In general, increases to Int give you skill points (and starting languages) just like increasing Con gives hit points. The exception is enhancement bonuses. Headbands of Int have an assigned skill per tier that functions as max ranks, this replaces the free skill points you'd otherwise get. Also, there's been a faq or post that the headband should also have assigned languages known as well, but that hasn't been errata'd yet.
Immune to fatigue at oracle 5, or oracle 1 barb 8. Allowing you to end rage and restart it to use 1/rage abilities. Also will saves and wand use and a revelation at the cost of 1 bab.. also frees you up to get your skilled human racial back possibly..
Cleave would only be useful as a prereq for finishing cleave, so if you only have 1 feat free, definitely stick with witchhunter.. even with another feat, i think ghostrager would be better..
Very different. Not a player vs player conflict, character vs character. In that case, in character conversation letting them know that due to the crisis you all need to work together. That means you won't hassle them on petty theft and racketeering stuff, but they need to avoid blatant murder and terrorism in return. Once the enemy-of-my-enemy truce is done, all bets are off. Argue for a grace period once the mutual threat is done with, but then prepare to be betrayed or betray them yourself.
If that's a no go, and you are outnumbered, the alc fire/ smokestick combo sounds like a good way to ninja vanish, with the option to skirmish and harass them down, or to set up a raid on their guild in reprisal. Alternately, just work with their guildmaster if they would seem more reasonable. Make a deal to have those two taken out by their own guild and delivered to the guard, because mass murder and bioterrorism are bad for business and tainting the guild by association.
The group apparently doesn't have a problem with pvp, many groups don't, doesn't mean they're jerks or bullies.
Still best thing to do is talk it out (try again, discarding the preconception that you're 100% right and he's a stupid jerk), in and out of character.
You could go for cloak of displacement or perma-blur some other way, letting the miss chance substitute for or enhance your crane riposte, and go moonlight stalker line for free feints once a round. Either full rogue/ninja, MoMS 2 dip for crane (and possibly snake too to add some of the cool hand to hand combos), and/or ranger dip for FE human.
For crit fishing, consider a winds oracle 1 level dip. Any time you spellstrike crit you also stagger, and if you dual curse you're a feat away from misfortune reroll happiness.
Air mephit to go along with the theme, and for their perma-blur, eventually for the whole party.
I'd consider dropping the int a smidge to get more con.
I'm guessing one of those splashes is MoMS monk so you can snake and fang. Combat Style Master would save you two swift actions. I'm sure you'd get more help if we knew classes, race, and stats. Additional traits could be useful, rime spell for more bang for your frigid, or elemental spell to get around resists.
Shield slam and greater bull rush is all sorts of fun. If you want to do something else, try bard and/or the steel falcon prestige. First round inspire while your party swarms the enemy, next round bull rush so they all get AoOs..
Simpler fix, make sure you have UMD maxed. Even consider additional traits for dangerously curious or the like to get it higher. Wands are fun for status removal, anti-swarm, utility..
Kingmaker us all about extremes, cakewalks or epic danger, 15 minute workdays or long dungeon crawling..
save the summons for when there's more enemy than they can handle, or they can use the flanking bonuses.. they're a tool in your toolbox, no need to use it exclusively when there's other stuff to do.. the rest of the time with this party just haste then relax and have fun..
Wizards can get a free raise dead once a day at 10th level with the true name arcane discovery if they pick the birth/death Aeon..
The worst part of free party res is a more cavalier attitude towards death, with the perk of character continuity without the GM pulling any punches.
As far as rampant abuse of it, there's always having souls refuse the raise because they love their afterlife or hated their life, or having the mortality inevitables or pharasman agents start taking an interest
Spells known refers to a spontaneous caster's spells known, it's a game term not just English.
A prepared divine caster has neither spells known nor a spell book of their own, so I don't believe it would give any benefit other than an enchantable object.
The arcane bond section for wizards specifies a spell in their spell book that they are capable of casting, so even if your GM agreed to allow the divine caster's spell list to count as their book, they'd still be limited to a spell they are capable of casting.
Just make sure you allow them to rebuild or replace characters too. Some severely suboptimal builds may only be working at all due to the ubermensch stats.
My group had also been using similar rules for superpowered attributes. Switching to 20pt buy was a shock, but after playing for a few sessions everybody was on board with it being a superior play experience. It was unexpected how the RP with NPCs improved, we hadn't realized how much the superior stats had led to being so dismissive of average folks.
On skill checks, a natural 1 counts as -10, a natural 20 counts as 30. This helps keep our excitement on rolling the natties, but still allowing character (in)competency to matter.
