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Ok so I know that Slam Natural Attacks have always been a spot of confusion in DND because although most of the time they are used to represent things like punches from large fisted enemies and things like that, they arent always. So what I'm curious about is has that changed in PF? Have they finally said that slams can only be applied to limbs or are we still left to just choose one way or the other on our own?


Merciful [3PP]
Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.
You are bound to offer tender aid to those who are most wounded.

Effect
If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.

At 5th level, you gain a mercy, as the paladin ability.
At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.
At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.

So my question is this, if you were to reflavor this as an antipaladinesque dark version, how would you go about doing it? I mean some parts are obvious as the progression for Lay on Hands and Touch of Corruption are identical and the Mercies/Cruelties are interchangable, one inflicts, one cures. How though would you alter the fluff and initial requirements imposed on your actions that are mentioned in the first portion. I really like the flavor of this idea for one of my players but I just cant seem to come up with a good conversion.


Ok, so my other thread was locked because I did not actually post a question and posted an opinion instead to see if others felt as I did, so I will rephrase this with a question instead. So since Paizos FAQ last month did away with using SLAs as a prerequisite for feats and PRCs like Mystic Theurge, are there any other ways to get early entry into these kinds of classes or are we forced to do Cleric 3/Wiz 3 or Oracle 4/Sorc 4 in order to get in? I would really rather not have to house rule something to make these kinds of dual classes playable if there is another option other then the now banned SLAs. If there is I have never come across it, but it wouldn't be the first time I came across a set of options that I had never considered before. So are there any other ways or is there only just doing it the hard way? if there are legitimate options that fit into this new version of the rules I would love to hear them because I dont want to make my players sacrifice 6-8 levels just to get where they are going.


Okay so I can see that they have done an faq for this but I am still a little fuzzy on the details as I have never run an unarmed character before. Here is the faq.

Unarmed Strike: Can I use two-weapon fighting to make two unarmed strikes in one round?

Yes.
posted April 2013 | back to top
posted Mar 26, 2014 | back to top
posted Mar 26, 2014 | back to top

So that was as simple and unhelpful of an answer as they could possibly give and was apparently overwritten several times as well, so instead I have a question for clarification.

1) So if you are a Monk, regardless of whether or not you are using Flurry of Blows, you can make unarmed strikes with any part of your body. This essentially means that you entire body is treated as the Unarmed Weapon without having to use your hands. So since it requires no hands, and they say you can combine TWF and Unarmed Strikes, then you can TWF with no hands needed, just different parts of your body. Is this correct?

2) This one is a little less related but still a point of confusion for me. If your unarmed strike is your whole body, and your unarmed strike as a monk counts as both a manufactured weapon and a natural weapon, then does it count as one weapon for the purposes of abilities that increase the effectiveness of said weapon, even if you are TWFing?

3) This leads me into yet another question. If your unarmed strike counts as both a manufactured weapon and a natural weapon, could one use both of the spells Lead Blade and Strong Jaw to increase the effective size of your Unarmed Strike?


Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?
Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

Personally I think this is a HORRIBLE call on Paizos part and I will be ignoring it in my games. The only thing that using SLAs to fill prereqs helped with were classes that are already considered to be lower tier classes because of the necessary investment like Mystic Theurge and Cerebremancer. This is even more annoying considering that just a year and a half ago they clarified how to classify the type of magic an SLA is (arcane or divine) which was primarily useful for using them to meet prereqs, and now they do this. Yeah I am not using this rule, this was a bad call on their part. I know they dont like multiclassing but still. Not good


Ok so any of us who have read Mythic Adventures knows that there is a section for players to create their own artifacts by taking a series of three particular path abilities. Personally though, I was highly unimpressed with this section. It felt really under detailed to me, and for something that I was initially so excited about reading, it really fell flat. So Im wondering, how many of you think it would be broken to allow players who wish to utilize this ability, to instead create some of the premade artifacts from Mythic. Essentially break down the artifacts abilities into the 10 legendary abilities that are gained through the use of the path abilities, put them in order of power least to greatest, and go from there. I don't know if I am the only one who feels this way about this topic but I would be really interested to hear opinions.


