Leaf Leshy

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Pretty much the topic. :P


The character will be a magus this will be in melee quite often and I don't want the familiar getting hit a bunch from provoking.

I mean the easiest answer would be don't use it in combat but I was curious if there was a way to not have that happen.


Topic. But as an example let's say First level I go fighter, then i take two rogue levels. I'd be level three with 1 sneak attack die but I take accomplished sneak attacker s I have two which would be the limit. Next level I progress in rogue and now I've hit 3 sneak attack die at level four which now puts me over the sneak attack die limit as it hasn't raised yet. So what happens here? Does the feat simply have no effect?


Is there any other ways o get dex to attack with a long sword? I've been fiddling with trying to Make a character who uses a long sword with elven battle style. It frankly getting int to damage while stil using strength to hit just feels dumb to do. If nothing else I can use a rapier but I hate rapiers for whatever reason and two handing the long sword would be ideal. I really wanted to go for a sort of "weapon monk" idea, or an unarmored swordsman.
THIS IS FOR PFS as an FYI. ;)

So far the build is as follows.

Race: kitsune with the "keen kitsune" and "skilled" racial options (as a dedicated rogue i'm hoping all this will help my skill ranks withdrawal XD )
Stats:
STR: 8 (10-2)
DEX: 16(14+2)
CON: 12 8th and 12th level points here
INT: 17 (15+2) 4th level point goes here
WIS: 16
Cha: 7

1st level- Courser: d10 hit die is good for first level, weapon finesse with some wiggle room if I need it is good. Dodge as a bonus feat is good. Lastly gaining 5 feet of extra movement speed for simply not using my one point of panache is good cuz gotta go fast.

2nd and 3rd level- master of many styles monk/monk of the sacred mountain: good saves, two style feats that I don't need to meet the prerequisites for to get elven battle focus, toughness helps with being less squishy and natural armor is always nice particularly with this.

Now from here on is where I'm unsure on class progression. Going to fourth level in monk is the ideal here because that'll net me fun monk stuff like the much needed +1 ac bonus cuz I'm gonna need all I can get, another prerequisites free style feat which could be super helpful even if I don't know what else to take, and not being able to tripped or moved if I stay in the same square also sounds great. However I don't want to go farther yet because I'd like to not lose anymore bab just yet as to not delay getting into duelist anymore than I had to. Also I'll be taking four levels of duelist then returning to monk progression.

So after these levels I've mentioned I'd need to take a two level dip into another martial class, I could continue in swashbuckler but I wouldn't get much out of it due to having 7 charisma. Charmed life would be literally pointless as would be more deeds. Nimble would be good but I think it's not worth it. So there were a few options I thought could be good.

2 levels of ilsurian archer- since I'd also get int to damage with bows snagging bullseye shot and precise shot could make me decent switch hitter should the need for a ranged fighter show itself. No one ever seems to have those where I play as well.

2 levels of slayer/ranger other than ilsurian archer- all the other stuff is nice and could use the ranger combat style to grab power attack.

2 levels of fighter- can't really go wrong there

1 level of snake bite brawler/1 fighter level: most of my saves would be stupid beyond belief with all the multiclassing, an extra feat and a sneak attack die cuz it couldn't hurt.

As far as feats from level progression I have no real idea of what to get, I'm not super up to snuff onnfeats but I'd have to grab mobility to get into duelist and that's all I've really got other than just grabbing simple stuff like weapon focus.


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Having grown up on playing very lethal campaigns, I've always felt an odd disconnect with most players as they don't seem to take character death very well, that or they're surprised when I'm not only not disappointed when my pc dies but rather I'm relishing an awesome last stand. I remember an awesome encounter at a PFS table where we were struggling to take down some river drakes I believe while on a boat. We were down to the last one but we were all nearly down and out. The last drake came back into the boat but got a little too close to me while getting on the boat and got hit with a stunning fist for its carelessness and it actually failed the save likely saving one of us an attack we weren't in any shape to handle. Luckily I was up next and tripped him, I then died from the acid that was spat on me the earlier. However the drake was on the laying on the ground and everyone pounced on it and it was hard fought win. However the dm realized he had ran the encounter for a higher tier than we were playing and decided to not count my death. Needless to say I got some odd looks when I contested him on this. I finished the session but didn't play the character again cuz frankly I was quite content with that being his end.

