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Witch of Miracles wrote: Does feel really weird that you can just carry a whip to grant reach flanking, even though you're not proficient with it. I guess it doesn't take much training to look threatening with it.
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I'm trying to build a cut-above-the-rest mana waste mutant (mutated fleshwarp exemplar) that wields a two-handed firearm to devastating effect. However, I'm having trouble deciding on what Exemplar options to take. Does anyone have any advice on how to make an effective ranged Exemplar build?
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Ah, I see now that I misread the OP's question. Totally missed the "unless he's adjacent to the opponent" somehow. Totally changes the question. Sorry. I thought you were asking about being able to flank unarmed, or with nothing but elemental blasts.
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You would be incorrect. Everyone has unarmed fist attacks or equivalent in PF2e. Everyone can flank or contribute to flanking so long as they are capable of making attacks (that is, not tied up, paralyzed, stunned for a duration, lacking reach, or something similar). You can find the official rules for flanking here. Note that threatened areas never come up. That terminology does not exist as a mechanical term in this game insofar as I'm aware. If an unnarmed kineticist made a melee attack while flanking, his target would be off-guard against the attack, barring some special defense. Note that an elemental blast is considered a melee or ranged impulse attack. If the melee option is used--with or without Weapon Infusion--the kineticist can benefit from flanking just as readily as a spellcaster making a melee spell attack.
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Deriven Firelion wrote: I find it difficult to believe that weapon size is interfering with believability when you're perfectly willing to accept some 10 ton dragon that can breathe fire can be fought by some 200 to 250 lb. warrior with a steel longsword toe to toe. Especially when you consider that such a creature in reality couldn't even support its own body weight, much less fly.
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Give this new link a try and let me know how it goes. OneDrive recently updated its terms of service. Perhaps that might have something to do with the recent problems. Wulcrath, to answer your question, there should be 211 PDF character sheets within the 1st Edition gallery at my last count. Imalsome, thank you for reaching out to me via PM and letting me know there was a problem.
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Hasbro is a toy company that owns and operates Wizards of the Coast (which in turn publishes Dungeons and Dragons products). A couple years ago, they tried to destroy tabletop roleplaying as we know it by manipulating longstanding legal agreements. They hoped to build a monopoly on the corpses of other game companies that were already barely managing to stay afloat against their existing monopolism. Rovagug is a mythical god-being that threatened to devour all the gods and the universe of the Pathfinder setting. Your GM is probably likening them to one another as evil consumptive entities for which there is no redemption.
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Trip.H wrote:
Good points all. I agree.
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Christopher#2411504 wrote:
Why would you want anyone else to operate it in your stead? Munitions Master has so much action compression working towards it that it would be a steep loss of action economy to have anyone else attempt to operate the mortar. Also, since it has a Crew of 1, you can't have your familiar or other PCs or NPCs help you to operate it. Literally only one person is permitted to deploy it, aim it, reload it, and fire it. Trip.H wrote:
Hands Source Player Core pg. 287 2.0This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items). If you don't have the proper amount of hands on it, you can't use it (at least not for its intended purpose). Pretty clear cut.
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Trip.H wrote:
I have a swamp-themed summoner who has used all of those water spells to amazing effect.
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VVKing wrote: Janet's staff has the flaming rune--magic staves can't have property runes (GM Core page 278, or here: https://2e.aonprd.com/Rules.aspx?ID=3211) Ah, yes, I had forgotten about that. She had a flaming morningstar originally, but I thought why not just use her staff? Completely forgot about that last line. I'll get it fixed up. Thanks for pointing it out. Man! I really liked the idea of her adding scrolls to the staff by appearing to cast them into the flames.
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Ed Reppert wrote: Not sure about Osiriani being "Common" in Geb, although it may be the most commonly spoken language there. GM choice, maybe. I believe it is mentioned in the Bloodlords Player's Guide that all Gebbite players begin with Common (Osirioni) rather than Common (Taldane).
