
PhD. Okkam |

I returned the failed game to the idea of a character - to build a character from this image
https://1d4chan.org/images/thumb/5/51/The_Scarlet_Tarantula_%28Drow_Monk%29 .jpg/636px-The_Scarlet_Tarantula_%28Drow_Monk%29.jpg
It will be Safyra "Scarlet spider". Race, respectively, half-elf (half drow), we don't use weapons.
I like the brazen disciple unchained monk archetype for this character, but I read that feints are not particularly useful for a monk.
I'm also thinking about the possible construction of this character based on the style shifter.
I would be very grateful for ideas regarding such a character and the opinion of the community on the comparison of the style shifter vs the unchained monk is very interesting.
I ask for help ...

Derklord |
2 people marked this as a favorite. |

Feinting isn't useful in general unless you have something that profits from the enemy being denied their dex bonus to AC (read: Sneak Attack). The only Monk archetype that gets sneak attack is incompatible with Brazen Disciple, though.
Let's talk unMonk:
Archetypes:
Unlike cMonk, UnMonk is a fully functional class without archetypes, but there are some that are worth looking at:
Invested Regent replaces the first bonus feat to grant you additional spell-like abilities in place of feats (bonus or regular), your pool won't be overly large but some of these SLAs are rather nice (most notably Air Walk at 10th level, which alone makes this archetype very potent).
Perfect Scolar replaces Still Mind and the 4th level ki power with a bonus to knowledges and a more-cute-than-relevant accuracy boost.
Soul Sheperd replaces Stunning Fist and Evasion with DR and resistances.
Windstep Master replaces the 4th level ki power with the ability to walk on air. Already pretty nice, especially when you don't plan on taking Empty Body early on, it gets to almost must-take levels if your GM allows you to make Flying Kicks while in the air (RAW is very unclear, but they are called "flying" kicks after all!).
Feats: Apart from the archetype, your most important choice is probably ging to be which style chain/VMC you use.
The "normal" paths would be Ascetic Style, Dragon Style, Jabbing Style, Pummeling Style, VMC Barbarian, VMC Magus, or using none of the above. Apart from Dragon Style, they all also work with Weapon Finesse, although VMC Barbarian only if you take unchained Barbarian as a base. There is no single best playstyle for unMonk throughout all levels, if you're interested in damage comparisons, check my unMonk DPR calculator for exact numbers throughout levels 1-16.
The easiest method is Styleless, i.e. not using any style feat chain at all and instead grabbing assorted feats like Power Attack and Possessed Hand - it's not much weaker (at some early levels even stronger) than other styles and allows greater flexibility. Also has the advantage of not needing a swift action to enter a style, which can be relevant in surprise fights.
Dragon Style (up to Dragon Ferocity) is something like the default style for unarmed - low investment (only two feats) and comes online very early (3rd level).
Jabbing Style (up to Jabbing Master) depends a bit on the enemies - the higher the AC, the weaker it is. Also needs four feats and only becomes good at 9th, but can do a lot of damage if the enemies aren't particularly high-AC ones. Note that against tougher enemies, you don't want to use Power Attack.
Pummeling Style (up to Pummeling Charge) is a possibility if you want more maneuverability, especially on open battlefields. You'd use your early feats on singular feats like Power Attack, and the build in DR penetration is nice, but your style only really comes online at 9th level. It does, however, free up style strikes even if you have to move.
VMC Barbarian takes even more feats (every other feat, plus you probably want Extra Rage) and lowers your AC, but it comes online early (3rd level), and has some nice additional benefits (well, it's Rage), including a Rage Power at 11th level. Like Styleless it has the advantage of not needing a swift action at the start of combat to get ready.
VMC Magus takes at least as many feats (you definitely want Extra Arcana, as the Magus Arcana you get at 7th level will be Ki Arcana), comes partially online at 3rd level (probably only works with handwraps, and may not do so even then), but truly shines at 10th level, when you can basically make every attack against touch AC by (ab)using Accurate Strike and the Ki Leech ki power. Touch attacks sadly can't profit from Power Attack, and the swift action is already used and thus isn't aviable for the bonus ki attack, but the damage is still very high, and you could add Flamboyant Arcana for a defense boost via OP&R.