Not every death is a good one though, sometimes your final stand is more like having your underwear pulled over your eyes and being pushed off something very tall and are good for a laugh.

There was another PFS scenario I played where you basically had to play tower defense for a meeting happening at some old lighthouse and I was playing a switch hitting half elf slayer. We decided to split the party, cuz we're smart, and have me at the top of the lighthouse keeping watch where I could safely fire arrows while the others were downstairs to take the brunt of the assault as I was under leveled for the tier we were in. Sounded good on paper right? Well none of us expected two unarmed fighters with potions of fly to storm the lighthouse from the top. I was promptly punched, pinned and hogtied while the rest of the party braced themselves for the forces storming the first floor. They fought for a while and i had partially excused myself so they could do their thing but I wasn't dead but had no chance of breaking my bonds. A soldier checked the top of the lighthouse but I managed to feign being dead and he left me be. It looked as if so lon as the rest of the party survived I'd be good too. Except they started shooting flaming arrows at the place and I reminded the dm of the barrel of whale oil next to me we explicitly brought up there for me to dump on people should the opportunity have shown itself. The party heard an explosion soon after. X(

This was really fun session, made mainly memorable by my rediculous death and I thought it'd be fun to hear similar experiences. :D


The restriction is stated as I can't take social talents that would require me to be a "craftsman or professional" as well as social grace being unavailable. Now most of the talents explicitly mention that the talent involves you being the aforementioned things, for example the talent double time starts off by saying your social identity is that of a skilled craftsman. However the talent Entrepreneur makes no such statement but it could be implied by the name of the talent that you are a professional of some fashion so I have no idea if I could take this or not.


Can you ride a pony that was summoned with summon monster 1?


So I've been playing around with the idea of a rogue who would have ludicrous umd, which is obviously not hard for a rogue obviously, and with that use summoning scrolls in the more "up scale" fights in scenarios. I should've thought of this earlier as a super easy way for the rogue to make up for the one time everyone hates to have a rogue around which is higher level combat.

While I'm really digging trying this I've never really used summoning spells and beyond simply having your summons abilities on hand I don't know how to handle them in a way that wouldn't detract from the other player's fun as I know a few people in my usual Pathfinder circles who have given summoning like magics a pretty bad reputation of being very effective but not fun to play with, so this is more of a question of how not to be a jerk rather than how to be effective.


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I haven't managed to find a god of cooking yet and considering all the deities that focus on very specific or all around not terribly important things, like a major deity that basically only cares about how pretty something is, it's odd that there isn't even a minor deity whose focus, or at the very least has it listed as an area of concern, is cooking. Did I miss a deity somewhere? Because frankly looking at all the deitites and how truly mundane some of their focuses are I kind of want to call it an oversight at this point.


So I've been playing around with this character idea for a while now, however the concept itself is fulfilled with just two feats and simply progressing through paladin levels with the iroran paladin archetype and the warrior of the holy light archetype. I know the last one isn't typically seen favorably but hear me out. So the build starts off like this:

Race: human with the Heart of the wilderness racial trait.
Stats: Str: 14 Con: 14 dex: 14 Int: 10 wis: 8 Cha: 17 (15+2)

