Is this site with Pathfinder 2e content legal?

Within the spoiler block is a link to the "Licenses" page of the site in question and an example of a page with content:

The licensing page opens with:

This website uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo’s Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo’s Community Use Policy, please visit For more information about Paizo Publishing and Paizo products, please visit

I am not a lawyer and am wondering whether this site is legally hosting its content. Notably, clicking on various book/page references throughout the site will bring you to a purchasing page for that product, though perhaps there is also some legal, free version of everything on this site that I simply have not found, or it really is all covered by the Paizo Inc. Community Use Policy.

That policy states (among many other things):

You may descriptively reference trademarks, proper names (characters, deities, artifacts, places, etc.), locations, dialogs, plots, storylines, language, and incidents from products listed in Section 1 of our Community Use Approved Product List below.

Section 1 includes (among other things) "Pathfinder Roleplaying Game books".

I am personally unable to determine whether the content on the site in question is covered under that policy.

Is this site is legally hosting its content? In other words, is it likely to be struck down and thus should not be linked to?

Mechanic to find lodgings in settlement: Pathfinder 1e

Is there a mechanic in 1st Edition Pathfinder for a party to find good lodgings in a settlement (town/village/city)? I seem to recall reading it somewhere but I can’t nail down the source or the exact mechanic.

I think it’s something like a gather information check to a specified DC, passing = finding a good place and fail = some seedy place.

If anyone knows, would you be able to link the source and the exact rule?

What is it about damage spells in pathfinder 2e that’s considered ‘weak’?

I’ve read repeatedly that casters in PF2e are mostly relegated to support roles, i.e. buffing allies, rather than dealing damage. I know that this was an effort on Paizo’s part to deal with the linear fighter/quadratic wizard problem.

But I don’t fully understand why damage spells are considered suboptimal. Is it because casters don’t get access to items that improve their to-hit chances on their spells, the way physical-damage-dealers do with e.g. +1/+2 weapons etc.? Or is there something else in the mechanics of casting damaging spells that I’ve missed, which is a problem?

If the former, would a suitable house-rule be to allow weapon potency runes to affect spells cast while ‘wielding’ the weapon? Or add equivalent runes to the effect of, "while wielding this weapon you gain a +X bonus to your spell attack bonus and spell DC"?

Can you scale-down spells in Pathfinder?

A couple examples:

Fireball does 1d6/level up to 10d6. If you’re 10th level, can you cast fireball, but have it only do 1d6 damage (or 6d6 since you wouldn’t get the spell until lvl 6)

Another example:

Kineticist’s Kinetic Blast. It’s basically a cantrip (but its actually a Spell-Like Ability) that does 1d6/2 levels and has an effective spell level of half your level, rounded up, max 9. So can a 10th lvl Kineticist fire a blast that only does 1d6 instead of 5d6?

Is there a feat or a class feature in 3.5e that is similar to Step Up (Combat) from Pathfinder?

I am looking for a feat that in some way resembles Step Up from Pathfinder:

Step Up (Combat)

You can close the distance when a foe tries to move away.

Prerequisite: Base attack bonus +1.

Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

My goal is to prevent a caster to take a 5-foot step away from me while we are engaged in melee, in this way he/she is forced to cast defensively.

I understand that a weapon with reach could easily do the trick, but I can not consider this options.

So, is there any Feat or Class Feature that could help?

How strong can someone make a Level 1 fighter, in Pathfinder, excluding Polymorph spells that change their body to another creature type?

It’s a classic trope in fiction, the "not so great" heroic character is going up against a foe they have no business trying to defeat and one (or more) of their allies that are a bit more powerful do a little something here, a little nudge there, and now the would-be hero is performing feats they never would have been able to do on their own.

What, in your estimation, would be the way to go about showing this sort of trope in a game like Pathfinder 1e? Defensive buffs out the wazoo are all well and good, but their low HD is also something to keep in mind, as Con buffs will be less effective. To ensure that the illusion is kept up as well, they’ll need to stay as their original race, no True Polymorphing them into a dragon or whatnot.