Jabbing Style and Pummeling Style don't actually require you to be in their stance to work, meaning you don't need a swift action to activate them and you can use them alongside other style feats. You wouldn't get to use the followup feats (those always require an active stance), but these two feats can be tacked onto basically everything.
Bonus Feats: The stand out ones are Dodge, Deflect Arrows, and Medusa's Wrath, plus depending on campaign, build, and allies, Mobility and Combat Expertise. Improved Critical is the only one to directly increase your damage, but it's really weak at that.
Style Strikes: Your first or second style strike will be Flying Kick, period (the only exception would be Pummeling Charge builds, and even than Flying Kick can be useful). It takes a while to be really good, especially when adventuring in open spaces, which is why selecting it at 9th level can be okay, but this is the main reason unMonk is so much better than cMonk.
Defensive Spin boosts AC, Elbow Smash boosts damage (it's usually the best style strike for that).
Foot Stomp prevents escape; including 5-feet-steps.
Ki Powers: There are too many ki powers to list all the good ones, and a lot of it depends on your build. Notable standouts:
Empty Body is aviable at 4th level (yes, really!), and grants amazing versatility, especially outfight, to a class very much lacking just that. Rather ki hungry early on, but flight, invisibility, and intangibility is just awesome.
Barkskin (4th) grants some very welcomed AC boost, and is all but mandatory when using an AoMF (which prevents you from using an Amulet of Natural Armor).
Placebo Effect (6th) can surpress most conditions from yourself or allies.
Restoration (8th) removes all ability damage or drain and even negative levels. Self-only, but you get to ignore the material component cost.
Freedom of Movement (8th) is a swift action to use, and it's a supernatural ability, meaning you can have it active exactly when you need it to.
Insightful Wisdom (8th) doesn't help yourself, but can easily save party members.
Ki Leech (10th) costs no ki to activate, meaning it can be sustained indefinitely, and should remove all ki problems.
Dust Form (12th) is amazing for defense, as it makes you immune against non-magical damage, only take half magical damage, and be affected only half the time by non-damage spells.
Diamond Soul (12th) is better than the cMonk's permanent version, as you can activate it after getting buffed by your party.
Action Before Thought (6th) starts weak, but becomes very interesting in combination with Ki Leech.
Equipment: There's two ways to "enchant" unarmed strikes, both with weaknesses. Handwraps come at regular cost, but you won't be getting the bonus on some style strikes,while . Amulet of Mighty Fists affect all unarmed strikes but cost twice as much (and also blocks your neck slot, so you'd really want the Barkskin ki power). Mathematically, using handwraps is for most levels better even during turns in which you use flying kick, but you have to deal with different attack and damage rolls, and while flying kick is about the movement, Foot Stomp and Leg Sweep mainly care about hitting, making an AoMF better if you chose to use those.
Something of a 'must have' item is a Wand of Mage Armor, handed to an arcane caster of your choice. You can be generous with the charges, as your caster buddy should have 1st level spell slots to spare by the time you've used them all. You should also buy a Scizore, which is a weapon (you don't need to care about proficiency since you never attack with it) that grants a +1 shield bonus to AC when worn. Not an actual shield so it can't be enchanted, but it doesn't hamper your Monk abilities like a shield would.
Multiclassing: Multiclassing is, of course, possible. UnMonk does gain quite a lot from staying in class, though - bonus attack at 11th level, ki powers that can be very strong (like Ki Leech at 10th level), and style strikes/improved Flying Kick range. A dip into Bloodrager would be okay, but I wouldn't recommend lowering your accuracy by dipping into a non-full-BAB class.
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Style Shifter is quite frankly a mess. There are some abilities that only work with unarmed strikes, but the archetype doesn't grant IUS. You count as having IUS for feat prereqs and can apply such feats to claws, but only when not polymorphed. Polymorphing, however, is the main combat ability. Unlike Adaptive Shifter it still has actual Wild Shape and can take feats such as Shifter's Rush (which helps a lot for the ridiculusly low number of daily hours), and some of the styles work with natural attacks (Crane Style for defense, Monkey Style for offense), so it's not unplayable. And I must admit a melee build that wants to fight from prone as much as possible is kinda funny.
Overall, there're only superficial similarities between Style Shifter and unMonk.