Now the only feats I have planned are toughness and diehard, which could be gotten at first level if I want but I'm more than ok with waiting to grab those at 3rd and 5th level. The whole idea is simply to never go down, or at least be the last one too lol, with decent hit die, toughness, decent con, and heart of the wild giving me half of my level to the total of negative hit points I can drop to before I die, diehard, and lay on hands coupled with a solid charisma score and warrior of the holy light giving me even more lay on hands I should be pretty hard to take down. On top of this I'll do the usual good diplomacy score will be my only real out of combat utility. The question is though is how should I fight? I won't have a lot of feats to mess with and two of them are going to toughness and diehard. I thought archery might be a good way to go since I could snag precise shot at first level, and archery is pretty good even without many feats, not to mention I could punch people who get to close or as a last resort if I get pinned in somewhere. But that wouldn't really capitalize on the whole "I never die" thing. Now you may be wondering, "Where does iroran paladin fit into all this? Why take it?" The answer to that is simply that I like the archetype, and the flavor added by the whole idea of striving to perfect yourself to better serve others is an appealing one.


Now to my understanding, if you deviate from a lawful alignment you still can use your monk abilities but can't take more levels, but what if I multiclassed into vigilante, and one identity is lawful, and one isn't?


Ascetic style allows you to apply feats that have improved unarmed strike as a prerequisite to a particular weapon and dragon style allows me to add 1.5 strength on unarmed attacks so I can apply this affect to a weapon now with fuse style, let's say a seven branched sword which is two handed so it already applies 1.5 strength, does this allow me to add double strength on hit??

If yes, what if I were to take a 3 level dip into two-handed fighter and get the ability overhanded chop? This allows me to add double strength when making a single attack with a two handed weapon. So if I used fuse style to use ascetic style and dragon style along with overhanded chop could I make single attack with a two handed weapon and add 2.5 strength?


Fox Shape:
You can change into a fox in addition to your other forms.

Prerequisites: Cha 13, base attack bonus +3, kitsune.

Special: A kitsune may select this feat any time she would gain a feat.

So the "special" thing is telling me that a kitsune can select this feat when she gains a feat. Who would've thought? What's the point of this or is there something I'm not getting here?


Benefit: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You CAN also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.

When it says that you CAN deal slashing damage with your unarmed strikes does that mean that my unarmed strikes deal slashing damage or are they considered a weapon capable of bludgeoning or slashing damage? Like how daggers deal slashing OR piercing damaging.


The goal is to be a Kitsune unchained rouge who fights as a fox using the fox shape feat and Dex to damage unarmed strikes and a bite that'll get Dex to damage should he ever reach lvl 11 If I'm correct on that bit as well as Kitsune style/dirty trick/debilitating injury fiend. Now that is the combat side of things, outside of combat I want to be a super utility buddy, scouting, traps, making sure we all stay safe like man's best friend should ya know?

Stats with racials:
Str: 9
Dex: 18
Con: 14
Int: 12 (wanting to grab major and minor magic but that's negotiable I suppose)
Wis: 12 (little boost to will save perception and survival for sniffing out crime with scent)
Cha: 12 yay free twelve!

Probably gonna stick straight rouge, grabbing a better die for unarmed strike seems pointless since dropping down to tiny size will make that pretty pointless so yea.

Traits: something to make survival a class skill probably

Major and minor magic choices: Mage hand: my favorite cantrip and shocking grasp in case of incorporeal stuff

Very loosely "planned" so there may not be much to work with but suggestions are welcome. ALSO ITS A PFS CHARACTERS :P

EDIT: archetype thoughts would be good. Liking escapologist, disabling magic traps is a need to have ability so nothing that forfeits that. :)


I may be running a home brew for some friends and am aiming for a low magic setting, not in the sense that's it's weaker but that's it's incredibly scarce, like in lord of the rings or Zelda. The same logic will go to magic weapons/items where even the simplest of these are very rare and very valuable commodities. However given that equipment is a large part of leveling progression, not to mention getting better equipment is always fun, I wanted to delegate the standard plus one to attack and damage enchantment to the appropriate crafting skill for the item. This makes plenty of sense to me even thematically and otherwise I've always found it kind of silly this wasn't the case in the first place. What would be reasonable (reasonably hard DCs don't want these to be too easy to make) for making such items considering crafting masterwork requires a DC of 20?