So I have searched all over and I have yet to find any kind of a spell, or ability, or class or anything that makes a creature into a ghost. You would think that this would be included in Create Undead or Greater Create Undead but nope, nowhere. So does anybody know of any way to create a ghost in pathfinder?


Ok so I'm running a particularly high power campaign. Pathfinder, 3.5 upon approval, custom race building from advanced race guide, 30 racial points each, a free +2CR template each, Mythic Progression, and we are going to be playing levels 10-30. It is going to be a long term camapaign of truly epic proportions in the MTG universe of Ravnica.

Ok now on to the meat of the question, having set the bar for where our power level is at. One of the characters is an uber arcane/psionic enchanter/telepath/thrallherd etc, with Illithid blood in his parentage. However, fluff wise we like the idea of his feeding being more in vein with the vampire hybrids in Blade 2. Predator style face splitting and whatnot. I have been looking at the Illithid line of feats for awhile now and considering if we can work them in with him because Illithid Extraction feat is really in line with what we envision for him, however the tentacles really dont fit him at all and 7 feats just to get to extraction really is alot. So I am considering removing the Illithid Grapple x4 feat requirements from the line and just letting him take Illithid Heritage, Illithid Compulsion, and Illithid Extraction instead. Is three feats a fair price to be able to get 2d4 non stackable PP from draining people of their intelligence of is it too much? This is a very very high power campaign but I am still very much concerned with balance. So let me know what you all think.


Ok so here is the deal. I have searched all over for a comprehensive answer to this question and have not found any so far so im hoping that this post might get me some perspective. Please do not tell me "Talk to your DM", since although I am going to be playing in this campaign, I have been put in charge of character creation for the group and making sure that they are all balanced against eachother and rules legit. I know alot more about PF then our DM so he put this responsibility on me.

So the question is as follows. I have a mount who has gained the Pounce ability, which allows him to charge and still make full attacks. However, if the mount's rider ALSO has the ability to Pounce, would this allow him and the mount to both charge and make a full attack. I know that there is no cut and clear answer on this one but I need more opinions, especially if there is something rules wise that I have not come across. From the way I see it now, Pounce is not just an ability to make an extraordinarlity fast charge, it is also the speed of the creature itself in being able to make all those attacks in less time than it would normally take, due to the fact that even if the charge is indeed fast, they are still having to make their attacks even faster than a normal creature as well. So by that logic, even though the mounted character is not himself using his own speed to make the Pounce Charge, the fact that he does in fact himself have charge, should allow him to make his full attacks at the end of the charge.

Clearly there is no question that the Mount itself would charge and get it's full attacks, since it has Pounce. Also that if the character were not mounted and made the charge himself he would get his full attacks, since he has Pounce. However if the character is mounted, he is not taking into account his own accelerated charge speed as part of the charge. Instead he is relying upon the mounts accelerated charge speed. However, since they both have Pounce, and the Mounts Pounce gets it to the enemy with enough time to make all its full attacks, and the Rider is also able, through pounce, to make its full attacks in the same period of time, it seems to make sense to me that the mounts pounce would provide enough time for a Rider with Pounce to also make his full attacks.

Note, I am not about to allow some crazy cheese where he pounces with a Lance and manages to attack with the weapon, then pull it out, and stab again an amount of times equal to his iterative attacks. It MAY be RAW, but it is a stupid visual and makes no sense in a real life kind of way. So there are no concerns here.

What I need to know, is are there any rules in any of the books, that would directly oppose the viewpoint that if both the char and the mount have pounce, they both get to charge and make full attacks, or is it just as much of a grey area as my own research has lead me to believe. The mounted combat section of the book was no help as far as I could tell. Thank you in advance for any help.


I have wracked my brain on multiple occasions and cannot seem to make any interpretation I can come up with of this ability match the results given in the example.

Inspired Necromancy (Ex)

When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.