When aiding another, the primary is whoever rolled highest, any lesser rolls count as the aiding attempts. This encourages teamwork and avoids the frustration of a wasted successful roll.
Quick draw works with unattended weapons in your square, as well as any object stored in an easily accessible manner, like a bandolier or specially made harness.
Dice rolls that hit the ground, disrupt the map, or otherwise create a mess all count as natural 1s (or equivalent worst outcome if that would not be a penalty).
During combat, each PC has no more than 1 minute to declare their actions. Failing to do so results in delaying to last. The same goes for the GM for each NPC or initiative group thereof.
With the number of feats involved it's a mid-high level tactic, used to spread your damage amongst multiple targets, and it's shut down by enemies recognizing your tactic and no longer making AoOs against you. All in all, it's for clearing mooks less efficiently than a fireball.
That's an unexpected faq. It does raise the question for this and other more corner cases on how it's augmenting the unarmed strike damage. Is it a straight replace, and if so does it scale normally for sizes past small or large? Or is it an increase,and if so how does it increase a base other than 1d3, for natural attacks or for other abilities like a brawler barbarian?
For ease of use, and lack of necessary formula or tables, I'd assume it's a replacement, but in that case, does it decrease the damage dice with FCT and a bigger natural attack, or do you take whichever is better?
Barbarian/martialartist biters and druid/monk shapers just got buffed, reiterating that the best monks are the multiclassed monks.
This is why it's important to not be a jerk. If playing your character annoys or offends the PCs and NPCs around him, they may be more relieved than sad that he's gone. If so, instead of prolonging the agony, the players should explain to the culprit how he's not getting brought back because of the consequences of how he RP'd, and (if true) that he's welcome to end his one-man strike protest whenever he wants to rejoin the game within the strictures provided.
When we switched from 3.5 to PF (long campaign that started as ad&d), we had a long period of downtime after a harrowing and costly escape from the Xanathar's clutches. My Tempurian warpriest, Ulfgrim, finally lost his god's favor after years of choosing heroics over war, devious strategy over honorable brutality.
Reduced to mere mortality, he descended into alcoholistic depression. When his sight began to blur, he welcomed it as a sign of impending death. He was slacking his way through occasional caravan guard work for beer money.
One night, staring into the blurry mystery that had become his world past 30', he saw an unusual spec of detail in the distance. As it grew closer, he recognized it as a raven winging its way towards him at preternatural speeds. He grinned and gave a gallows laugh as it dove beak first into his right eye, sure that death was finally claiming him.
He woke with tears of blood streaming from that eye, feeling exalted at the divine connection tingling through his veins again at long last. He drew his blade and howled his joy, waking the camp and startling the sneaking wargs about to slaughter the undefended. A stranger's laughter echoed in the back of his skull, managing to be mocking, feral, and approving all at the same time.
Pledging himself to his unknown patron in return for his renewed sense of purpose, Ulfgrim drew walls of fire across the sands to funnel his foes towards him. Soothed by the upcoming bloodshed, he looked forward to drawing old and new companions to his side to meet the challenges sure to come his way again.
That will swiftly get to one-hit paralyze range, or kills with the rod of withering. So, for game balance alone I hope it doesn't work. Certainly better than my idea of dual-wielding rods of ice to bring roguely icy doom, though.
Given the faq that weapon spec ray would only add to hp damage, not ability or other types, I'm pretty confident that massive ability damage on these rods is not RAI. However, I haven't found anything that technically disallows it.
For the OP, a cestus is B/P, not slashing, so no good regardless if light or not.
As far as the bastard sword, there is a mechanics reason why the semantics are important. The bastard sword is a 1-handed exotic, that has a special ability to be wielded 2-handed as a martial. The opposite of a lance, which is a 2-handed martial that can be wielded in 1 hand while mounted, the only weapon with that special ability. There's a FAQ that allows the lance to get the 2-hand power attack ratio while wielded in one hand, so the difference restricts that power-up to just lances, not bastard swords and their ilk.
Undermountain is a crazy place. Rings of invis for everybody might help you avoid encounters you can't beat. Eyes of the eagle to hopefully spot traps ambushes and secrets. A luckblade for everybody, too, empty if you don't have cash for wishes. Two immovable rods for climbing anywhere or barricading a room to rest in. A wand of summon monster or a bag of tricks might help trigger traps or give distractions. Belts of at least con and cloaks of resist 5, obviously. Determination on armor or shield might help. Strong weapon or good wands. Pretty much anybody can use a mithril buckler of stuff.
