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Ravingdork's page
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 33,714 posts (35,219 including aliases). 2 reviews. 2 lists. 1 wishlist. 13 Organized Play characters. 30 aliases.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ectar wrote: If the offending art is not removed, will this thread also be removed?
Since it links to a collection of links, one or more of which contain ai generated images?
Hahaha. I cannot think of a better way for Paizo to turn the community against them than to start removing useful resources such as this.
Telling people what to put or not put in their own resources HOSTED ON OTHER SERVERS is overstepping, Maya.
Whether Paizo likes it or not, AI is going to be a big part of the future. All this policy is going to do is upset half of the community (specifically the half that isn't anti-AI). Ultimately, Paizo will have to adapt to the new paradigms right along with the rest of the world. You guys may not want it in your own works, which is all well and good, but when 90% of fan created content ends up using AI, or AI tools, in some form or another, you're eventually going to have to change the policy about the links, or face dwindling community participation.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Wands, scrolls, Trick Magic Item, and similar silver bullet options are all simply more nails in the wizard's coffin.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Pronate11 wrote: I mean, wood harder than steel will definitely require some very special tools that party will almost certainly not have, and to maximize the value it will also most likely require some very specialized skills the party will also probably not have. Not really. All you need is a shovel, time, and shrink item.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I like to think of them as non-mutually-exclusive traits.
Attack, interacts with MAP
Roll, requires a d20 roll
Melee, reach range, probably uses strength
Ranged, longer range, probably uses dexterity
Spell, uses casting modifier
Mix and match.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Why aren't you EAing the target(s) for 40 while the eidolon Strikes for 23.5?
Last I checked 63.5 is better than either 23.5 or 40.
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Aristophanes wrote: Umm,,,Why don't you take the uneated dish home and eat it later? After a patron took some home, nearly choked to smurfing death on it, and sued the restaurant, there is now a policy in place prohibiting anyone from taking food home.
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WWHsmackdown wrote: They may touch imaginary weapon and they may not. I'd wager that it gets a power boost in some way. ;)
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Trip.H wrote: Not only does the reader need to be seriously savvy with the pf2 system to be able to anticipate those pitfalls, but they also need to be able to sus out which few options are diamonds in the rough. I wonder if this is one of the reasons why it is a Rare class. Lord knows I've looked over the class details a dozen times, have attempted making several characters, and still haven't found anything that felt complete, viable, or didn't suffer a major pitfall halfway through its creation.
It is a tricky beast to be sure. In my case, part of the problem is all the seriously verbose names that trip me up. My brain just can't seem to hold them in mind while I look for other synergetic abilities with their own verbose names.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
It makes it harder for enemies to conceal themselves from you with the Stealth skill.
If they attempt to Hide or Sneak, their Stealth check needs to beat your higher-than-normal Perception DC (which is normally 10 + your Perception modifier).
Another way of looking at it is you get better at passively spotting hidden enemies. It won't help you when Seeking (where you just roll Perception against someone's Stealth DC or other set DC), but it will help you at other times.
It probably helps against pick pockets and the like as well. Remember, except for Initiative, there are no opposed rolls in Pathfinder 2nd Edition; a check is always compared to a DC, not to another roll.
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JiCi wrote: Is it intended to redesign/design the dragons as "more nightmarish" and "outerworldy alien"? They're neither of those things. They're just different. If they weren't, WotC could potentially sue Paizo out of existence.
And because of the way human brains work, different naturally trends towards the subjective uncanny valley.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ooh. As a designer and former web developer, I can't wait to see the website's "under construction" placeholder.
Hoping it's not the purple goblin in the PC case.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Maya Coleman wrote: Hilary Moon Murphy Super Fan wrote: She totally is! But she's got nothing on you! I appreciate your kindness here to both me and Hilary! Reminder that I use they/them/xe/xem pronouns though! Sorry, Maya!
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Maya Coleman wrote: Terevalis Unctio of House Mysti wrote: Will there be a complete list of dragon options for dragonblooded sorcerers and barbarbians and acolytes in the Draconic Codex? Luis has confirmed the answer is yes! Thank you, Maya! You're the best!
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Don't forget that everyone gets fresh hero points at the start of every session.
It might be the only thing that keeps anyone from dying once you resume.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
UnArcaneElection wrote: Ravingdork wrote: {. . .} Janet Paegin {. . .}
The “tyranny” she practices is bureaucratic rather than brutal: a relentless insistence that all knowledge be cataloged, protected, and preserved from ignorance. {. . .}
I can see that sooner or later, she's going to run afoul of the Order of the Rack.
That would make for one hell of a plot hook.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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.
