How am I supposed to know what abilities familiars have naturally?

This seems to be a weird issue, the method of creating Familiars in Pathfinder 2e seems freeform at first but then when you get to the specifics of it, it seems you must know the exact stats of creatures that the games doesn’t provide. Below is the entry from the core rulebook that is causing the issue

PF2E Core Rulebook pg. 218: Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can’t be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.

Even the example given of the owl doesn’t appear in either the core rulebook or beastiary (as far as I can tell). So while I can naturally infer that all flying creatures will have a fly speed I can’t infer the stats of what everything else would have naturally. Do owls also have darkvision? Would cats have a climb speed? etc.

Is Levitate supposed to basically disable a melee based enemy?

We are a group of new players and I feel that I miss some important properties of the levitate spell as it proved extremely powerful in the last encounter in Cragmaw Castle in The Lost Mine of Phandelver.

The party caused a alarm to ring which caused the entire final group, with bodyguards, to prepare an ambush when they stormed the last room.

managed to immediately down a player in the surprise round and after the rest of the enemies chucked away quite a bit of health as well it almost looked like it would become a full party wipe.

The wizard cast levitate on

(and it failed the saving throw) which effectively disabled it. Thanks to the 10 minute duration and the wizard carefully saying that it “should float riiiiiight in the middle of the room” (so it couldn’t grab any wall object to pull itself down) it wasn’t able to do anything during the entire rest of the fight. From my understanding it was not allowed to re-try the saving throw on its next turn. The other enemies were not able to break the wizards concentration either as she was hiding behind the rest of the party in a small doorway which blocked the enemies from reaching her.

I’m happy the party managed to survive the encounter, but feel that casting levitate on any melee-based enemy could quickly become a effective, but boring, strategy. Is there anything in the rules I missed?

IN OAuth 2.0, how is the client secret supposed to be kept secret?

Using most OAuth 2.0 flows, a client application can identify itself to the authorization server by means of a “client id” and “client secret.”

The OAuth 2 specification says that the client secret should indeed be kept secret.

However, if the client secret is inside of the application, then it’s not secret – someone can use a debugger, disassembler, etc to view it.

So I am not sure the effectiveness and/or purpose of this client secret. Furthermore, are there any recommendations for securing a client secret on a client under the control of the general populace? The purpose here is to establish some form of trust between the client application and the Authorization server, independent of the resource owner (user).

Finally, what is the difference between using an OAuth flow without a client secret vs. using one with a client secret and not keeping that “client secret” actually secret?

How can I deal with someone that wants to kill something that isn’t supposed to be killed?

To clarify: By something that isn’t supposed to be killed I mean things that are out of mortal’s power range. As far as I can tell this isn’t a system specific problem. I experienced the same thing with Call Of Cthulhu as well as World Of Darkness as well as D&D with a variety of people. I always seem to get a player who seems to plot to kill Cthulhu or Cain or Lady Of Pain.

I don’t want to pull the ‘Stop talking about it or I’m kicking you out’ since it is rarely done during the session time but after session I tell them no and the rest of the group tells them it is impossible as well but they start arguing about how it should be possible despite everyone telling them how their plans won’t work and I feel that after each such conversation my players feel less attached to the game.

What I wish to ask is how can I deal with this argument that seems to crop its head up no matter the system and the group without threatening people?

How are PCs supposed to know this detail relevant to Area 4 of the Redbrand Hideout in the Lost Mine of Phandelver adventure?

Spoilers! Careful, there are spoilers ahead. If you are playing the adventure Lost Mine of Phandelver or ever plan to in the future, please stop reading now.

Hello everyone,

This is a question related to my previous question.

I’m DM’ing the Lost Mine of Phandelver adventure. We’ve just arrived at the Hideout

And there is another point that is not explained in the book.

In Area 4

Is Glasstaff and the entire Redbrand Hideout supposed to be this easy?

DISCLAIMER: The whole question has spoilers about Lost Mine of Phandelver.

So, I went through the Redbrand Hideout with my party. They

This fight was the one they used most resources – two 1st level spell slots from the 2nd level Cleric for healing, Lay on Hands from the Paladin for healing (7 HP out of the 10 total HP pool), Hunter’s Mark from the Ranger for damage. Also, the Paladin used one divine smite.

After that, they

Our Druid used Faerie Fire on the enemy, as the first person moving. He failed the ST, making every other attack against him have advantage. Our Paladin had the +1 Longsword from

He critted, with divine smite, dealing 6d8 + 4 (31 average) damage. So… yeah, Glasstaff was unconscious before being able to make any action or reaction.

Is the fight (and the dungeon as a whole) supposed to be that easy? I understand that they skipped essentially every content on the dungeon, making literally the fastest path to Glasstaff they could make, but still… Everyone’s left with a feeling of “really? Was it supposed to be that easy? I’m confused.”

I’m running this adventure for the first time, so I’m not sure about: did I do something wrong? – did I misplay Glasstaff or something? Were they just too lucky in finding the secret door, getting to surprise him and critting him?

Am I mistaken and the real challenge begins now, as they are mostly drained out of resources, and there’s still much dungeon to explore?

As a note: Glasstaff roled for an amazing 3 initiative, so even if he wasn’t surprised, he would be unconscious (PCs didn’t kill him) before his first round anyway.


