemon the grapple monster (or the wizard, he’s not picky).

In Pathfinder 2e, does forcibly moving the enacter and/or subject of Grapple or Grab break the conditions imposed?

pathfinder 2e – Fantasy Grounds – Adding different attacks with one weapon

In the Fantasy grounds software: I am playing a ranger in PF2e and I am trying to understand how to apply my Hunter’s Edge: Flurry ability to weapons I own. I’ve imported a weapon into my inventory and it shows up in my action’s tab no problem. However since I’m looking to use this edge ability it doesn’t necessarily apply to all foes that I am fighting equally.
So how do I apply two weapon-actions with different bonuses under my actions tab? and most importantly how do I link BOTH to the associated weapon without doing something silly like adding a “fake” weapon in my inventory?

You can see in the image that figured out how to add a second action, but it is not actively linked to the appropriate weapon.
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Alternately, is there just some toggle I can switch on and off to apply modifiers on the fly?

pathfinder 1e – I’m frustrated with my archer-based cleric – I feel useless in combat, and I feel like I don’t have the resources to change that

I am in a relatively new campaign (level 5) and I just came into about 9k gold. I am a cleric and there is pretty much nothing I can buy that I haven’t already. I have 12 str, so no more than a plus one on my composite long bow. I have a nice set of hide but low dexterity, so no more medium armor worth buying. All enchants are absolutely obscene in price, or so useless they don’t do anything. No magical items that I can use are within my price range, and the worst part is, I feel absolutely useless in my group. My spells do virtually nothing, my bow cant hit anything because I CONSTANTLY role like Satan himself is channeling his personal hatred towards me through my dice, and I don’t have enough strength to be anything but a minor inconvenience to most melee enemies. I know I probably am missing something huge, but are there some things people could recommend for me to buy to be remotely helpful for my group?

For clarification, I have 12-Str 15-Dex 18-Con 12-Int 20-Wis 10-Cha. I am a Dwarf, just a classic cleric, mostly focused on healing with the Healing and Good domains. I have Channel Smite and Guided Hand as my two feats. For gear, I have a normal set of breastplate and a +1 non-magical composite longbow and all the rest of my gear is normal adventuring gear. I have no magical items.

pathfinder 1e – No really anything that I could buy with my archer-based cleric. (1e)

I am in a relatively new campaign (level 5) and I just came into about 9k gold. I am a cleric and there is pretty much nothing I can buy that I haven’t already. I have 12 str, so no more than a plus one on my composite long bow. I have a nice set of hide but low dexterity, so no more medium armor worth buying. All enchants are absolutely obscene in price, or so useless they don’t do anything. No magical items that I can use are within my price range, and the worst part is, I feel absolutely useless in my group. My spells do virtually nothing, my bow cant hit anything because I CONSTANTLY role like Satan himself is channeling his personal hatred towards me through my dice, and I don’t have enough strength to be anything but a minor inconvenience to most melee enemies. I know I probably am missing something huge, but are there some things people could recommend for me to buy to be remotely helpful for my group?

For clarification, I have 12-Str 15-Dex 18-Con 12-Int 20-Wis 10-Cha. I am a Dwarf, just a classic cleric, mostly focused on healing with the Healing and Good domains. I have Channel Smite and Guided Hand as my two feats. For gear, I have a normal set of breastplate and a +1 non-magical composite longbow and all the rest of my gear is normal adventuring gear. I have no magical items.

pathfinder 2e – Is non-physical damage calculated separately from physical damage for a single attack?

You should do both, calculate and note each type of damage, but also apply the damage as a whole.

Most of the time, it won’t make a difference, because most creatures lack damage resistances or weaknesses. But of the creatures that do resist damage, they may have resistance to one type of damage, but not the other. Take the adult red dragon as an example. It has weakness to cold 15, and no special weakness or resistance to slashing. If you hit it with your axe for 8 slashing and 4 cold, it takes the 8 slashing, and increases the cold damage by its weakness value (a total of 19 cold damage).

At the same time, if you have to make a check based on the total amount of damage dealt, then you don’t make 2 checks, one for the slashing damage and one for the cold damage, you make one check based on the total of 27.

So the damage needs to be separated when applying it to weaknesses and resistances, then apply the final result as a single instance of damage.

pathfinder 1e – What type of action is the opposed charisma check in Charm Monster?

The way I have seen it played with Charm Person (to which Charm Monster is identical), an opposed Charisma check is either done in addition to whatever other checks and actions required (e.g. using Diplomacy) or is not an action at all.