Janet’s infernal heritage manifests not in fire and fury, but in an unshakable authority that smolders beneath her calm exterior. Her words carry weight, her presence demands respect, and her commands are rarely ignored. Yet she is genuinely kind to those who honor the sanctity of study. Her assistants whisper that the warm tea she brews for weary scholars may be enchanted to soothe the mind, though none dare ask outright.
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:
Think of Janet as a blend of McGonagall’s discipline, Delenn’s faith, and Inara’s quiet authority, with just a touch of infernal gravitas from Melisandre. She’s not a zealot or a villain--she’s a scholar who believes that order is the truest kindness in a chaotic world.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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.
Greater Difficult Terrain? Reduced.
Balancing movement penalty? Ignored.
Blindness movement penalty? Ignored.
Moving through tight spaces? Ignored.
Tumble Through movement penalty? 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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Please adjust the color contrast. The yellow and green on a white background are not only impossible to read, but strain the eyes in a real bad way.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tridus wrote: SuperParkourio wrote: This does get me thinking, though. I get Disarm requiring a hand, but why Shove and Trip? Has no one seen 300? Has no one seen a low-sweeping kick knock someone prone? You can Force Open a door with your body hands-free. Why not Shove? Game balance taking priority over realism. They want 1h/free hand builds to have something they can do that 2h builds can't do as easily, so 2h isn't strictly better. Athletics maneuvers are one such thing.
If you want to do it with a 2h weapon you either need a trait or you're paying the hands action economy tax. This is why the Guisarme is a great weapon: Reach & Trip is a potent trait package.
Guardian also has feats to be able to do stuff like this in a variety of ways. 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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Bluemagetim wrote: Ravingdork wrote: 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."
What if they dont have arms?
Like can an ooze make a fist attack or just the specific attacks it has in its stat block? 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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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My citation is common sense. If a group of people come together to play soccer, and the referee is changing the rules on the fly, or following the rules of American football, then expectations have been subverted. That is very likely to make for a bad time for all, and players would rightfully be calling foul if such changes weren't agreed to by all parties in advance.
It's simple adherance to the basic social contract of gaming.
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Arssanguinus wrote: To be fair, a whole lot of items in PF1 were almost useless from the moment you picked them up due to dc. So sad, so true.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Aristophanes wrote: Ummm...Guys? Everyone knows when a character is dead! Their eyes become Xs
and their tongue sticks out. It's universal!
XD
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Claxon has the right of it. All save one of those things should be using the Simple DCs.
Dragons who are attacking and not hiding are automatically spotted.
If PFS/SFS doesn't do that in practice, then that is a failing of Society play specifically, and not of the general game rules themselves.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Deriven Firelion wrote: Ravingdork wrote: The power level of rogues before and after Gang Up is pretty hard to ignore, especially when comparing premaster and Remaster Gang Up.
Very much a "must have or feel weaker than others" type of option. It was a "must have" before the Remaster and now it is better. But it doesn't break the game. "Must have" and "breaks the game" are synonymous in my mind.
I've never seen a rogue take any other level 6 option. That lack of (practical) choice really hurts the game.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The power level of rogues before and after Gang Up is pretty hard to ignore, especially when comparing premaster and Remaster Gang Up.
Very much a "must have or feel weaker than others" type of option.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Don't allow Starfinder rules in home games. Easy fix.
For PFS it strikes me as a non-issue. PFS is Pathfinder easy mode by design, so as to better facilitate the onboardong of new players. Someone playing a slightly busted character doesn't really change any of the outcomes.
That said, I do agree that there is a risk of power creep that we've not seen before.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Most instantaneous AoE effects, such as damaging fireballs and lightning bolts have their full normal effect. If you get blasted by two fireballs, for example, you will likely take damage twice.
For AoEs that have ongoing duration and apply starus effects, it can get a little bit more nuanced.
For starters, bonuses and penalties of the same type don't stack. So it doesn't matter how many overlapping malediction auras you find yourself in, you only take a -1 status penalty to AC. This is true even of different effects. For example, if you were frightened 1 from a fear spell, it would not lower your AC any worse than malediction already has.
Disparate effects generally work normally. So an AoE that blinds and another that stuns, could leave victims blind and stunned in the overlapping areas.
And then on top of all that you have the potential for opposing forces counteracting each other as described by Tridus above.
For your two specific spells, slither and carrion mire, they would each have their full, normal effects. Keep in mind though that the latter requires you to sustain the effect, and the former takes three actions to cast, so under most circumstances you can only cast slither and then cast carrion mire, not the other way around.
I hope that helps!
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Well, I'm convinced. It's clearer to me now that the benefits of free-hand weapons, although relatively minor, are also many.