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Ed Reppert wrote: Nice characters! I like 'em both. Very minor nit: her Pathbuilder array list's Janet's sex as male. And a question: having been born in the Mwangi Expanse, shouldn't Janet have Mwangi as a language? Yeah, I cycled through a couple ideas before settling on the current version of the character. The original 1e Paegin was a male gnoll NPC. I decided to take the character on a different, more PC friendly route this time around. I actually forgot to change the sex on the character sheet as well. About a day passed before I spotted it and corrected it. Can't believe I didn't think to check the About tab on Pathbuilder as well. I'll be sure to adjust it. Also, good catch on the language. Is it established in the game the Common in the Mwangi expanse if Mwangi? Ed Reppert wrote: I much prefer the Harnmaster way of dealing with languages: you have a native language (the one you were born into) and may have others depending on your background. So Janet would have Kholo as her native language, Mwangi as probably her first secondary language, Taldane as the next one (based on her move to Cheliax), and then others. Of course, Pathfinder's approach is different, but the abstraction level leads to problems. Is "Common" actually a group of languages, and someone who speaks "Common" speaks whatever the common language is where she is? If she moves (Mwangi Expanse to Cheliax for example) does she automatically learn the new "common"? Most people won't care about this, just picking languages sort of at random based on INT mod, and otherwise basically ignoring linguistics and languages as an aspect of the world. And so do I, perforce, when playing this game. But, as they say, I don't have to like it. :-) I don't think "Common" covers all the languages like you describe--a character can't take Common, then speak two languages for the price of one just because they're well-traveled. I think you have Common (Taldane), Common (Tien), Common (Mwangi), Common (Osirion), or some other language based on your region, then if you want one of the other "common languages" you spend a language slot (or a feat or similar ability) to get it. Thanks to various world guides and some adventure paths I know Taldane (Inner Sea), Tien (Tian Xia), Mwangi (Mwangi expanse) (probably), and Osirion (Geb) are all established Common languages. Ed Reppert wrote: Added: Also, nobody calls the language they speak "Common". It's Taldane, or Mwangi, or Tien, or whatever. You're probably right about that! XD
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UnArcaneElection wrote:
That would make for one hell of a plot hook.
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NEW CHARACTER! Janet Paegin, acclaimed diabolic scholar (Female witch kholo acolyte sorcerer 10) - Pathbuilder Array “Every rule is a kindness to those who would otherwise be lost.” Janet Paegin was born among the Kholo clans of the Mwangi Expanse, where her sharp intellect and soft-spoken nature marked her as an anomaly. While her kin found purpose in the hunt, Janet was captivated by the written word--especially the meticulous logic of law, language, and the contracts that bind word to deed. Her curiosity eventually led her north to Cheliax, where she became an unlikely favorite among scholars and magistrates alike, her quiet composure belying the infernal magic coursing through her blood. Unlike many diabolists, Janet does not seek dominion or cruelty for its own sake. She venerates Asmodeus not as a god of torment, but as the ultimate patron of structure. To her, the Prince of Darkness represents the ideal of a perfectly ordered world--one where every rule, every soul, and every syllable has its rightful place. Within the vaulted archives she tends, silence is sacred and discipline divine. The “tyranny” she practices is bureaucratic rather than brutal: a relentless insistence that all knowledge be cataloged, protected, and preserved from ignorance.
Her early years in Cheliax earned her a reputation for precision and reliability, if not warmth. Her mastery of infernal jurisprudence soon drew the attention of Riva Sarjenka, the famed Dragon Sage and founder of Allania, a rising city-state in the Stolen Lands. Invited to assist in drafting the legal frameworks of Riva’s grand library and its affiliated societies, Janet quickly proved indispensable. Where Riva’s genius burned bright and untamed, Janet’s measured patience and sense of order provided balance. In time, she was entrusted with overseeing the library’s daily operations, ensuring that even chaos itself bowed to her system of classification. Occasionally, she was also tasked with watching over Riva’s little-ball-of-chaos daughter, Tarka Firefang. Today, Janet divides her time between her secluded library-estate in the Stolen Lands, her correspondence with Chelaxian colleges that sponsor her work, and her occasional lectures at the Magaambya, where she is both admired and quietly distrusted. A woman of contradictions, she is pious to a devil yet sincerely kind; feared for her power, yet beloved for her fairness. In her heart, she believes she serves the greater good by preserving order in a world forever slipping toward chaos. That orderly life of catalogues and candlelight ended the day Tarka fled the township in search of her missing mother. When Janet, serving as an impromptu babysitter at the time, discovered the child’s diary--scrawled across pages torn from one of her valued tomes--it revealed a perilous journey west into the wild swamps. Reluctantly, Janet left her desk behind to pursue the child, compelled less by affection than by duty. Yet the farther she ventured from civilization, the more her infernal magic became a lantern in the dark, and the laws she once enforced on parchment began shaping destinies instead. Tactics: In combat, Janet Paegin excels as a measured battlefield controller and punisher. She opens fights by establishing control--using fear, suggestion, or