In most cases, this is a limitation that makes the spell quite a bit weaker than the much-feared art of Diplomancy, so it’s just an additional check you have to make to succeed at something else. You gain something (an automatically friendly attitude) for losing something (having to make an extra check)

However, because no special action is specified for an opposed Charisma check, it is itself no action at all, which enables you to make it when it’s not your turn (which you usually can’t do with actions).

Take note that while speaking is a Free action that you can even take on someone else’s turn, “treat the target’s attitude as friendly” means that you have to use Diplomacy to Make a Request, which “takes 1 or more rounds of interaction, depending upon the complexity of the request”. Improving target’s attitude further would take 1 additional minute of talking.

pathfinder 2e – How does Channel Smite work?

At level 4, Berric the cleric takes Channel Smite. He then attacks someone, expending a Harm spell. From the text:

Make a melee Strike and add the spell’s damage to the Strike’s damage.

Does this mean that the basic Fortitude save mentioned in the text for Harm simply isn’t used? If Berric used a first level spell slot, which of the two possibilities below is the case when he strikes and hits?

  1. He strikes, dealing his normal weapon damage and then simply adding another 1d8.
  2. He strikes, dealing his normal weapon damage. The enemy takes 1d8 damage, but rolls a basic Fortitude save: it takes none of that 1d8 damage on a critical success, half damage on a success, full damage on a failure and double damage on a critical failure.

I think it’s the first, because the text for Channel Smite doesn’t mention any saving throw, but I’d just like to confirm…

pathfinder 1e – Does the bane magic weapon property work like greater magic weapon or weapon enhancement for DR

The weapon property bane is a wonderful boost to a weapon on the occasions where its the right bane. One effect is that the weapon enhancement is +2 than what the weapon states, so a +1 bane (human) sword is actually a a +3 weapon against humans. But when dealing with creatures that have DR, the difference enhancement levels matter for overcoming DR, and other sources like magic weapon greater while increasing the enhancement, do not affect DR.

from magic weapon greater

This bonus does not allow a weapon to bypass damage reduction aside from magic.

Since the weapon property doesnt have the same wording as the spell, my thoughts are that it would be effective against higher DR types, but I have nothing to stand on for this.

monsters – How is the Ogre’s greatclub damage constructed in Pathfinder?

I’m currently working on a roll20 script which will automatically convert a creature using the rules of Animate Dead. Now I ran into an oddity while trying to recalculate the damage and attack for the greatclub attack of the Ogre.

The attack is listed as follows

Melee greatclub +7 (2d8+7)

The +7 attack is understandable (+3 bab, +5 strength modifier, -1 size modified = +7), but the +7 damage has me puzzled.

The docs mention the following about how damage is calculated:

When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result.

But this would mean that the damage for the greatclub should be 2d8+5 and not 2d8+7. So where is the additional +2 coming from? The ogre also doesn’t have any feats that would increase this number.

I’ve looked into the Table: Weapon Damage Size Conversion as the Ogre is a large creature but this doesn’t say anything about +2 bonus damage.

pathfinder 1e – Effective sneak attacks with spells

Update: Turns out there was an FAQ in 2013 which states that spells like scorching ray only get sneak attack applied ONCE (or to one ray) instead of each ray getting the sneak attack. Due to this the build becomes basically worthless for what the goal was.End Update.

I am trying to build a caster who also does sneak attack damage with their spells. This is for a gestalt game but would like help on accomplishing it if it was normal.

The problems that I have encountered are:

  • There are very few spells which have multiple ray attack rolls and deal lethal damage such as Scorching Ray and Contagious Flame. I am trying to avoid spell/feat creation.
  • To deal sneak attack you have a limited setting in which it can be used
  • before they act in combat
  • flanking (but ranged touch attacks dont benefit from flanking)
  • sniping (which implies greater invisibility basically every combat)
  • arcane trickster prestige class
  • Sneak attack rules on spells a little vague, best examples come from arcane trickster.
  • AoE spells normally cant benefit (arcane trickster can allow this)
  • Single ray spells benefit once as expected
  • no attack roll but multiple rays like magic missile only get one sneak attack applied even if each hits a different target
  • Unclear how spells like Scorching Ray have it applied. Either each ray gets it or only one ray.
  • DoT spells like acid arrow, is it applied only on the first hit or is it dealt each round?

So while its entirely possible to do sneak attack damage with spells, the rather small selection of multiple ray attacks and the restrictive conditions required to benefit from sneak attack makes it very challenging to use reliably.

My plan was to take wizard or Arcanist on one side and rogue (or something) on the other. The arcane trickster while interesting, doesnt really help.