Wonderstell |

A very impressive breakdown of UnMonk and build paths there, Derklord. I'll probably link to this specific post whenever someone asks about UnMonk from now on.
Regarding the Style Shifter I do think you can apply the style feats to any natural attacks you gain while polymorphed since Shifter Claws affects wild shape, and Natural Strikes just alters Shifter Claws. Granted, you no longer have a major form but the Style Shifter alters wild shape instead of replacing it so I think it would work.
A style shifter is considered to have Improved Unarmed Strike for the purposes of feat prerequisites and can apply the effects of feats that have Improved Unarmed Strike as a prerequisite to her shifter claws.
This alters shifter claws.
While a shifter uses wild shape to assume her aspect’s major form, her natural attacks gain the same benefits granted by her shifter claws ability.
====
@PhD. Okkam
The main difference between Unchained Monk and Style Shifter is that the Shifter relies on Wild Shape. If you want to be a half-drow who fights unarmed then polymorphing into a Warcat may not be what you're after.

Derklord |

A very impressive breakdown of UnMonk and build paths there, Derklord. I'll probably link to this specific post whenever someone asks about UnMonk from now on.
Thank you for the praise! This is the edited unarmed-only-version though, here is the most recent full version.
Regarding the Style Shifter I do think you can apply the style feats to any natural attacks you gain while polymorphed since Shifter Claws affects wild shape, and Natural Strikes just alters Shifter Claws. Granted, you no longer have a major form but the Style Shifter alters wild shape instead of replacing it so I think it would work.
I presume the author intended it to work, but RAW it doesn't, because of the stupid "While a shifter uses wild shape to assume her aspect’s major form" wording.
Even if that did work, the boar, dragon, panther, snake, and tiger Style Aspects would not or only partially work, because the Natural Strikes ability only says you can "apply the effects of feats", not of class features. Shame Dragon Ferocity has that Stunning Fist prereq!
It would take both thing to work with natural attacks to make the archetype truly interesting, beyond a dip for Crane Style or charge-drop prone-pounce hilariousity.

Wonderstell |

Even if that did work, the boar, dragon, panther, snake, and tiger Style Aspects would not or only partially work, because the Natural Strikes ability only says you can "apply the effects of feats", not of class features. Shame Dragon Ferocity has that Stunning Fist prereq!
Hahah, that's such an obvious oversight that I completely missed it.
Assuming both things work as they should, I think a dip into MoMS for Stunning Fist and Fuse Style is one of the better ways to build it. You keep Dragon Ferocity up at all times, and use Combat Style Master to switch between two other styles that are filled in with the Wildcard Style Slots.

PhD. Okkam |

Derklord, thank you very much for such a detailed answer!
I planned this build for the shifter style:
Shifter (style shifter) Х, monk (master of many styles) 1
Feats: Weapon Finesse (unarmed), Piranha Strike, further Boar Ferocity, Raking Claws, Shifter Rush ...
Monk Bonus Feats:
Improved Unarmed Strike, Boar Style, Stunning Fist
Shifter Bonus Feats:
Crane Style, Shapeshifter Style, Wildcard Feat, Wildcard Feat
Still, the wildshape gives the character some versatility, but now I doubt it.
What other interesting unarmed builds are there?
P.S. Although, indeed, based on the style of the monkey, you can make a very curious character. I wonder which style would match the monkey style? Dragon and str build? Or Crane Style?