The golem ideas are all pretty snazzy too.
I had started using the full kingdom rules, but only half the group was into it, and one of them was mostly interested in complaining about it. So now i'm just eyeballing the stats, getting their input for direction.
As they've titled up, i give each responsibility for a city and surrounding area, we work together coming up with personality/style, a location or three, and some notable NPCs.
Each monthly kingdom maintenance, i toss them a position or rp related scenario, usually a small paragraph conundrum. And every two or three I get their input for some direction. Expand aggressively or concentrate on infrastructure. Prioritize economics or military. Risk some losses sending scouts into new territory so they can have some rough maps going in. Encourage lesser adventuring parties to farm out quests that don't interest them.
I love the kingmaker map folio. I got them all laminated, and use dry erase markers to draw in the kingdom, scout results, or fog of war over unknown territory.
Quicken rods, especially if you go theurge. Unless the adventuring day is very long, you'll have more stuff to do than rounds to do it in. I'd consider craft rod over craft wondrous just so you can afford more of those.
My kingmaker group has a crossbow vital strike scout that loves using scrolls of arrow eruption. I have a very liberal interpretation of the familiar's Share Spells ability, though, pretty sure it's not RAW to let his mephit UMD the scroll to do this in one round. But if he's willing to spend the gp, i'm willing to allow it as a reward for his style, rp, and the trail of murdered familiars he's left behind him.
Djinni style/ blue dragon seems like it would give you some gnarly electric damage. (Djinni is the only elemental style that gives wis to all electric damage, not just elemental fist).
I'd aim for that to start, be a blaster who can claw/claw/bite when needed, as long as you're being allowed to mix crossblooded and wildblooded. If the words of power are allowed, experimental spellcaster would give some blast versatility as well as giving back the known spells that crossblooded gives up.
In that case you could go MoMS 2 for elemental fist and djinni style, 1 fighter for a needed feat and because i don't believe FCT actually increases claw damage, sorc 1.. with 8 feats, i think you have room for wpn focus claws, FCT (for stunning shocking claws when needed), power attack, dragon style, dragon ferocity, combat style master, experimental spellcaster, and craft rod for dazings and quickens..
Edit: forgot the bloodline feats.. bonus.. instead of the fighter, you could skip the claws and bite altogether, replace FCT with monastic legacy, and just do one big punch when you need it..
Concept sounds neat to me, but there's no official mechanically unique devotee to Aroden.
Plenty of non-human races could be age appropriate for the concept, or it could be a family tradition.
Obviously would need a lot of GM support if you want to ever succeed in your quest. If you're not worried about it, just carry around some macguffin-style object, possibly with an unidentifiable magic aura, which was supposed to lead you to your destiny but never came to fruition. Or make up a suitably vague prophecy that you're always on the lookout for a way to make work. Or just have a obsession with luck and coincidence.
Knowledge skills would make sense for devotion to history and investigation, so Lore Warden or Bard (archeologist?) comes to mind. Assuming you want a martial bent based on the thread title.
We were using dice and tables. One of the core books had dungeon randomizers, so we'd map as we go.
GM: You come to a (roll) long corridor. You see (roll, roll) no threats.
I was in a game like this. High fatality character cycling. 5 minute timer for starting a new character, with 3d6 stats play as they lie, anything not on sheet at 5 minutes you didn't have. 300gp starting wealth, and hope there's useful stuff in the bag of holding from the looted bodies of prior party members. There was also a randomly rolled personality quirk or two from the random NPC table for each char.
For continuity, we were the Party of the Black Book. After every session one or more of the players would write up a summary journal entry style, from the character's perspective.
The book made it fun, as well as GM and players creating coherent story lines from the randomness. The person who died the most created the incredibly large and enthusiastic adventuring Vigorhorn family, who kept coming to investigate and avenge the deaths of their relatives. They're now at least a cameo in every game we play.
We were playing in Faerun, so no random world map, but the encounters, dungeons, and most names, in addition to the party, were randomized, so pretty close to what you're talking about.
If you're only going 2 levels for the claws, wis doesn't matter..
Barbarian fiend totem could add a gore and bite to your claw claw wing wing tail, if you're willing to give up the pounce. Or, give up the ranger and gore, and head straight for the beast pounce.
Ranger 2 - barbarian 2 - rogue or ninja 2 for pressure points - shadowdancer for HiPS and shadow.. have a race to see if you and your buddy paralyze or kill your target first, use your stealth to ambush and get your full attacks..