wave of despair to sap morale and limit movement, then reinforces her authority through diabolic edict, rewarding obedience and punishing defiance. Against powerful foes, she relies on banishment or vampiric maiden to remove threats outright, while hellfire plume devastates clustered enemies with infernal precision. Her blood vendetta reaction ensures that any who harm her face immediate retribution, often leaving attackers bleeding. When battle turns against her or her allies, Janet seamlessly shifts into a supportive role. Bless (in conjunction with malediction), guidance, and heal bolster companions to swing the tide, while embrace the pit grants her the durability to briefly hold position if cornered. Her Reach Spell and wand of shrouded step allow her to keep herself safely distant, using concealment and positioning to dictate the flow of combat. Calm, commanding, and unshaken, she wages war as she keeps her library--quietly, efficiently, and with no tolerance for disorder. Inspiration: = Minerva McGonagall (Harry Potter) = A perfect model for Janet’s measured authority and quiet compassion. McGonagall’s stern, no-nonsense demeanor hides genuine care for her students--much like Janet’s bureaucratic “kindness through order.” Her sharp wit, restraint, and refusal to tolerate chaos make her an excellent behavioral reference. = Inara Serra (Firefly) = Inara embodies a similar elegant composure and moral strength beneath a veneer of diplomacy. Her grace, control over her environment, and ability to assert quiet dominance through presence rather than force mirror Janet’s Asmodean poise. = Ra’s al Ghul (Batman mythos) = A lawful villain archetype who, like Janet, believes discipline and control are the purest forms of compassion. Drawing lightly from his philosophy--not his ruthlessness--can help you channel Janet’s view of Asmodeus as a god of structure rather than cruelty. = Lady Melisandre (Game of Thrones) = While more overtly fanatical, Melisandre’s serene conviction in her faith and mastery of divine fire magic parallel Janet’s infernal lineage and calm, prophetic demeanor. She demonstrates how belief can fuel quiet certainty even amid horrific surroundings. = Delenn (Babylon 5) = An especially apt comparison. Delenn’s diplomatic restraint, moral clarity, and deep spiritual authority embody Janet’s best traits. She is lawful without cruelty, kind without weakness, and inspires loyalty through intellect and principle rather than fear. = The Archivist or Librarian Archetype (e.g., Cassandra Pentaghast, Dragon Age; Yennefer, The Witcher) = Like Janet, these characters wield knowledge as power. They command respect through intellect and self-discipline, often walking the line between scholar and enforcer. Yennefer’s pragmatic morality and Cassandra’s firm devotion both map well to Janet’s internal balance between control and compassion. In short:
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Student of the Canon wrote: You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead. If I have, say, Asmodeus Lore, Devil Lore, Hell Lore, or some similar lore of a religious nature, do I benefit from the last sentence of Student of the Canon when making said lore checks? Unlike the second sentence, the third and final sentence has no qualifiers such as using the Religion skill.
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...then surely you wouldn't mind if my ghoul got satiated by using Consume Flesh on an earth elemental, or a fire wisp? /rhetorical What other game elements clearly break down in a bad way or clearly deviate from developer intent when descriptive elements are ignored? If you want to share how things can fall apart when putting too much focus on descriptive rules, go right on ahead, but please create a separate thread for it.
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Just picked up the rogue feat, Light Step, on my Large awakened spider rogue a couple games ago and my goodness is it amazing! So many things in PF2e are treated as Difficult Terrain. WAY more than I would have thought. Difficult Terrain? Ignored.
As well as a numerous creature abilities (such as spider webs) and spells (such as solid fog) that have their effects severely reduced in effectiveness. Now that I've seen what it can do, and just how often it comes up (especially as a Large character), I highly advise it for anybody with a love for mobility, even over the popular Gang Up feat. What other situations are there for it to really shine?
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Hot Take: We should just give all the spells to the Arcane tradition except those with the Healing and Vitality traits. If that seems too much, then leave the lists as is, but then give wizards an ability that lets them freely pick non-healing/Vitality spells from other tradition lists and cast them as arcane spells. Maybe every six levels they pick a tradition that they've studied enough to master, so they get full access nearly all spells by level 18. It would fit the theme of arcanists being the studious masters of all magic.
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Can anyone help me rebuild my 1e transmuter, Haylannar, as a 2e Remaster character? It's something I've been meaning to do for a while, but I'm not really sure where to begin, or how best to go about it. He's supposed to be a powerful merchant wizard who accidentally absorbed some of the powers of an artifact when it was absorbed into his very being while using polymorph magic. In 1e this was accomplished by increasing his polymorph forms' Base Attack Bonus to far greater heights than even fighters. Then he would simply tear his enemies apart with as many powerful natural attacks as possible.
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I would very much like to see some more examples in which abilities fail to function as intended under each of the two interpretations. Then I'll likely settle for the interpretation that appears to cause the least headaches.