Ok, so a Cleric 7 has 7 caster levels. 2/3 of the Agent of the Grave levels progress his spellcasting and hence his CL, bringing him to a caster level of 9. Now from here is where this gets confusing, because Agent of the Grave doesn't progress a all 3 levels, so the interpretation that the ability is meant to say that you count the caster level increases being given by levels in Agent of the Grave, as being double that amount of CL increase, for the purposes of determining the amount of HD of undead controlled by Animate Dead, the numbers don't add up. That would only bring him up to a CL 11 equivalent which would be 44 HD of undead controlled. he's still 2 CL short. The only interpretation I can come up with where the numbers come out correctly, would involve not counting the CL increase for some insane reason and instead just getting 2xAgent of the Grave levels added to your CL for the casting.

This has plagued me for so long and I need an answer to this one. What am I not seeing here? I mean it can't just be a type or they would have errated it and it would be updated on d20pfsrd. Thanks in advance for any help your can lend.


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I have seen some other threads where this idea came up but I am curious as to what others think of this idea. Basically a feat, that raises your BAB, but never past your HD similar to Practiced Spellcaster from 3.5 or any of the other multiclass helper feats. I'm thinking +2 to your BAB, never past your HD though. This eliminates any potential for BAB higher than HD Uber Fighter nonsense but allows for a multiclasser to sacrifice some feat slots in order to take the BAB loss sting off a bit. I look forward to opinions.


Ok I realize that this is going to be full homebrew because as far as I know nothing like this has ever existed, but I have a player making a Mystic Theurge character who wants to continue to advance his channel energy ability progression, and I am thinking of brewing up a line of feats to accomplish this but I am really curious to see what the community would think of this. I know it will need to take more than one feat because I would like him to be able to get full or close to full progression but I am debating on the number of feats. Also if anyone knows of any way in the current rules sets or older editions that can continue the channel energy progression in multiclass characters that would be a great help.


Ok so I know that there is an official ruling somewhere that the alternate sorcerer bloodlines are actually an "Archetype" and therefore cannot be taken by the Eldritch Heritage line of feats. This is established although for the life of me I cannot find an FAQ for it to provide a link. Setting this aside as a given. I am curious to see peoples opinion on this topic.

Is it a balanced trade to pay 3 feats, (Skill Focus Knowledge Nature, Eldritch Heritage (Sylvan Fae), and Boon Companion) in order to obtain an Animal Companion, with a druid level equivalent to your character level -1?

This has come up with one of my players and I am leaning towards allowing it because he has a great idea. Animal Companions can be rather powerful additions to a character and I am back and forth as to whether or not I believe it to be a balanced trade, but on the flip side, 3 feats is a whole lot of feats. So what do you all think.

There are a few differnt third party feats that provide an animal companion, or additional animal companions if you already have one.
Signature mount.
Additional Animal Companion.
Extra Animal Companion.

and one 1st party feat with an extra feat req and a rather limited selection that is 1st party Animal Ally.

So with these factors in mind and all that you all already know about this topic, What do you all think?


So I have two questions here.

1) How many of you as GMs every allow the use of third party material hosted on D20PFSRD? Now I dont mean the pathfinder community, made by some bored dude in has basement in Iowa to make his build more powerful stuff, I mean the made by actual small publishers like Kobold Press etc material. Does anybody actually ever allow its use? Thoughts?

2) I do have on particular example that I am curious to have thoughts on its brokenness/non-brokenness, and that feat is called Martial Strike.

Having the damage progression of a Monk on your unarmed strikes without actually being a monk could be a very significant damage boost. However on the flip side, unarmed strikes arent exactly very good except under the best of circumstances and builds. Even just the limitations of the only way to get both unarmed damage and weapon enhancements being the insanely expensive Amulet of Mighty fists or the unimpressive Body Wrap of Mighty Strike aren't terribly inspiring power wise.

I am very very interested to hear opinions on both of these points so thank you in advance for any input.