My initial idea was adding these onto the DC of 20 for a masterwork weapon.
+5 to the DC for every +1 bonus applied for three and under
+10 dc for each bonus beyond 3 (maximum of 5)
+5 for giving such bonuses to a weapon made of a special material
Additional +5 if its adamantium

Whether anyone takes a crafting skill or I'd like to get this squared away.


Spell description: You blast your enemies with rays of nonlethal force. You may fire one ray, plus one additional ray for every four levels you possess beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of nonlethal damage. This is a force effect. The rays may be fired at the same or different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other.

The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so.

Playing a nonlethal unarmed snakebite striker/ Unchained eldritch scion and was curious if this line of feats would work with this spell.


So I'll be playing an unchained eldritch raider with a single level dip in snakebite striker brawler who will be going the sap master route. He's a tiefling with the pass for human trait and racial heritage Gillman in case that's relevant. I'm not explaining that one, I just want to use this awesome archetype. XD I'm not super familiar with spells as frankly this archetype is the only thing that provides the amount of magic I would want and I've never played it before. It's a hell's rebels game and we have a "stealth wizard," idk exactly what that'll entail but that's what he's said he's bringing. I'll have 16 isn't but I'm still thinking spells that target saves are likely a bad idea.

Keep in mind, I don't think it's a stretch to say this "stealth wizard" will be providing invisibility and the like, also a few lethal options could be nice as I'm sure there are plenty of things that aren't subject to nonlethal, or sneak attack, or have DR I may have a hard time getting around or any combination of the three.

Detect magic at will at second level in the archetype (third level for me cuz of dip)
Minor magic: not sure honestly, message could be good but might be covered by wizard... Maybe ray of frost as a derpy ranged sneak attack option?
Major magic: shocking grasp seems like the obvious choice, can get sneak attack and may help against things my fists may not work well against but certainly open to suggestions
Minor eldritch magic: admonishing Ray could be nice for a ranged nonlethal spell, and from what I understand should work with sap master since it qualifies for sneak attack and does nonlethal. Maybe cats grace for dex boost for obvious reasons? Favoring admonishing Ray. EDIT: I'm posting a topic in the rules section to clarify whether this works with sap adept and such.
Major eldritch magic: really unsure here, haste is nice but will likely be grabbed by the wizard sooo maybe versatile weapon to help my punches get through certain DR? Particularly cold iron considering the adventure path. Greater Thunderstomp cuz it's awesome and could be handy for our plethora of melee characters? Lightning bolt for... well more lightning? Idk.


???


Class: Tempered Champion Paladin with oath of vengeance/ 1lvl dip of Unbreakable fighter

Patron: Vildeis- areas of concern are devotion, sacrifice and scars favored weapon is a dagger

Kind of aiming for a stereotypical anime protagonist feel of success through unparalleled effort and resolve as opposed to naturally gifted, setting an example for those born frail, especially his people, that they can stand proudly amongst the rest and that warm hearts will be met with warm welcomes. Hopefully inspiring others to follow in his footsteps.

Stats including racials:
STR: 10
DEX: 16
CON: 12
INT: 12
WIS: 7 in fitting style he's a bit dense ;)
CHA: 15 all stat boosts are going here
Traits: river rat, Gold Scaled

1st level: Unbreakable Fighter for diehard and as the first level feat grab Kobold Confidence which allows me to use CHA as opposed to CON to calculate how far negative in hp I can go before dying. This feat makes me so happy, fits super well and just might make it work.

After that it's Paladin's the rest of the way grabbing weapon finesse, and getting as many lay on hands uses as I can to stay alive and fighting with a shield and dagger, question is how best to go about this?


