Kobold Devilspeaker

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It's definitely the way I want to go with a character. But I see some serious problems in damage output (DR of 5 could stop most attacks). Any good ways to even this out?


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Bill Dunn wrote:

I like playing paladins and having them in the group when I GM. I think they're great fun to play. But some groups have problems with them that, as far as I'm concerned, boil down to problems less with the class and more with how people understand the paladin, his code, and good alignments in general.

Sometimes, a paladin is just a bad fit for a campaign. Skull and Shackles, where you're playing pirates, would be problematic for a paladin. Those situations are relatively easy to deal with and fairly obvious to the GM.

But the whole behavior code and requirement to be lawful good exposes a lot of player dysfunction - sometimes about alignment (alignment is not a straightjacket, good and lawful don't have to be perfect - a major pet peeve of mine), sometimes between players (getting all busybody with each other's business), and sometimes between GMs and players (creating catch 22 situations that screw the paladin). All of these are ultimately game dysfunctional behaviors and should be avoided except in limited circumstances as part of a good story (as opposed to a crappy story that dysfunctional games lead to).

Only ever ran into one Catch 22 situation with a Paladin. And it was clearly unintentional. The GM was having Drow raid a city above ground, and the party was to put an end to it, working alongside the Drow resistance which hated their current government, and wanted to end the surface raids. Thing is, they were still evil. They'd still be doing all the horrible things drow do, they just didn't care for the surface. My paladin couldn't justify overthrowing one government for another just as bad, but she also couldn't ignore the surface raids any longer.

Eventually, we got higher calling'd while the whole thing sorted itself out. I wasn't the only player playing a character who was unable to work with this revolution.

My Paladins tend to be less "GOOD FOR THE GOOD GOD!" and more good people whose powers come from the fact that they're good people.

A lot of GMs also misunderstand "Lawful".

"Paladins can't focus on archery. It's unfair to fight enemies from a distance."

Archery is totally fair game, and waaaay better for a defender of the people. Say an Orc raider wants to kill little Timmy. An armored, sword-wielding paladin can leap between them, sure. But then the Orc raider goes around Mr. Shiny and axes little Timmy. I can kill orc raider with arrows before he gets close. Also, hard to chase down evil if evil has more than a 25-foot movement speed.

"Paladins can't use disable device, lockpicking is inherently chaotic."

Paladins can totally use it. Disabling traps, opening dungeon doors, You do know having the key doesn't make forced entry into the next floor inherently more or less lawful, right?

"Paladins can't lie."

Yeah, this one's actually in the paladin's code, but I'd argue that in situations where information can be dangerous, Paladins have a right, a duty in fact, to at least not tell the whole truth. Going back to my previous story about the rebellion. Our higher calling got us sent back in time to keep the right people surviving a horrific tragedy that happened in the past. The paladin couldn't exactly tell people that she was a time traveler from the future, they'd have thought she was crazy, and that would've made helping more difficult. Instead, being a Kitsune, a race no one in the city had even heard of, she claimed that a similar calamity had been recorded in her people's history. This actually gave her credibility and authority on the matter.

"Paladins can't overlook crimes."

They totally can, depending on the crime, level of remorse, and how high the stakes are. Is the paladin really going to turn the rogue in for shoplifting when he may be able to help stop a warlock from taking over the world? Besides, maybe the Paladin things the rogue can change. He may have been a thief and a beggar himself before he was taken in by the church and saw the light. Perhaps saving this scoundrel's soul is his test.

The Paladin code is actually pretty sparse, and doesn't require you to screw over chaotic party mates. Evil party mates are another matter, but again, maybe your Paladin thinks that they can be redeemed.


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Athaleon wrote:

Party: "We have no obligation to help these people."

Paladin: "That's where you're wrong, kiddo."

I mean, sure. But you'd get the same argument from a Good-Aligned Wizard or Ranger. Or at least you should.


Tarik Blackhands wrote:

There's also the flipside to the LG adamantine stick up the rear paladin:

There's plenty of GMs who take one look at the fall conditions and take it as their prerogative to engineer falls whether by springing it on their players ("Ambushes are dishonorable, FALL!") or catch 22s ("Killing goblin babies is evil, but letting evil survive is evil. WHAT A DILEMMA MR PALADIN")

That doesn't help the class's overall rep much either.

I was in a game like that once. The other players got irritated that the story seemed to be ignoring their characters.