Well I think the title says the most about what im looking for, different ways to inflict negative levels and ability drain. My friend is making a character that is most often an incorporeal vapor cloud that casts arcane spells and when it wishes to actually kill living creatures it does so by literally draining the life out of them. In this respect I have been looking at the Dread Specter Template being applied to something for his race/racial levels as that will allow him to inflict 2 negative levels with each hit of his incorporeal attacks.

So what im looking for now is more ways for him to be able to inflict negative levels and to be able to drain ability scores. I have not been able to find a write up or thread about it anywhere for Pathfinder so I'm hoping for some help on this one. This method of attack for him is essential to his character so I want to give him as many options as I can for being able to do these two things when he wishes. I am completely open to any ideas anyone has.

Thanks in advance guys n gals :)


Ok so what im trying to figure out is whether or not the Beast Shape III option that the Imp Companion gets at 4th level advancement allow him to take an alternate form outside of the normal one size category larger or smaller then its original form deal? I mean two of the Change Shape options that a normal imp has dont fit into the normal size restrictions, and the entry for Imp Companion doesnt even say Change Shape. It says Alternate Form. Specifically written as,

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will-- invisibility (self only), 1/day-- suggestion; spell-like ability (CL 12th), 1/week-- commune.

So what im wondering is if choosing the Beast Shape III option only allows him to become diminutive as a new option or if it allows him to also take an alternate form of a creature larger then Change Shape restrictions would normally allow, but a casting of the spell would, such as medium, large, and huge.


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My question is has there ever been an official ruling outside of Pathfinder Society concerning a character having multiple familiars or gaining the arcane bond ability from multiple sources?

There are multiple instances of this that I have seen discussed all over the place but have not found any kind of official ruling anywhere. Examples of differen't things that give familiars include:

Tatooed Sorcerer
Arcane Bloodline
Serpentine Bloodline
Eagle Domain
Souleater
Wizard
Witch
Eldritch Heritage (Any of the above bloodlines)
Magus Arcana (Familiar)

While some of these are pretty cut and clear like Eagle Domain, or Soul Eater, many of them are not, such as Tattooed Sorcerer with the Serpentine bloodline. There have primarily been four different arguments it would seem on this depending on what combination your looking at.

1) If you get a familiar from two different sources the levels stack, which poses the issue of how familiars progress past level 20 equivalent.

2) In some cases multiple familiars are allowed

3) You cannot ever have two abilities that provide a familiar

4) You can only have more then one ability that provides a familiar if they stack and if they do stack you cannot ever go past level 20 equivalent for familiar progression.

Anyways I know that in many threads this has been discussed to death in some rather overly heated debates already, so what I'm really curious about here is whether or not there has ever been any kind of an official ruling on this. If not maybe it would be possible to put together a completely comprehensive list of all the different ways that one can get a Familiar so that when they do FAQ we can get a comprehensive answer. Personally im interested because I'm making a character with a Trio of Imps that are important to his storyline (2 familiars and 1 diabolist imp companion) but if there is no current answer it would be good to have one.


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Ok so here is my issue. I'm helping my gf to make a draconic humanoid Antipaladin who focuses on sword and natural attacks. The one thing im struggling with is the Slapping Tail and Tripping Tails options from Advanced Race Guide since we are creating a custom race for her. I originally posted this in the Advice section but with where the conversation went I think it fits better here with the new conclusions. Still hoping to get it FAQd though as clarification is definitely needed.

Creating New Races

Slapping Tail (3 RP)
Prerequisites: None.
Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.

Some things are pretty clear but others are not
1) It seems fairly certain that Slapping Tail can only be used for AOOs because otherwise they would not have mentioned the AOO thing at all as ANY natural or manufactured weapons can make AOOs.

2) The reason that it costs three times what a normal natural weapon costs in racial point is primarily because of the higher damage and the higher str to damage modifier. But this doesn't necessarily seem like enough unless you take into account my third point.

3) That when a creature reaches Large Tall size, the tail actually becomes a reach weapon, similar to the Tentacles from Tentacle Cloak. If it were just that the range increased when you became large tall because your Natural Reach increases, there would yet again be no reason at all to even have this section in the text at all. It would be beyond overly redundant and you dont see any of the other natural weapon descriptions written with similar sections.

