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So, I was looking over the Phantom Thief and thinking "this is new levels of awfully bad". But is it really? Let's do a comparison.

At level 1, the Phantom Thief has a few class skills the Investigator lacks - Handle Animal, Ride and Survival; +0 to one of them, because the half level bonus doesn't have the usual "minimum one" clause; 2 more skill points; and finesse training (because unchained rogue is the only rogue).

The Investigator, meanwhile, has good Will saves, Inspiration (including free inspiration on all knowledge checks), Trapfinding and Alchemy.

At level 1, the Investigator seems to be the better skill user. Both of them look like terrible fighters, but the Phantom Thief seems slightly better at making melee attacks for 1d6 damage with his d8 HD and light armor proficiency. Advantage: investigator.

At level 4, the P.T. has 8 extra skill points (48 vs. 40 assuming +4 per level), Evasion, Uncanny Dodge, dex-to-damage with a melee weapon of her choice, Social Sense +1, 2 rogue talents with expanded options, and 2 skills with a +2 bonus and the level 5 unlock. Those expanded talent options are mostly "combat feat or skill focus", though. He can take Vigilante social talents, except for the one social talent that isn't completely terrible.

The investigator has Poison Lore, Swift Alchemy, Posion Resistance, can make untrained knowledge checks and has Trap Sense +1, all of which are trash abilities that he should really trade out by archetype. He also has a talent, Studied Combat +2/+2, Studied Strike +1d6, and 2. level extracts.

At this point, the Investigator can be a competent combat character; the PT is a medium-BAB character with no accuracy or damage boosts. To be fair, if both characters spec skills-only, the PT will be less terrible than the investigator at combat.

If we're speccing for skills, the PT takes skill focus twice because his other skill-boosting options are terrible, and the investigator takes Expanded Inspiration or Underworld Inspiration. PT gains +5 to two skills (and teeny tiny circumstance bonuses from skill unlocks), Investigator gains +1d6 to a total of 7 skills plus all 10 knowledges, with the option to spend inspiration on any other skill. For any specific challenge, the Investigator can completely blow away the PT with extracts.

Normally I'd do level 6, but apparently level 7 is good for the PT.
At this point he has 98 skill points vs. 84 (assuming +6/level), his skill buffs are 4 skills at +3 with level 10 unlocks, he has 3 talents total, and Social Sense is at +2.

Notable skill unlocks: Stealth abilities he could have had as racial traits at level 1, Bluff: if your GM wants you to succeed you can keep rolling, Diplomacy you can change attitutes in 1 round except not in combat, Disable Device you can disarm that once-in-a-lifetime magical trap at -10, Disguise you're almost as good as a 1st level extract, Intimidate is actually useful if you focus on it, Perception: the distance modifier (which your GM is totally applying by-the-book all the time) is reduced to one-third, Sense Motive: you can duplicate a 2. level extract with about the same odds of succes (if you take Skill Focus), except only the social intel-gathering ability, not the awesome tactical recon ability.

The investigator has 3 talents as well, his combat buff is +2/+2/+2d6, and he has access to flight and other tricks that the PT just can't duplicate.

I guess the Phantom Thief is for those times when you've made an in-character decision to kinda suck and you want your stats to reflect that.


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Here is my first draft of a Bulette Style user.

Race: Dwarf (Relentless alternate trait)
Stats (20 point buy)
Str 19 (including +1 at level 4)
Dex 13
Con 16
Int 7
Wis 13
Cha 5

Levels:
Fighter (Foehammer) 4 (1, 2, 4)
Barbarian 2 (Scarred Rager or Drunken Brute)
Rage power: overbearing advance

Feats:
1: Power Attack
F1: Improved Overrun
3: Bulette Style
F2: Bulette Leap
5: Bulette Rampage
F4: Greater Overrun

Equipment of Note: +2 Str Belt, Gauntlets of the skilled maneuver, +1 Full plate armor, a hammer, some potions.

When raging, he overruns at +27 (+6 bab +7 str +2 racial +2 class ability +2 imp overrun +2 greater overrun +4 bulette charge style +2 gauntlets), doing 1d8+15 (from Bulette Rampage) +7 (from overbearing advance), with an AoO against anyone knocked over (by beating their CMD by 5+).


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So, I was in yet another thread about overruns, mounted charges, and the rest of that hot steaming mess the PDT refuses to address while they answer important questions like "does the Bard Loremaster ability actually do anything?".

Now, the issue was how "as part of a charge" works, with some people espousing the ...novel... idea that they get a free action overrun in addition to their charge attack. Seeing that it is a Core Rulebook issue, I decided to engage in a bit of rules archaeology. And I found out that the part about overruns as part of a charge was errataed out of the 3.5 PHB; Skip Williams mentions it here. Checking d20srd.org, it doesn't have the "during a charge" wording either.

I find it unlikely (to the point of "no reasonable doubt") that Paizo would deliberately re-introduce overrun-during-charge using the same confusing wording, when simple transcription error explains it much better.

TL;DR: "overrun during charge" is in the CRB because someone at Paizo was copying from the wrong document.