Seems like some of the hate is coming from Paladins being seen as "Perfect Lawful Good". I tend to play paladins who are just as flawed as a rogue or a bard, just in different ways.


As in the title. Often when I bring a paladin to a gaming table, there's an audible groan. The Barbarian sighs, and the Rogue starts looking nervous. Despite the fact that the Paladin is arguably one of the best classes in the game, with great immunities, Full BAB, the ability to heal, and effectively the only viable tank with its aggression drawing spells, it seems no one wants one on their side due to some belief that their lawful good nature will drive a campaign to a halt. Only once have I played a paladin when this was actually an issue. The rest? Zero issues. Makes me wonder why there is such a bias against them.


It's also usually less of an epic death when you fail a will save.

Adric the Paladin unfortunately succumbs to the poison of the Drow's knife.

Adric the Paladin is slowly consumed by dragon fire in his proud, final stand.

Adric the Paladin is stabbed multiple times by the mad cultist because he was compelled to sit still and babble incoherently like a moron.


Failing saves is something we all do at some point in Pathfinder. It sucks, generally.

But one question got me thinking. Knowing nothing about the effect that just hit you, your GM asks you to roll a ______ Saving Throw. You roll a 1. Which type of save do you want to have failed the least?

For me, at least, it has to be will. Effects that require will saves tend to be the "You're not playing the rest of this encounter" effects, and those by far frustrate me the most. But most of them also won't lead to dead characters like Fortitude and Reflex saves often do.

Just sort of curious how people feel in regards to this. Might be an interesting topic of conversation.


Has anyone tried this combination before? Eldritch Archer's abilities don't exclude firearms, so I think there's some synergy here. Not sure how to spread out the levels (I don't need more than 5 levels of gunslinger, because no one does. It's entirely possible that one level might be enough.)


Melkiador wrote:
Not PFS legal, but what about the eldritch archer magus?

I've played one once, briefly. Truly a terror on the battlefield.


So, Doing Eldritch Archer Research got me curious on the best class option for an Archer. Only restriction is this: You need to focus on firing arrows (Or crossbow bolts, I'll count crossbows for this). You can have other abilities but they should improve your ability to shoot arrows.

I just want to see what the consensus is on the best builds for archery. Martial, magical, and even psionic. All archers welcome.


Unfortunately, this isn't a campaign where I'll have the downtime to retrain all of my class levels, so I'm stuck with 5 levels of Wizard. I highly considered Ranger, but I need the bonus feat from fighter for Precise Shot (A necessity for any ranged character)


So, I have a plan to make my 5th level Wizard into an Arcane Archer. Just got to 6th Level, so I plan to take a level of Fighter, 2 levels of Eldritch Knight, and be an Arcane Archer by 9th level. Not sure if better options are out there though.

Reasonably, I want to take as few hits to spellcasting levels as possible, but don't want to be waiting until 12th level to have the BAB I need.

The GM has house ruled that I'll still be getting Wizard spells with Prestige classes, so that's not a worry.


If you do plan on multiclassing, solid choices I've tried are Paladin, Ranger, and Fighter. Adding bardic buffs to a martial class can be useful.

Though, typically full Bard serves best.


Just a fair warning: If you Choose Wizard, make sure your GM allows easy access to new spells, because levels in a Prestige class won't add to your spellbook. If that's a problem...Probably go sorcerer. Though my preferred choice is Skald for an Eldritch Knight.


So, I'm currently playing a Wizard in a campaign, and I've come to find that blasting spells from horseback really is fun. On top of that, I've gained an interest in the "Arcane Archer" Prestige class, and I feel like taking a few levels of Cavalier might help me get to that goal. But I'm not entirely sure if better options exist.


Matthew Downie wrote:

It sounds like the PCs are bad caravan guards who aren't capable of doing their job - which is reasonable if they're level 1. But that also suggests they're too weak to get much done in this world. Are they really going to break into a castle, or defeat a vampire, or get their gold back from the same bandits that beat them before?

One option is to go directly into a sub-plot; the party are in hostile territory, fleeing the bandit army, and they wind up in a village that is, say, under siege by skeletons and zombies.

They spend some time dealing with issues that are somewhat related to the main plot, and they level up while doing so.

This also gives you a chance to find out what their current goal is (steal the gold? rescue the prince after joining the tyrant's palace guard?), and you'll have time to come up with new material to prepare.