So my character is going to be the great grandson of an excommunicated member of house Sarini but I can't seem to figure out anything that would warrant such censure from a noble family of Kintargo and cause some disdain to be aimed at his/her progeny? Perhaps courting with a not pure blooded ethnic Chelaxian like say a half-Orc?

Second is I can't understand any of the hatred towards Tieflings. Why do they hate them? What do they assume of their qualities that are inherent and so bad? Why would people with some devil in them receive such hate from a society that works so closely with Devils, thinks highly of them and emulates the structures of their society? I was kind of wanting to have my character be struggling to overcome his negative view of tieflings that has developed from living in Cheliax all his life. Oh and we're retconning this party as a team who was part of the Silver Ravens since our last party suffered a tpk at the hands of the Red Jills while trying to propose an alliance with them so that's not helping either. I'm really wanting to base his thoughts on Tieflings on this skit from Tales of Symphonia. https://youtu.be/UWSQnPsi1wU


So I'm wanting to play an Iroran paladin for a run through of this but the DM seems to think that it wouldn't work well due to going against the law and one of the pc's is a vigilante melee build who knocks people out then kills them along with various unlawful activities. These were the problems I was presented with as to why a paladin would be an issue and frankly I find these bad reasons and am a tad tired of bending over backwards to accommodate this table solely at the expense of my enjoyment so I'm wanting to ask would it really be that hard to make a paladin that could work in this campaign? If not how could I pitch it?

Main things to address I suppose would be:
1. Not abiding by Kintargo's laws, prioritizing the aspects of "good" over lawful, maybe pointing to that too many laws of Kintargo can't be considered to follow good aligned principles. Also screw Devils.
2. How to handle the nonlawful actions of the party and not holding me responsible for the decisions of other party members whose actions I can speak against but can't, and shouldn't be able to, actually control. Is it against paladin conduct to not hold others to the same standard I hold myself too? I'd like to play him, as far as moral decisions with the party, as a moral compass, always there to point you in the right direction But never dictating that you must go that way. Along with not personally carrying out certain unsavory tasks I'd object to i don't see this as too obstructive, maybe it is? Idk.


Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

So say I take the birthmark trait and play a kitsune, would the birthmark be present on both my human and kitsune forms? .

Along the same line of thought would it be safe to say that the birthmark is present on the fox form you gain from this feat:

Fox Shape (Kitsune}
You can change into a fox in addition to your other forms.

Special: A kitsune may select this feat any time she would gain a feat.

Benefit: You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.


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The stipulations to gain both talents' on a single attack is easily done, however both add a fraction of your level to damage so I was wondering if this falls under the rule that the same thing can't be added to something more than once.


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All right so the inspiration for this character is real simple. One of the myths about Kitsune in Japanese folklore is that they take the form of attractive an woman and marry a man, but resume their fox shape at night and run off and return in the morning before their husband wakes up. However if they are caught they scamper off and never return to their family. Why do they do this?? MAYBE cuz they go fight crime as a fox at night and their secret identity has been found out! And as your loving wife doesn't want to put you in danger. Makes perfect sense.

This is exactly what I want to make for an upcoming home game of Hell's Rebels, save for being a male and having a lovely wife, a Kitsune Vigilante who lives his daily life in his human form, but strikes confusion and mixed emotions into criminals by turning into the adorably fearsome VULPUNISHER!!

In all seriousness though, I'm favoring the Stalker specialization but honestly have no real good ideas how to do this. The party is comprised of a melee slayer whose going into Mantis Assassin, an Unchained Monk, your typical Magus, and a skald, all very combat focused. I'm really wanting to focus on more of an out of combat utility character, Seriously the up and coming assassin isn't even taking disable device and I believe dumped some INT limiting his skills. Social skills are at least semi covered with the skald grabbing diplomacy and bluff, and the slayer taking intimidate, but neither will be exemplary at the two from what I'm hearing.