Thank you all for the many enlightening responses.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Dr. Frank Funkelstein wrote: I think it is mainly a metagaming issue - on a VTT you as a player can clearly see... If a player can clearly see the map while blind on a VTT, then your GM is using the wrong VTT.
Foundry is best. It curbs that metagaming by darkening the screen in such situations. (Among a thousand other great built-in features that help to facilitate gameplay, mitigate metagaming, promote player autonomy, and allow for more frequent and accessible games.)
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Bluemagetim wrote: Right and being untrained not adding your level into the roll means that PC never gets better at the scaling a wall no matter the level while anyone who at least decided to be trained in it do get better at simple DCs that are not increased as they level even if they do not improve to expert or higher.
I don't think level scaling should be used for static challenges most of the time or it will be true that the trained PC will get worse at climbing the same thing as the DC scales with level(which the DC by level chart accounts for skill increases)
Yeah, if it's the same wall with the same conditions the DC should NOT shift just because the climber is higher level. Shifting the DC with character level would make absolutely no sense in this case, and is most assuredly not endorsed by the game developers as the way to go.
Even if the conditions change on the same wall (such as climbing during a storm), I'd recommend applying it as penalty to the check for most things, rather than upping the DC, per Unicore's advice upthread.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The only time I would use scaling DCs for Athletics to Climb, would be if the character was in a rock wall climbing competition, and the fabricated walls were DESIGNED to become progressively harder and harder.
I would also use higher set DCs for walls that were intrinsically harder (as shown below).
Cross-posting this here as I feel it is relevant:
Ravingdork wrote: Witch of Miracles wrote: Being trained in skills is fairly meaningless as the game goes on. Your success rate plummets relative to skills with investment, but you can only really have 2 or 3 skills with investment, depending on your level. It is nice early, though, sure. That simply isn't true. Success rates sky rocket as the game goes on.
It's just not often perceived that way since you're often confronted with greater challenges.
Scaling a DC 20 cliff at 1st-level can be quite difficult. Someone trained in Athletics and using the proper gear will likely make it to the top, whereas everyone else won't.
Ten levels later though? Everyone with any training in Athletics at all makes it to the top of that cliff, with or without gear. Only those without training still struggle (and even they can make it with Follow the Expert). And that's not even accounting for a host of additional options--like extreme jumping, flight, or teleportation--that can circumnavigate the obstacle altogether. The party's success rate is probably 100% or close to it, whereas it was maybe 50% for the party athlete.
There's no denying that things have become substantially easier for everyone involved.
By the time you get to 17th-level, you're probably not just scaling a traditional cliff though. You now find yourself scaling a mountain of tormented souls in the Outer Rifts. Souls that grab and bite at you as you climb, that try to throw you off, all while fiendish imps harry you from the toxic air, a demon lord tries to distract you by lashing his whip menacingly from high above, and acid rain pours down on your head making everything slippery, caustic, and crumbly. In this case, the DC is probably closer to 40, or even higher.
That still doesn't change the fact that you've long become a worlds-class climber that has a far higher chance of succeeding than you did at low levels. Success rates go up, never down. Challenges just get harder.
And that DOES matter, because you are likely going to be encountering many more mundane mountains than you are demon soul mounds in the Outer Rifts. There just aren't as many high level obstacles/tasks in this game as there are low level ones. If your GM is throwing the umpteenth soul mound at you, that's a GM staging problem, not a problem with the game itself.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
If I were to house rule it--which I won't cause my table hates house rules--but if I WERE to house rule it, I would say it works as is, but you get to add your ability modifier to it. Or perhaps half the modifier if that proves to be too much.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Trip.H wrote: getting a nat 1 on a Climb can just kill you. Yeah, imagine loosing a PC to a g!@ d~&n Climb check. I've experienced this as GM. Had the player characters attempt to scale a steep slope. Enemies ahead of them had nailed boards into the slope to make something of a rather steep angled ladder.
Then there were the gargoyles at the top. Only the champion had Athletics. Only the champion made it to the top. Only the champion died making a stand alone as his companions repeatedly fell from high heights.
Two others were lost to gravity.
It was absolutely humiliating for all involved.
WatersLethe wrote: To be fair, sometimes it feels like Ravingdork is carrying forum engagement on his back. *sniff* That's the kindest thing anyone has said about me on these forums all year.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I understand that Starfinder 2nd Edition has been made to be much closer to Pathfinder 2nd Edition in its mechanics and play experience.
What I want to know are what are the little things (and big things) that are different in a way that a person coming over from Pathfinder might not expect? Are there any surprising changes, differences, unintuitive new rules, or avoidable assumptions?
As I slowly venture into this new game setting, what mines and pitfalls can you help my table and I avoid?
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