Well, I was planning for the campaign to start at 3rd Level. The "Bandits" Are actually a group of highly skilled mercenaries, so it makes sense for them to fall back. (Probably not going to even run that combat, Might get complicated if they think they can win)

I kind of already had the village thing in mind, actually, though the details were a bit different. (Warrior society that lives underground in ruins)


Matthew Downie wrote:

Plot complication ideas:

The prince was betrayed by his younger brother (or sister?). The 'bandits' were also working for this sibling, who now stands to inherit the throne. The bandits were supposed to bring back the money, but have decided to keep it for themselves.

The tyrant is trying to extort money from the kingdom because he's planning to invade it; he wants to drain their treasury so they can't hire mercenaries.

I love the first idea. It also means there is still potential story in the "Screw It" route, (That I very much realize some players might do) of joining the enemy.

My plot complication on the "Save the Prince" route would be that the Tyrant is secretly a Vampire, and had already turned his hostage.


thelivingmonkey wrote:

Sounds pretty cool, but I'm unsure what you are asking for? Just general advice?

I'd say make sure you have some stuff prepared for the campaign. But don't be settled to one idea because the PCs might do something else. That's kinda just general GM stuff but I don't know what you need help with

General advice, maybe more plot ideas (I'd like a good reason for the mad tryant to be evil more than "Greedy Prick")


So, I've got an idea for a campaign I want to run, but I've never actually GMed Pathfinder before (Only GMing experience was with Cubicle7's Doctor Who Tabletop).

Premise of the campaign is this: A tyrant king is holding the neighboring kingdom's prince hostage, and demands a ransom in gold. The party was with the Caravan as guards when it gets attacked by "Bandits". They are forced to flee and leave the gold behind. Now they are deep inside of enemy territory, and have to somehow either get back home, or possibly rescue the prince themselves.


There are loads of ways to have a low charisma. Attractiveness has nothing to do with it. The character can be super shy, rude, or just have a bad reputation that follows him.


Isabelle Lee wrote:
It might not be quite up your character's alley... but if you like fire and have a decent Fortitude (and/or easy fatigue healing, and/or don't use it every time), you might like Flumefire Rage from the Elemental Master's Handbook.

Honestly, not really a fan of fire damage. I rely on it because it's 60% of all blasting spells, but I'll take any other element any day.


Soooo...I kind of want to have a Halfling Titan Mauler as my official backup character for my current campaign. (Seems like a fun character idea. The hit to STR might suck, but it's more for a fun concept, really)

I don't want to play a Bloodrager. I know they're better than barbarians in every way possible, I just don't care.

Rolled for stats:
Str: 17 (18+1-2)
Dex: 16 (14+2)
Con: 16
Int: 15
Wis: 13
Cha: 13 (11+2)

Honestly, besides Race, backstory and class, I've got very few ideas for the guy, especially for any future builds.


Dastis wrote:
I would call both dodge and eschew materials bad choices. Eschew materials does nothing if you have a spell component pouch and a few spares. Wizards generally have poor AC and a +1 from dodge makes little difference. Typically arcane casters will use miss chance from spells like obscuring mist, invisibility, and mirror image in place of boosting ac very high

True, but I have illusion as an opposed school, so AC's all I've got. And right now, thanks to a really high dex, it's not bad.


Louise Bishop wrote:

What do your feats look like?

If you are Evocation I recommend Spell Pen as your 9th level feat as that is usually when you start seeing it show up and the amounts of SR really start to scale up.

You can look into Spell Specialization and intensify to reach 12th CL for your blasts. We can look into Spell tattoo to increase another +1 CL. So you can drop 13d6 Fireballs by 10th level with just intensify.

Or you can look into dipping 1 level of Sorcerer Crossblooded at level 6 and get +2 damage per dice rolled which adds damage on the back end of your blasts. You can also take Bloodline Mutation and give up that 1st level power for Havoc which adds:

Havoc wrote:
Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
So your fireballs can do +3 damage per dice rolled. If you do not like cross-blooded you can go Orc with Havoc and still get +2 on Evocations.

I really don't want to multiclass, especially not into other spellcasters.

As for Feats, looking for a 5th-level one. Right now I've got Spell Focus Evocation, Dodge and Eschew Materials.


Skyler Malik wrote:

Intrigue does seem like a good fit. You could also consider Wind and Shadow mysteries, as both lend themselves to stealthy, rogue-like characters.