So I'm looking to use the social identity to bring in some money by rocking a very high craft skill that has yet to be determined, would love something that has other benefits too, while using the fox vigilante form to be the ultimate scout/thief and just be an untouchable pest in combat.
EDIT: P.S. Will use the Mockingbird talent to communicate as a fox. Theoretically that could work, will ask DM if I get this concept to work.

If you've stuck with me this long I appreciate it, and double thanks for any ideas. :D


Like, just a normal ol' naked fox, outside of my human level intelligence right? Am I considered to have a "free hand?" I don't have access to my books at the moment and can't find the definition of a free hand on the Internet. Soooo... Pls humor my this likely stupid question. XD Thx in advance. :)


So there is going to be at least one evil character, more specifically a Mantis Assassin. So I don't want that to be super troubling for either of us and Iroran paladin can give me some wiggle room, plus I love everything about this take on the class.

So I'm going to be playing a half Orc who has some elf in him. I want to play him very simple and innocent minded on a few things, like being overly trusting and being a real glass half full kind of thinking. Also wanting

So the Iroran paladin archetype let's me make my own code I have to follow that I add/change as i experience stuff, trying to do what Irori did. I'm wanting his spiritual thoughts to be simple in nature and also very broad almost proverb-esque ideas o I was liking this as a start:

"there's no checklist for perfection, what makes a perfect steak does not make a perfect ham." - just means what made a perfect Irori won't make a perfect me.

So, any thoughts on other tenets??


Just asking for any thoughts on this :)

I've always felt when the DM said roll for intiative that it had always had a weird immersion breaking effect on my tables, combat mode engaged I guess. So would it be weird if your DM completely handled initiative? What I mean is that he has every players initiative and all their modifiers, situational stuff and all, and had pre rolled initiatives for the encounters, that way fights are literally just jumped straight into?

I swear everyone breaks character when that's said at my tables, every time. I feel like this could help narrative bits being done in combat would be much easier to do without this break.

As a player, I'm thinking of requesting a trial of this "house rule" at my table. I know it's seems like asking a lot of the DM but I'm willing to roll out each PC's I initiatives for 15 encounters each session for him if he'd trust me :P, but seriously that bit may be hard sell.

Anyway what's your thoughts on this?


Ive been wondering this since the erratta was made, also im pretty sure it was tiger style lets you do slashing damage with your fists or is at least one way to accomplish this.


THIS IS A PFS CHARACTER CONCEPT fyi.

The craze that swept the stealth action hero scene by storm years ago, cold cockin people who aren't looking! Really wanting to make a nonlethal focused unarmed fighting sneak attacker, but i need a way to throw one hard hitting swing, that way I can stealth up/feint and pop them, and hopefully be able to put at least run of the mill folk enemies down in one pop. Not sure really how to go about this too well though. Thinking mostly Unchained Rogue since Dex to damage on my fists without magic items is a dream come true, and while I will likely be grabbing major magic to for vanish, the invisibility shenanigans that are to my knowledge the ninjas selling point are a tad cheesy for me, and is a tad too magical for how I'm digging this guy being but am open to the idea should soumeone think they have something.

Only ideas i have were unchained rogue with either a dip in snakebite brawler for obvious reasons, or Unarmed fighter archetype to snag dragon style, allowing my first unarmed attack to add 1.5 dex once i get the second finesse training, and unarmed strike for free.


Not much to it just kinda complaining really. The two plant people we have are both lumbering brutes which disappoints me. Oh well. :/


So I'm really liking the idea of playing essentially a smarter more subtle Alladin type deal. Your friendly neighborhood thieving street rat with class. I really want very little to do with actually fighting... Preferably not directly fighting at all, just buffing, healing, and skill checks. :)

I'm thinking Half-Elf with the alt racial to have +2 cha and another free floating plus which we'll slap in dex for AC and skills.
Str: 9
Dex: 17
Con: 14
Int: 12
Wis: 12
Cha: 16

I really like the arcane healer archetype, channeling might be nice to be able throw out since I don't really want to physically fight at all an would certainly add to my healing repertoire, and maybe busting up some ghouls.