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Tridus wrote:
This is something that I don't think is mentioned often enough. Pathfinder 2e is a beautiful work of art and an amazing feat of engineering when you really delve into it. For the reasons mentioned above, two-handers don't outshine everyone else. They're just built differently for different roles. And if a two-hander wants to perform maneuvers? Well, all they need do is invest in a specific weapon with the desired traits that allow for it. And that keeps greatswords and great axes from dominating the two-handed weapon category. Everything balances everything else. The amount of attention to detail bled into this system in order to make as many options vuable as possible is nothing short of extraordinary.
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Bluemagetim wrote:
Insofar as I'm aware, yes. If the ooze had a mind to, it could make fist attacks despite not having actual fists.
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It's my understanding that all creatures in PF2e are capable of making "fist" attacks and basic combat maneuvers. Despite that, whether or not they can also take manipulate actions likely depends on their specific anatomy, the task they are attempting to perform, and the GM's views on the matter. (For example, a canine might be able to pick up and move a large bone or drag a body with its mouth, but would likely have a much harder time loading and launching a mortar shell.) The only thing I've seen that even remotely implies otherwise is the Awakened Animal ancestry, which says "Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain."
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Yeah, I've had mixed experiences with that sort of thing in PFS. In one scenario, my goblin inventor / mech pilot had to get over a ground-based obstacle. After the GM listed off several complex skill checks to go THROUGH the obstacle, I told the GM "Nah, my character simply uses Explosive Leap to jump over the obstacle." He gave it to me, sans skill checks. In a different PFS session with a different GM, but similar situation, the GM seemed to take it as a personal affront that a player voice any autonomy at all, and that if we weren't choosing from the scenario's list of "approved skills," we were "doing it wrong." I understand that it's generally better to ask rather than tell the GM about these sorts of things, but some GMs be straight-up power-tripping and can't take anything they perceive as possibly challenging that authority. Thankfully, such GMs typically either learn to adapt quickly or get tossed to the proverbial curb by the players. We're all in it for the fun, not just to make a GM feel good about themselves at the expense of everyone's time and energy.
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The Raven Black wrote:
BOO!!! BOO!!! RUBBISH! FILTH! SLIME! MUCK! BOO!!! BOOO!!! I totally get that, but it shouldn't be at the expense of verisimilitude.
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I recall my elven monk getting left behind in various chase scenes because of a few bad rolls despite the fact that she was literally twice as fast as anyone else in the race. It can be pretty urksome when the scenarios in question do not seem to take something as fundamental as that into account.
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My go to for breaking things is shatter. A long while ago, while reading a forum discussion about the efficacy of the shatter spell, I decided to math it out and make a reference sheet for myself. As I've since misplaced said discussion, I'm opting to share my findings here for your benefit. It shows what materials are most susceptible (for both becoming broken and getting destroyed) and at which spell ranks those conditions occur, assuming average damage. Shatter Susceptible Materials (Excel Spreadsheet / PDF)
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Claxon wrote: If people weren't already aware, the Contrarian is literally a joke account from Ravingdork. I don't think RD actually believes the things said in that account, merely being funny creating. Quite right, though it's fast becoming my "devil's advocate" hat as well.
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The Raven Black wrote:
If the GM is dealing with players at their table that do not respect the game, its rules, or the GM and their rulings, then that is a problem outside of the game's rules that probably warrants a serious conversation.
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shroudb wrote:
Made even better by the fact that nothing in the spell indicates that killing the albatross removes the attack bonus granted to you and your allies.
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Claxon wrote:
This is a point that is not brought up in these kinds of discussions often enough. Frequently, a character or monster's stats are not dependent on its gear, so removing it from its gear makes little to no difference whatsoever. That said, I do recall seeing some loose guidelines for what a GM should do if, say, an NPC knight's sword is destroyed. Perhaps in the monster creation rules?
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gesalt wrote:
This. You use what you've got.