Makes sense, but I don't want this character to be the sneaky, in the shadows type. I want them to be the Charismatic Manipulator type.


Tough part will be deciding on an Oracle Curse. Sanguine or Frenetic maybe?


ekibus wrote:
What are you trying to do when you say rogue? There is a seeker for trapfinding

I mean more of the sneaky scoudrel character who's a master of socializing, gathering information and thieving.


I've heard many times that oracles can do just about anything. And the concept of a Rogue-Ish divine caster has always interested me. So when I discovered the Intrigue Oracle Mystery, I had to check it out.

Now I definitely want to play one at some point, any idea for a build? Feats, Traits, Curse (or Curses) Archetypes? Because I really want this character to be viable. Right now, I see it functioning as a "Save or Suck" Enchanter, but are any other ideas viable?


Mondragon wrote:
I like your traits! ^^

Thanks, the character is sort of a rural farmboy turned Wizard. He was investigating poor crop yields before being roped into the adventure.


Already playing a Wizard, so yes, I am kind of set on it at this point. This is entirely build advice for down the line. GM predicts we'll be going to 10th level or so.

Sort of got Traits already, based on backstory. Rancher, Transmuter, Clever Wordplay, and Naive.

Kind of have a secondary focus on transmutation.


That's right, I was just looking for general advice on making the blastiest caster. Feats, spells and items.

For basic info

Race: Human
Current Level: 5th
Arcane Bond: Weasel Familiar
Opposed Schools: Illusion and Necromancy


As the title says, I'm genuinely curious what people do with gunslinger characters after 5th level, when pretty much everyone and their grandmother says to dump the class.

Putting this in advice because I would genuinely like to try a gunslinger at some point, just not sure what multiclass options work.


A Druid/Monk with the ability to manifest natural attacks and to make a Flurry of blows with those attacks.


Melkiador wrote:

Sounds like you are wanting a wizard, so maybe we could focus more on suggestions for that. It's not like wizard isn't a super powerful class that has a ton to offer.

My personal favorite is a summoning focused conjuration wizard. But conjuration, in general, is a very versatile and powerful school. It has a lot of control spells and also damage spells that target a variety of saving throws.

Not big on summoning or necromancy. Having extra units controlled by me makes me feel like my turn is taking far longer than the turns of other players.

Majority of enemies are likely to be Plants, animals or fey.


UnArcaneElection wrote:

^Even if you weren't grossed out by the thought of being a Bloatmage, this prestige class sounds highly dangerous to the user (even more than Master Chymist). The picture definitely looks like a warning label, too.

* * * * * * * *

So, to sum up your party composition but with a bit more detail (do I have this right?):

Alchemist (Chirurgeon)
Bard (no archetype?, but took some healing and maybe bad condition removal spells? -- unknown other build choices)
Ranger (Two Weapon Style, but Strength-based -- unknown choice of Hunter's Bond)
Swashbuckler (no archetype?, but build adjusted to make the best or at least most frequent use of Opportune Parry and Riposte?)

Actually, depending upon choices of Bard spells known, you're fairly well covered for bad status removal spells (just not all on the same character) and hit point healing (Chirurgeon Alchemist even gets Breath of Life eventually), except for getting some of the spells a few levels late (so stock up on Scrolls to cover emergencies). So unless you are up against a load of Undead or other things that specialize in inflicting bad status, feel free to go full arcane caster, and don't feel you have to be a Witch or a Spell Sage Wizard (although these still aren't bad choices). Depending upon more details of the Alchemist's build, you might even be somewhat set up for battlefield control and debuffing (depends upon how what Bomb discoveries they have, although at 4th level they won't have very many, so this is more of a future thing). If the Ranger gets a Strength-based Animal Companion and then Boon Companion shortly thereafter, the party will even be okay in Strength-based frontliners for the Bard to buff, and it gets better if you summon things that can also benefit from this (most of the available choices can).

Full support bard. Buffs and healing. Ranger has an animal companion bond with a Hawk. From what I can tell, only the Alchemist has an archetype.


Perfect Tommy wrote:

Bloat mage. Especially since you're starting at 4.

God control wizard. Especially if you have the personality for it. You have a lot of poor synergies in that group, so you need to up the power level.

Bard benefits str attackers. You have none.

No diversity, outside ranger for nature. No specialized healer, way to deal with undead.