THIS IS A PFS CHARACTER

So any suggestions on being the epitome of the perfect fifth party member?


So I've already taken the extra traits feat and have Cynical Ear (Social), Centered (Religion Irori), AND Unflappable, netting me an extra 6 to my intimidate DC, these are untyped bonuses so they stack I do believe. I have only 8 wisdom and I'm level 4 so it takes a 19 to intimidate me. I'm not sure if I'm satisfied so I was wondering what other options there were.

I know this seems a bit excessive but as the face of the party this could come in handy, but it's mainly for role play and to help with a later planned event. I will essentially be attempting to diplomatically get my soul back from a demon.. Devil.... SOME form of evil outsider who didn't hold up his end of the bargain as my character's ultimate goal in the campaign, an I feel this being will likely try the while intimidation thing and be darn good at it.


I don't actually have a caster level yet, but would I still have the spell list and be able to use appropriate wands??


Apologies for the wall but this may need some set up.

So the two more knowledgeable/experienced players at my table seem to keep making an issue of the way I have/tend to make my characters, semi heatedly a few times. First let me start by saying I tend to play the party skill monkey, it's just my favourite role honestly, and this time is no different as I was asked to play the face. I didn't object and built a really cool Kobold slayer with a single snake bite brawler dip who had diplomacy and bluff like nobody's business and by fifth level would would've been throwing a punch along with 4 secondary natural attacks and multiattack, tacking 2d6 sneak attack and studied target to each of those ideally. However as everyone made their characters individually and didn't cooperatively make our back stories he didn't fit in thematically with the group and didn't manage to do exactly what everyone wanted the party face to do us infinite nagging on the build (First time playing at their home group and didn't the nuances of said group)

So now I've rolled this Kitsune, these are his stats at lvl 4:
Str:8
Dex: 20
Con:12
Int: 12
Wis: 8 (meant to represent that he's trusting to a fault)
Cha: 16
These are some strange stats I suppose but he's going Iroran paladin 3 and the rest as Unchained Rouge, he's currently at Iroran Paladin1 unchained rouge 3 (cut purse). He currently deals 1d6+6 (+5dex +1 when nonlethal from absolom bouncer) along with 2d6 sneak attack. He has great social skills outside of intimidate and I'll be grabbing the coax information talent later to cover that but even better, I've thrown a few ranks in some knowledges as other than me we only have two at our disposal so even if I can just throw it that'd be helpful. On top of that this Iroran paladin dip let's nicely weaponize that snazzy charisma score. I have a "stealth buddy" in the ranger to help with perception and a few of the sneaky skills like disable device,she wanted to stealthy and I didn't want to completely steal her thunder ya know?

Yet this character has also only been met with harsh criticism. Like that I'd have 1 more total ac if I just wore a beefed up mithral shirt rather than having a +8 "Dex" bonus to armor. (+5 dex, +3 cha added from confident defense) I prefer having much better touch ac than 1 more total ac but I've been told that's silly. I also keep getting told in spread to thin which I don't understand as I think that's looking pretty good combat wise considering my main job is skill monkey, I mean he isn't optimized I guess but let's be honest, I can't keep pace combat wise with charisma/mental stats in general dumping martials and be the face and general skill monkey. I mean I tend to build, as you can probably tell, to not be super reliant on equipment when put in this role as I expect to be, and already have been, in a situation where being armed would not be acceptable, and would clearly blow my cover. Is that really that bad? I mean I feel he's pretty functional considering combat is not my primary role in the slightest, the entirety of the party is martials.


Making a Paladin with one oracle level to get sidestep secret to use charisma instead of dex for AC and reflex saves, however divine grace adds charisma again to reflex saves.
So which one gets applied??