I am sincerely confused about how easy this “dungeon” and its “boss” was. As I said, the main “questions” (I think they are all related, so no “more than one question” here) are:

  • Is this supposed to be this easy?
  • If it is not, did I do something wrong?
  • If it is, is there something I can change (the next time) so it actually becomes more challenging?

I’m aware that Glasstaff encounter gives only 200 XP, being a CR1 monster against 4 2nd level characters, so pretty easy encounter. But should it have been different, overall?

And, as I mention in the body

  • Am I mistaken and the real challenge begins now, as they are mostly drained out of resources, and there’s still much dungeon to explore?

Party setup

Probably implied for now, but the party this time had only 2nd level characters, one Druid, one Paladin, one Ranger and one Cleric. To be fair, they aren’t even worried about optimization.

Tactical comment

I don’t feel like I have played the NPCs/monsters wrong. As I said, the Nothic itself drained a lot of resources from the party – 2 out of 3 spell slots from the Cleric, 1 out of 2 spell slots from the Ranger, 1 out of 2 spell slots from the Paladin, dropping the Cleric and the Paladin to half HP and the Ranger to half HP as well.

Glasstaff, on the other hand, with his miserable 22 HP and (even with) 20 AC, got pretty easily hit by the +6 attack bonus from the paladin (+1 LS) (it actually critted, as I said, so that doesn’t even matter) and +7 attack bonus from the Ranger (+2 from archery, +5 from usual).

“How am I supposed to change the fore color of the elements of a particular column in a crosstab of a japer report in jaspersoft studio?”

I am trying to make crosstable in which I want to change the fore color of elements in a prticular column.How am I supposed to do it?

I am working on jaspersoft studio v6.8. I am using a database that i have created myself

          <bucketExpression><![CDATA[$  F{Status}]]></bucketExpression>                 </bucket>                 <crosstabColumnHeader>                     <cellContents mode="Opaque" style="Crosstab_CH">                         <textField>                             <reportElement x="0" y="0" width="110" height="30" forecolor="#000000" uuid="84d31711-373c-473e-b8a7-381998d96d7d"/>                             <textElement textAlignment="Center" verticalAlignment="Middle">                                 <font size="14"/>                             </textElement>                             <textFieldExpression><!       [CDATA[$  V{Status}.replace("Closed-Delayed","Delayed").replace("Closed-Timely","Timely").replace("Overdue","Overdue")]]></textFieldExpression>                         </textField>                     </cellContents>                 </crosstabColumnHeader>                 <crosstabTotalColumnHeader>                     <cellContents mode="Opaque" style="Crosstab_CT">                         <staticText>                             <reportElement x="0" y="0" width="90"    height="30" forecolor="#FFFFFF" uuid="d795c6ed-d5d1-41a7-b5a8-3caccacfebec"/>                             <textElement textAlignment="Center"       verticalAlignment="Middle">                                 <font size="14"/>                             </textElement>                             <text><![CDATA[Total Status]]></text>                         </staticText>                     </cellContents>                 </crosstabTotalColumnHeader>             </columnGroup> 

I want that the column which has status overdue should print its elements with red fore color,but its always black.

Are macOS Photos supposed to be synced to iPhone Photos automatically?

I have an iCloud storage of 2 TB. I added a lot of photos on my Mac to the Photos library. They are synced to iCloud automatically and I can see the upload progress.

Same on my iPhone, I activated iCloud Photos, photos taken on the iPhone are being uploaded to iCloud.

Now, while I can see photos taken on the phone on the computer, the opposite is not true.

Photos added from the computer are not showing on the iPhone. Is this expected behavior? If so, how do I ensure that any picture added to the Photos app on Mac will be shown on the iPhone too?

How are complex operations supposed to be done in MVC [on hold]

I am transitioning from WebForms to MVC (yes I know I am very late but be tolerant) and so far I’m struggling to understand how to are complex crud operations supposed to be done, first limit I encountered is that a view can use a single model then I learned how to use ajax and call multiple actionresults as if they were methods in my view but this feels like a hack, every exercise I find does the same, how are you supposed to use complex logic from the business layer? using js to call post methods is the only way to do it? I feel like I have less control and more constrained

Question is: how are you supposed to use complex logic from the business layer? this isn’t broad

How to signal to my players that the following part is supposed to be played on fast forward?

So in the campaign I DM there is a ritual that is supposed to take ⅔ of a year. Obviously, we need to skip most of these days, and some of the events deserve only a bit of role playing and that’s it.

On the other hand, my players love to go into details, and it causes lags. For example they solved the mystery of a curse, got everything they needed to break it, and then it resulted in round by round PvP that soon got boring for everyone. I could have told them that this was a part of the story that isn’t important. That identifying what happened and gathering ingredients was the interesting part. But I’d need to break immersion to do this.

Using my own advice, I plan to have another session zero and another grab on the Same Page Tool, but I’d like to have some ideas first, and I don’t want to reinvent the wheel.

So is there any tried way to communicate to players that

this isn’t the important part, don’t use too much time on it, more interesting things are waiting to happen!

without breaking immersion too much?

I’m interested in saving real play time, not in-game one. Players are aware of time constrains, and in-game they are doing great to progress as fast as feasible.