Diviner, for the init bonus. Magical lineage, Wayan spell hunter, dazing magic missile.

Make sure your spell selection handles the gaps, and don't blow your spell wad.

Unfortunately, Bloat Mage's flavor text sounds absolutely disgusting to me, and I can't justify any sentient non-evil creature doing that to SOMEONE ELSE let alone THEMSELVES.

Ranger is using a Strength build.

As for no specialized healer, we have a Chirurgeon, and a Bard who can heal as backup.


I think Wizard appeals more to me. What school should I pick? And potential opposed schools?


Think I've settled on an Arcanist, Sorcerer or Wizard. Just need to decide which of the three.

Got a character concept too. The party's currently in a small village where the crops are failing, and he's a former farmboy returning to his hometown to investigate the cause.

All things considered, probably an Arcanist or Wizard.

@Above: Considered rogue, but the alchemist can do lots of the same things.

The swashbuckler's a Parry/Riposte kind of guy, so he's tough to hit.


Chromantic Durgon <3 wrote:

Shame about the occult classes.

Looks like you could use someone ranged or a controller.

For the former I recommend a Arsenal Chaplain war priest or an Inquisitor.

For the latter a wizard, witch or sorc.

GM has no real knowledge of the Occult Classes. He IS allowing Psionics Unleashed though.

Never tried an Inquisitor. Playing in a custom world, so the gods are very different. And some just don't have inquisitors.

As for the warpriest, we kind of just had a previous character die who was an Oracle of battle. Seems a bit too similar in concept.

I do love playing a witch, but I tend to play them too often. If Shaman can do the same, that class interests me.

Wizard and Sorc are definitely options though.


So, I'm in a campaign where I need to build a 4th-level character.
The party consists of an Alchemist Healer, a Bard, A two-weapon fighting Ranger, and a Swashbuckler.

Now, I need to introduce a character to the group, and I'm having a hard time thinking of classes that would fit. Alignments are Lawful Neutral to Chaotic Good, so nothing evil. Anything else is fair game.

Occult Classes are not allowed, and Druid is off the table considering the nature of the enemy in this campaign. Anything else is fair game.


Vidmaster7 wrote:
98% sure it adds

I thought so too, but the wording has me confused.


"Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power."

Does this 1d6 replace the normal damage of a monk's fist? Or does it add to it?


Amora Game wrote:

Ki master.

Link fixed. Watching this.

Thanks. I've also got plans to work on an Alternate Racial Trait for Saiyans who have their tails removed.

As a Note, it was The Loading Crew who designed that class, and a Rough Saiyan Race. I'm working to refine the race.


Bohdan Maksymenko wrote:

Easy, have other party members examine you to pull you out in time.

In combat - attack a fly that bit you, paralize it, stand in campfire.

No GM in their right mind would allow that to be considered combat.


Bohdan Maksymenko wrote:

Yea, zenkai boost will be super-overused by clerics.

1. Stand in campfire.
2. Get boost.
3. Heal to 1 hp.
4. Repeat.

Granted, they have to manage to remain conscious, since they have to go into the negative.

Might add the requirement that the damage has to happen during combat.


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Soo....I'm incorporating a lot of different Homebrews to create a perfect Saiyan Race. I'd love some feedback. Note, this is just the Saiyans as a race. For the ki blasting, flying and all that, I'm using the Ki Master class linked here: https://drive.google.com/open?id=1x1RJt1gXph5bNV0z4FkM_2WtfIM6Rd7qpKP5OcLEx 6A (For some reason, posting it here breaks up the link)

Saiyan
___________
Type: Humanoid (Saiyan) 0 RP
Size: Medium 0 RP
Ability Score Modifiers: (Specialized) +2 Str, +2 Con, –2 Int 1 RP
Languages: Standard 0 RP
Base Speed: Fast (40 ft.) 1 RP
Defense: Natural Armor +1 2 RP
Feats: Extra Ki (+2 ki points) or Wild Talent (+2 power points) 2 RP
Feats:Toughness 2 RP
Skill Bonus: Intimidate +2 bonus 2 RP
Skill Training: Acrobatics and Fly are always class skills 1 RP

Misc: Alternate Form (Oozaru) acts as extended beast shape III (huge ape form only [keeps tail]; triggers upon seeing full moon or spells that mimic moonlight) 3 RP
Weakness: In Oozaru Form she is considered to be in a frenzied state, unable to recognize friend from foe.
Weakness: A saiyan will revert back to base form if she is reduced to 0 HP or below, are knocked unconscious somehow, or has her tail destroyed. A saiyan's tail is 1/10 of her max HP. A saiyan cannot transform into Oozaru form if her tail is already destroyed.