So my conclusion on this is that it is a higher then normal dmg natural attack, that can only be used for AOOs, and at large tall size becomes a reach weapon. Anybody have any other thoughts on this one?

As far as Tripping Tail goes it seem pretty powerful but then again 3rp is no small cost if your playing a standard range race.

Tripping Tail (3 RP)
Prerequisites: Slapping tail trait.
Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

This one seems much more straight forward but in case this does get FAQd and responded to I'd like to make sure I get clarification. My understanding is that this means if an enemy provokes an aoo from you, you make your attack with you tail, and if you hit, that you get a free Trip Attempt as a free action immediately following that does not provoke AOOs from threatening creatures. This seem correct?


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Ok so here is my issue. I'm helping my gf to make a draconic humanoid Antipallie who focuses on sword and natural attacks. The one thing im struggling with is the Slapping Tail option from Advanced Race Guide since we are creating a custom race for her.

Creating New Races

Slapping Tail (3 RP)

Prerequisites: None.
Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.

So from the description this sounds like a natural attack that can ONLY be used for AOOs and also only has the normal reach of 5ft like all weapons unless your size increases which increases your natural reach with ALL weapons.

I cannot figure out why this ability is written so strangely. Why even mention that it has a 5ft reach when ALL attacks have a 5ft reach unless you are larger then medium or using a reach weapon. Or is it that it becomes the equivalent of a reach weapon when you are Large.

Also why have a natural attack that can ONLY be used for AOOS that costs 3 rp when you can get other natural attacks for only 1? This makes no sense at all. It costs 3 times as much but can't make normal attacks, only AOOs?


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Ok so what I need to know is if there is any way to make it so that group of people will be treated as undead as far as how channeled energy effects them. I have an Anitpaladin in the group and two of the characters are already treated as undead and hence healed by negative energy but im wondering if there is a spell or something out there that can make it so everyone in the group is treated as undead or just flat out healed by negative energy for a period of time. Any ideas?


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Ok so here's the deal. I'm playing in a campaign where the setting is essentially one enormous virtually world wide city, and within this city the casting of enchantment spells or telepathy powers is completely illegal and hence, I have to do everything I can to prevent my casting from being known by either observers or my targets because my sorc/psion/cerebremenacer is allllll about Mind Alteration. Here is what I have so far.

1) Through the use of various different disguise related spells on magic items it will be nearly impossible to actually discover my characters real identity. Even his allies don't know what he really looks like or his real voice, let alone his name. So this will make it quite a bit easier if I have to escape from a hairy situation without being id-ed. Or at least if I do get noticed nobody will actually know who did it because the second I'm gone I change into someone else.

2) I'm taking one level in Oracle and taking the Deaf oracle curse which applies Silent Spell to all my spells cast in all classes for free which means no verbal components. Thankfully though by manifesting Sense link on my imp familiar I can use his sense of hearing to make up for the being deafened. I was thinking of creating a custom magic item via the magic item creation rules for this but im not sure about the concentration part of it. Need to talk with my GM.

3) Im going to create an item with permanent Illusion of Calm which not only prevents me from incurring AOOs for casting/manifesting but my GM also agrees would completely cover up my somatic components as onlookers would only see my illusion and dont even get a save for it unless they hit me. So no need to worry about somatic components.

4) Eschew Materials from my Sorcerer levels negates the need for basic material components. So no worry there

5) For manifesting my psion powers all I need to negate any Displays is a DC 15+spell level spellcraft check.

6) According to the rules for psychic powers "Failing a Saving Throw against Mind-Affecting Powers: If you fail your save, you are unaware that you have been affected by a power." I'm still looking to see if there is a rule like this for spellcasting or if it would just carry over via the psychic magic transparency rule.

7) Even if they do make their save it doesn't really give them any information. "Succeeding on a Saving Throw: A creature that successfully saves against a power that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted power you sense that the power has failed. You do not sense when creatures succeed on saves against effect and area powers."