Pathfinder 2e Runecasting

I have seen a couple other questions on Rune casting here, but I went a different way about building the class than what I have seen. Not sure if it is important to know, but my character will be a Duergar Dwarf Sorcerer. The entity giving him his abilities is unknown (possibly something the DM can weave into the story). We will also be playing Pathfinder (which I have never done) if that is important to know as well!

One final detail that I don’t know if it is important or not (i feel like it shouldn’t be for a well balanced class) is that my character also is part of a artisan’s guild and takes jobs to maintain his stature, rank, and etc. in the guild; even during this adventure. So he can’t always be striking runes into stuff for himself and the party because he also has to put a rune of calm into the bassinet for the O’Conner baby, a rune of growth onto the seed bag for farmer Jim, and etc.

My DM has already approved the majority of my design, but I wanted to check here for the last bit of it as well as getting the general consensus on how you all thought it would work throughout the campaign. This is what My DM has already approved:

Rune Striker

Rune Striking is a mysterious art that Parz himself does not entirely understand how it works or how he accomplishes them. He does not know that he simply acts as a conduit when striking the runes and it is actually another outside power that is creating these runes… Through the link this power was able to forge with his mind they not only observe through his senses as he does, but they also know what Parz is thinking at any moment making the striking possible. Further, this power can (and has) sometimes chosen not to strike a rune for Parz when he attempts to seal it… These reasons are known only to the power supplying the ability. Over the years Parz has developed his own system to understand how his mysterious ability works:

Rune Striking Limits

  • Can strike a maximum of 10 points per day worth of runes
  • Runes lasting up to seven minutes cost 2 points (Casting Immediate – if done in combat the time can be struck as a bonus action if already holding the intended surface/object)
  • Runes lasting up to seven hours cost 4 points (Casting takes 2 Hours)
  • Runes lasting up to seven days cost 6 points (Casting takes 4 hours)
  • Runes lasting up to seven months cost 8 points (Casting takes 8 hours)
  • Runes lasting up to seven years cost 10 points (Casting takes 16 hours)
  • Usage of more than four points requires an immediate short rest (He will pass out after the ritual is complete)
  • Usage of more than eight points requires an immediate long rest (He will pass out after the ritual is complete)
  • Runes can encompass one concept\trait only (strength, valor, life, resistance, charm, accuracy, growth, speed, etc.) -It is possible to strike two runes simultaneously with each hand, but the casting time is doubled and requires his full concentration.

Rune Striking Process

  • When striking a rune he must maintain contact to the object with his hand for the whole duration of its striking. He can not stop and resume casting at a later time. If stopped before completion the process will need to be started again.
  • As he doesn’t fully understand the process he never knows if a rune will seal itself until the casting time has elapsed. Unknown to him a successful strike is up to the power (i.e. the DM’s discretion). If it does not work Parz assumes it is due to an error on his part.
  • Striking a single rune requires only half concentration. He can do a simple activity while casting, such as eating or talking. Striking two runes at once requires full concentration.
  • From the moment a rune is struck it is activated, it can not be deactivated, and will maintain its effect for the maximum allotted time it was given when struck.
  • Upon exhaustion the rune will still be visible on the surface it was struck, but its glow will fade and there will no longer be any additional effect… It will just look cool.

Those pieces my DM has already approved. From there I am just trying to make sure that the effects/bonuses I am granted are where they should be. Not too weak and not too strong.

Rune striking Effects

  • Depending on the rune there are two possible effects that impact the object as it is interacted with.
  1. If the rune impacts an ability check the roll can be made with advantage. (i.e. If you made a bracelet of negotiation with a rune of persuasion you would roll with advantage for that check.)
  2. If the rune is a boon the final result is modified by an additional d6. (i.e. when rolling for damage on an attack you get an extra d6 for damage.)

Rune striking Proficiency

  • Proficiency in rune striking can only be increased any time your character would be able to gain an Ability Score Improvement or Feat. Choosing to increase your Proficiency would negate any Ability Score increase or Feat you could have taken.
  • Upon increasing your Proficiency with rune striking you gain the following effects for each increase
  1. If the rune impacts an ability check the roll can be made with advantage there is no change when gaining the second, third, and fourth levels of Proficiency. Reaching the fifth level of Proficiency grants an additional d20 for advantage. There is no additional benefit for any level reached beyond this.
  2. If the rune is a boon the final result you gain an additional d6 for each level of Proficiency. (i.e. 2nd Level is a 2d6 bonus. 5th level grants 5d6 additional damage.