Zenkai Boost: Whenever a Saiyan recovers from having a number of negative hit points equal half her constitution score or her character level, whichever is higher, she gains a permanent +1 enhancement bonus to a single physical ability score, to a maximum of +6 to each physical ability score. 2 RP

Misc: Prehensile Tail 1 RP
Weakness: Sensitive Tail (stunned if grabbed [Fort DC 20 negates]) -2 RP
Weakness: Saiyans eat 3 times the daily rations of a normal human. -1 RP

Mostly looking or feedback on a few things
1. How much should the drawbacks decrease the RP cost? Especially the Oozaru ones.
2. Zenkai boost seems...too good still. Not sure why it was listed as a 2 RP cost. Players can easily abuse it. Luckily, I plan for the Saiyan to be a GM PC.
3. Anything else that should be added, within reason.


Louise Bishop wrote:
Sarvis the Buck wrote:
Tarik Blackhands wrote:

Just remember with elemental spell that due to the way the thing is written, turning a lightning bolt to fire won't net you the arcana damage if you're a red dragon sorc (the meta magic doesn't change the spell descriptor and the arcana keys off that). Conversely, turning a fireball into an acid ball WOULD keep the bonus damage for the same reason.

It's pretty obtuse and I'd recommend discussing that particular interaction with your GM if you plan on using it.

Definitely plan to. That's actually way more useful.
Yeah just be fire and focus on fireball and change the element as appropriate. Easy enough.

Probably going to need more than just fireball. The party is full of a Battle Oracle, A two-weapon fighting Ranger, and a Swashbuckler. All of which like to get close, and preferably not take AOE damage.

Any decent spells for precision damage to look into that won't require me getting close? Still a squishy Kobold.


Tarik Blackhands wrote:

Just remember with elemental spell that due to the way the thing is written, turning a lightning bolt to fire won't net you the arcana damage if you're a red dragon sorc (the meta magic doesn't change the spell descriptor and the arcana keys off that). Conversely, turning a fireball into an acid ball WOULD keep the bonus damage for the same reason.

It's pretty obtuse and I'd recommend discussing that particular interaction with your GM if you plan on using it.

Definitely plan to. That's actually way more useful.


So...what element should I pick for my Kobold Sorcerer Blaster?

I have the Draconic bloodline, so picking one to focus is kind of important.

Also, ruling out Ice right out of the gate. The Campaign takes place in an icy north. EVERYTHING will resist frost.

So yeah, the choice is between Fire, Acid and Electricity.


blashimov wrote:
Sarvis the Buck wrote:
blashimov wrote:

Alchemists have the same BAB as rogue. Mutagens, especially with infusions, are so good I wouldn't bother taking rogue levels at all. If you're set on them, definitely not more after 3rd level.

Feats for this character: extra discovery/ extra talent.

Extracts: shield, vanish, cure light wounds

future things: alchemical allocation, barkskin, wings, tumor familiar, feral mutagen, bleeding attack,

To clarify, I'm not talking about any mere mortal rogue. I'm talking about the mighty Unchained Rogue. Dex to damage+Mutagen boosting Dex+Sneak attack from flanking=Massive Damage. But yeah, once I get Dex to damage at 3rd level, really no point in going further.

I understand that Tumor Familiar is a fantastic discovery, but no. Just no. NEVER EVER. I don't think I can take any discovery that makes me slightly nauseous to read the description of. (Flesh Kitten is horrifying, by the way)

Also, vanish is not on the alchemist extract list.

You have a mutagen! Just get SWOLE (also bulls strength if you want).

I know from playing my vivisectionist, I would be SO SAD if I had 3 rogue levels. Dex to damage is only one weapon, but with str, you can switch out as you need! Plus, works at level 1 :)

Fair, but Strength doesn't go to your AC.

Besides, I'm not the primary buffer. I'm a secondary buffer, with a melee combat focus. We've got an oracle for most buffs, so being behind on extracts won't be terrible.

I plan on finishing my Unchained Rogue levels at 3, and taking Vivisectionist then on out. I can trade a feat for a rogue talent if I need more.