So the way I see it is with all these factors combined the only way anybody could discover that I had even manifested a power or cast a spell would be if someone in the area was actively casting Detect Magic and even then that would just tell them (if I succeeded in casting on my target) that that particular person had an aura of enchantment on them. Not what spell it was, where it came from, or any other details about it.

So what I need to know is, can anybody come up with any ideas on how I could end up having my cover blown with this combination? Any spells or abilities that could be used against me to detect what im doing? Although this campaign isn't starting up for awhile I really really really need help with this so thank you in advance for any help anyone can give.


So I'm making a character who is a custom race, and who's levels are going to run something like Psion Telepath 3/Tatooed Sorcerer 3/ Diablist 1/ Loremaster 1/ Cerebremancer 2/ Thrallherd 1/ Body Snatcher 1/ Cerebremancer 3-10.

He is all about bending the minds of others to his will, illusions, misdirection, and most importantly, getting others to do his will when ever possible. The trick is that in this campaign world, mind influencing abilities such as enchantment magic are illegal, so I need to prevent people from being able to detect my casting/manifesting as much as possible but also my character will quite literally never be walking around as himself. He will always be in disguise because nobody outside of his familiar and animal companion have any clue who he really is. Also I wan't him to be as maximized as possible at disguising himself as other specific individuals as well so I dont have to use mind switch all the time. So I have been doing huge amounts of research on Disguise and maximizing it as much as possible. At this point however I am seeking out the knowledge and experience of all of you to try to see if I can put together a coherent plan.

Disguise Self
So obviously disguise self can create a disguise that is actually an illusion so whenever targets interact with it they get a save against it and in the meanwhile it provides a +10 unnamed bonus to disguise which it would seem polymorph spells do as well in their school description. The advantage to this is that this can change the appearance of your clothing and equipment as well. The only problem with disguise self is that obviously it doesn't actually physically change you, hence the save opportunity from physical interaction with the illusion, and you are limited on size change etc. This thought of course leads to

Alter Self

Alter self actually physically changes you into a being of the same type, possibly a different subtype, and gives you a very very small range of abilities. However this doesn't at all describe the extent of the change or how detailed it could be as far as using it to turn into a specific individual which I am curious about. Also since spells of the polymorph school give and unnamed +10 bonus to disguise, and disguise self does as well, one could hypothetically use alter self to change your physical body and then use disguise self to alter the appearance of your clothing and equipment etc and so the bonuses would stack. This however leaves out one final limiting factor as far as I can tell, beyond not having intimate details of the targets life which might be obtained through mind bending so to speak, and that is the voice. Which can be altered by...

Vocal Alteration
So with this spell I could change the sound of my voice to replicate the voice of my target and as far as npcs making a check against my disguise by hearing my voice I would have a +10 unnamed bonus but since it's purely auditory I don't believe it would stack with disguise self and alter self although I guess it would depend on how the GM wanted to play it. If an NPC was simply making one cohesive check then maybe all three would stack but if it was prompted purely by my voice then I think only this bonus would apply. Lastly as far as I can tell as a topper is

Cultural Adaptation
Cultural adaptation allows me to refine both my auditory communication and my body language to appear as a native of a certain culture and grants a +2 circumstance bonus to my disguise.

So with all these, I would still be limited in a few ways.
1) I can't imitate anything that's not medium of small, although the disguise skill description does mention disguising yourself as a smaller or large size by taking a penalty on your disguise. But either way, obviously I wouldn't be able to disguise myself as anything other then a humanoid of some kind within that size range.
2) If anyone interacted with my clothing or equipment, assuming it appeared drastically different then it actually is, they would prompt a save.

Anyways at this point what I'm looking for is any options that I have missed, prefereably low level as I am trying to have all my disguise options not take up my much needed spell slots but I am open if the options are solid enough. Also if there is anything that I seem to have wrong or have obviously missed out on in all this please let me know. I could use the help :)