I’m trying to keep it simple for both myself and the DM. I think this is simple and not too crazy with leveling up (forcing me to choose between feats, scores, or better runes). How does this sound to the vets out there?

Thank you for any guidance!

hunter multi pet power?¡ pathfinder

ok here is a very tricky question about my build we i want to play multiple animal companions and for some reason people tell me that it cant be done yet i read level 1 class features and i found this:

The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities.

they key here is "more than one source" so im getting 1 companion at early game, my big cat

the second companion im planing to get is a magical beast (to be chosen) for that i need to have level 7 and this feat:


Beast Speaker Source Heroes of Golarion pg. 21 You have trained in the ways that the beast speakers of the Tekritani once used to ally themselves with magical beasts.

Prerequisites: Handle Animal 7 ranks, animal companion with effective druid level 7.

Benefit: You can select a creature from the list of magical beasts to serve as your animal companion. You acquire and advance this beast companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion. You can also dismiss the creature, as dictated by your class feature.

You must meet additional prerequisites to select a companion with an Intelligence score of 3 or higher, as described in each creature’s entry.

lets say i pick the basilisc for the sake to make it.

the question is cna i keep my big cat + basilisk?

second question can i keep big cat + basilisk + another random companion at level 20?

Huntmaster (Ex) Source Chronicle of Legends pg. 28 At 20th level, the hunter learns to control all manner of beasts. The hunter gains a second animal companion. Her level is considered four lower for the purposes of her second animal companion. The hunter can use her animal focus feature to grant each animal companion a different animal aspect.

and the third and more controversial question is does this pet follow the "stack wording rule"? as my level 1 feature states that they stack my druid level which overrides the -4 penalty level from HUNTMASTER level 20 capstone.

to elaborate more a beastmaster ranger can keep multiple companions with its base class but they get -3 druid level on their ranger base level for the prupose of animal companion levels, also they SHARE the levels so a beast master ranger level 5 can have 1 pet level 2 or 2 pets level 1.

beast master info:

A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion.

For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

thanks for your time.

Pathfinder 1x: Needing to upscale a dungeon

ok, Have an old module I’m revamping. Using original pathfinder, home brew world. I have no drow or underdark, but an ancient evil locked away which leaks its creations on the world. (predominately father-god of all goblin kind (which here will include orcs, trolls, etc) and all things demonic and abberant)

What I have is an empty dwarven fortress with what is basically a goblin town below it (unaware of the dwarven fortress above as its been empty for 300 years,…well of dwarves anyway, so no actual goblinkind can be used). The module has a tribe of Grimlocks who have moved in with their dire rat pets. Problem is, by the time the PCs made it to the module site, they’re 7th level. (silly me, I gave them a ghost town to tackle on the way). I can probably upscale the grimlocks, maybe with bugbears or something similar (will still take suggestions) but I’m stumped on their ‘pets’. Dire rats are just too weak for this group, and I think they could take a swarm easy (though the ecology wouldn’t necessarily feed a swarm). I either need a substitute critter that is a good monster pet that has the ‘bite’ to take 7th level party of 4, or suggestions on how to build them as ‘giant’ dire rats and put some meat on them.

In Pathfinder 1E, how do Greater Magic Fang and Amulet of Mighty Fists stack

My animal companion has an Amulet of Mighty Fists that only gives me, say, +1, Frost, without any enhancement bonus. So it’s a +2 equivalency, with a +1 enhancement bonus.

Let’s say that I then cast a Greater Magic Fang which would grant a +3.

I can see any of the following things happen.

  1. Nothing — there’s already an enhancement situation.
  2. No more Frost. It’s now a +3 enhancement bonus with no special abilities.
  3. +3/Frost — it takes the greater of the two enhancement bonuses and keeps the special abilities.

Honestly I can accept see any of these. Right now we’re playing that it’s the recipient’s choice of 1 or 2. Any opinions?