Is there anyway to put weapons away as a free action?


I didn't think they could but someone mentioned to me that they could've swore there was one that could be used.


Spell like abilities do not have somatic, verbal, or material components and are stated to be activated mentally. Seems to me like their would be nothing their to give away that the ability was used other than it's effects or someone actively casting detect magic. This would lead me to believe that say, someone using a charm person spell like ability would go unnoticed if the subject fails the save, and if they make the save they don't inherently know where the magical mind tampering came from.

HOWEVER spell like abilities provoke attacks of opportunity, implying that something still gives away they are being used, or perhaps is simply put in as a balance against creatures with very powerful spell like abilities?

I'm not sure how to concisely put this as a FAQ request or even if it should be but it certainly seems unclear to me.


Pretty much the topic, what if my patron is no longer powerful enough to be my patron or if it dies.


The fluff makes it sound like it has to be literally a shift towards evil, but the being frank part in parenthese makes it sound like you can shift towards their alignment however you want as the wording is less exclusionary there. This is the relevant bit from the explanation of what happens upon taking a second damnation feat.

"Also, the character’s alignment shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron)."

It seems very straw man but from my understanding the only "patrons" that give these feats are evil, so why the tid bit in the parenthese?


Everything it replaces is straight up on the table for unchained, not as choices like you simply get that class feature, flurry of blows bonus feats and perfect self are all things you just get on the chart and at the same levels. So could it use this archetype or is there some wording somewhere that just says no?


So I was talking about what I was gonna do for my back up character in a home campaign and was met with a slew of "that's really stupid an pointless" kinda feed back. I didn't really pick out any feats yet but the idea was to take 3 levels of unchained barbarian with the savage barbarian archetype, which basically nets me a little extra movement speed, the lowest form of rage, powerful stance for an extra +1 to cmd and cmd when I rage, and a dodge bonus at level three 3 so long as I wear no more armor than a shield, extra hit die and extra bab. Then the rest of my levels would be in martial artist monk which eventually gives immunity to fatigue. This I can rage cycle. Rage would mainly be used to improve cmb and bust grapes as I was going to be a small sized tiefling as well as abuse the new wording on the extra hit points per hit die (NOT just per barbarian lvl) being lost first by rage cycling when near death. I'd take the trait to get three extra rounds of rage and maybe take extra rage once or twice.
EDIT: Rage for when I'm missing or need to hit a tad harder or both too!

Sounds awesome to me, but maybe it's stupid. I was going to flavor it as while he could never master his spiritual energies like some peeps tried to teach him, but in line with the flavor of the archetype, he had near perfect control of his body, so he could freely and perfectly control his adrenaline.

So does this idea seem to have any potential?? I mean build wise, no one will ever convince not some seriously cool fluff pertaining to combat skills, but could a decent build be made from this?


There's a bit in the charge section that says if you are limited to a standard action on your turn you can charge but can't move double your speed, so can I ready an action to do this type of charge??


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If I were to use punishing kick on someone grappling me and move them 5 feet away from me, does that break the grapple??


Aside from the few exceptions, like oracle and Druid and what not, why can't I be an inquisitor or cleric without a deity? It calls out that you can and your deity really only amounts to role play, which to my experience isn't exactly society's strong suit, so why the ruling that you have to have a deity despite the books saying otherwise? I don't see what it accomplishes or what they are trying to prevent.


A familiar would be nice but I don't have the charisma for eldritch heritage. Any other feat paths to get one?


So I'm in a pirate campaign and two people already have proffession sailor to some degree so I thought I'd try to cover something a little different. Basically I want to know how to fix the ship should things get broke. While shipwright is a trade and sounds like a proffession to me, I'm sure there aren't really rules for every proffession people can think of. So I could see it being something like Craft (friggin boats!) considering the trade is building and fixing boats. Thoughts?