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NEW CHARACTER! Brio Merryweather, circus ringmaster (Male gutsy halfling entertainer commander 1) - Pathbuilder Array “Every moment’s a stage! You choose whether to stand in the light or hide behind the curtain.” Brio Merryweather grew up on the road, born into a modest family of traveling entertainers who relied on quick wit and nimble hands to make a living. His small stature and boundless charm made him a natural fit for the stage, and his knack for timing and coordination quickly caught the eye of larger, more established shows. That attention eventually landed him a place in Mistress Dusklight’s Celestial Menagerie, a troupe that promised glittering opportunity but delivered cruelty and exploitation behind the scenes. In the Menagerie, Brio learned discipline under duress; calling cues for dangerous acts, improvising fixes mid-performance, and smoothing over mistakes so the crowd never saw the seams. His skill at holding a show together made him valuable, but the constant mistreatment of performers eroded his loyalty. When a group of fellow acts, weary of Dusklight’s abuse, chose to walk away and form the Circus of Wayward Wonders, Brio seized the chance to join them. In the Wayward Wonders, Brio found the family he’d always longed for. There he met Myron “Thunder” Stendhal, the booming-voiced ringmaster who saw potential in Brio not just as a performer, but as a leader. Myron made him his understudy, teaching him how to command the ring, inspire the troupe, and turn chaos into spectacle. Under Myron’s guidance, Brio’s confidence flourished, and so did the quality of every performance he helped run. That golden chapter ended abruptly when Myron was murdered, slain by poisonous snakes hidden in his costume trunk. With the troupe in shock and a major performance looming, Brio stepped forward, determined to honor his mentor’s legacy. That night, he directed the show from center ring, ensuring it went on without a hitch. The crowd roared in delight, never guessing the grief concealed behind the curtain. In the days that followed, Brio took up the ringmaster’s duties in all but name, working tirelessly to keep the Wayward Wonders together while quietly vowing to uncover the truth behind Myron’s death. Though his voice still carries the warmth of a showman, it now bears the steel of a man shaped by tragedy and chosen responsibility. Tactics: Consider opening up with a bola at range to trip an enemy. Then Signal a tactic (e.g., Gather to Me!) to bring allies into aura coverage around the fallen enemy. Use dueling cape and armor to soak punishment while allies reposition and mob your foes from all sides. Consider tanking hits with your dueling cape and armor and impeding enemy movement by standing in choke points while you command your allies. Use the shove property of your fighting stick to push enemies into vulnerable positions, such as hazardous terrain, or high drop offs. Inspiration: = Stage and Showmanship = Ringmasters & Circus Leaders - P.T. Barnum (theatrical presence, showmanship, commanding a crowd). Brio’s banner could be as much a prop of spectacle as a tool of war. Shakespearean Captains or Tricksters - like Henry V’s rousing speeches or Puck’s sly mischief. Brio could pivot between inspiring bravery and distracting foes. Vaudeville Performers - blending slapstick, timing, and charisma, which mirrors his Deceptive Tactics and Fascinating Performance. = Military Archetypes = Wellington or Napoleon (but pint-sized) - masterminds who reshaped battlefields with clever maneuvers, not just brute strength. Colonel Jack O’Neill (Stargate SG-1) - sarcastic but competent squad leader, who masks sharp tactical sense with humor. Band Leaders in Military Marches - historically, banners and music weren’t just morale tools; they coordinated troop movement. Brio’s banner is a direct echo of that. = Fantasy Figures= Samwise Gamgee (LOTR) - halfling resilience and the ability to keep spirits up in dire moments. Brio shares that “glue of the group” energy. Tyrion Lannister (Game of Thrones) - clever, underestimated strategist who uses words and wit to outmaneuver stronger foes. Matt Cauthon (Wheel of Time) - gambler-turned-general, with a mix of charm, luck, and battlefield brilliance. = Trickster-Commanders = Robin Hood’s Merry Men - a leader who inspires loyalty not through fear but fellowship. Cyrano de Bergerac - charismatic, theatrical, and skilled with both words and weapons. Jesters with Hidden Depths - Brio could play the fool to mask cunning moves (like a court jester who’s secretly the smartest in the room). = How It All Fits Brio = Brio Merryweather can be imagined as: A battlefield ringmaster: directing combat like it’s a performance, with banners, calls, and dramatic flair. A small but steady center of morale: allies feel braver and stronger just by clustering near him. A deceptive tactician: enemies underestimate the “jovial halfling,” but his feints and diversions create deadly openings.
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No, I don't think breath of life is the most egregious example. There are quite a few ability triggers that can't really work as written, or require GM (or other third party) to be 100% on the ball with giving the appropriate information at the designated time. Most GMs have so much on their plate they can't even keep from skipping a player's turn or flubbing monster tactics on occasion.
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How does the caster even know the specific time of death? Does the spell grant some sort of death-detecting spider sense? I really hate meta triggers like these that require knowledge the PC would not or could not have had. Many such abilities are dependent on the GM informing you that the trigger has been met, which means it probably never will be met (that you know of, or that the GM will ever remember).
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There are similar feats and abilities already. The Familiar Master archetype gets Familiar Conduit, which let's you cast spells from your familiar's position. Sorcerers have access to Spell Relay, allowing them to treat themselves as a point of origin for an ally's spell I'm sure there are other options closer to what you want; those are just the ones I know off the top of my head.
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