Derklord |
1 person marked this as a favorite. |

Shifter (style shifter) Х, monk (master of many styles) 1
I'm not sure the gain from the MoMS dip is big enough. I don't think you can have multiple Style Aspects active in parallel, and the style feat chains alone aren't that great actually, not when you never progress beyond two attacks (plus haste) per round.
Overall, the amount of benefit form Style Shifter is not enough to make either unarmed strikes or Shifter's Claws a good combat option, and there're better ways to do polymorph builds. If you're interested in polymorph or other natural weapon builds, let me know, but be aware that those are likely to not fit the character image, especially anything polymorphing.
P.S. Although, indeed, based on the style of the monkey, you can make a very curious character. I wonder which style would match the monkey style? Dragon and str build? Or Crane Style?
With "match" I presume you mean via a MoMS dip? I don't see much of a reason to do that.
What other interesting unarmed builds are there?
Nowadays, a lot of classes (and archetypes) work quite well with unarmed strikes. Of course, unarmed strikes start very weak (they take a feat, do pathetic damage, and have the worst possible crit stats), so unless you have something that specifically boosts unarmed strikes, a weapon would be just plain better. Even with the increased unarmed damage progression that many archetypes and some classes grant, using a weapon is usually better unless you can get additional mileage out of your unarmed strikes.
First up there's the mentioned handwraps. Not only do they mean you no longer have to pay twice the price to enchant your unarmed strikes, and lack material for DR penetration, but they actually have a benefit over weapons: They come as a pair without being a double weapon or such, which means you can use fists for TWF at the enchantment cost of a single weapon. Likewise, many class features that grant temporary weapon enchantments (e.g. Paladin's Divine Bond) fully work for unarmed TWF, because "a creature's unarmed strike is its entire body". For these reasons, most classes/archetypes that lean towards TWF (e.g. Ranger (especially Divine Tracker)/Slayer/Brawling Blademaster, but also dex based ones like Rogue or Swashbuckler) have some extra incentive to go unarmed.
Then there are feats that only work with unarmed strikes. They mainly come in two flavors, style feats, and feats for special attacks, e.g. Hex Strike (or Stunning Fist and the likes). The good unarmed specific style feat chains mostly come with annoying prereqs (Dragon Ferocity needs Stunning Fist, Jabbing Master needs Dodge, Mobility, and Power Attack), but there is one notably exception: Pummeling Style+Pummeling Charge are very strong (PStyle almost ignores DR, PCharge is pounce), although the latter takes BAB+12.
Lastly, the classes/archetypes that grant a boon for using unarmed strikes:
UnMonk I have detailed above.
Brawler has early access to Pummeling Charge.
Okayo Corsair Swashbuckler has early access to Pummeling Charge and the ability to use Precice Strike with TWF (unless the GM is super strict).
Medium of the Master has style strikes as well as increased US damage.
Bloody-Knuckled Rowdy Bloodrager has early access to Pummeling Charge, plus bonus style feats and increased US damage.
Jistkan Artificer Magus has a robo-arm with free enhancement bonus.
Constructed Pugilist Brawler similarily has a robo-arm that can be customized.
Sacred Fist Warpriest has a bunch of cMonk abilities.
There are plenty of others (search AoN for improved unarmed strike), but those above are the ones where I see real a mechanical reason to go unarmed.
I've also omitted some unarmed-only-stuff that just isn't that good. For instance, Vigilante has Fist of the Avenger for +1/2 level as damage bonus to unarmed strikes, max. +5 (and IUS as a bonus feat). You may think "hey, sounds good", but at the maximum (10th level), the unarmed strike has same average damage as a greatsword, only the latter doesn't require spending a vigilante talent, and works form 1st level on. The Esoteric/Iron-Ring Striker Magus, Iroran Paladin, and Phantom Blade Spiritualist archetypes gain the scaling US damage, but not much more.
Kineticist has a special form infusion for unarmed strikes (Kinetic Fist), but I lack the experience with the class to properly evaluate it.
Just so that there's no misunderstanding, almost every martial character functions with unarmed strike, and most of them well enough so that the choice to go unarmed doesn't make or break the character. Most people overvalue damage dice and critical hits, and in practice, the loss in damage from going unarmed isn't really that big even with no specific support from class/archetype. The above is specifically for those instances were you have an actual mechanical reason to go unarmed, and there is no such loss in the first place.

PhD. Okkam |

A very impressive breakdown of unarmed build, this is a ready-made guide to unarmed strikes! Many thanks, Derklord!
Early access to Pummeling Charge - probably, nevertheless, you can't get it before 12 level?
I wonder if it is possible to enter the prestige class of Mortal Usher from a unchained monk (perfect scholar)?
polymorph builds are very interesting to me, but I want something with the flavor of oriental martial arts.

Scott Wilhelm |
PhD. Okkam wrote:Shifter (style shifter) Х, monk (master of many styles) 1I'm not sure the gain from the MoMS dip is big enough.
I don't have a clear build in mind, but MOMS might be a good idea if the OP is planning on playing a Shifter. Shifter says Natural Attack build to me, and if you are Natural Attacking, you generally can't Flurry. MOMS Monks don't Flurry anyway.

avr |

Re early access to pummeling charge; if you're a monk or brawler you can get it with 8 levels in the class, generally meaning at 9th level. If you can get unchained monk style strikes you have another means of move + full attack (if a short ranged one) and so pummeling charge adds less for you.
Mortal usher wants you to focus on one big strike (and not via pummeling style). Monks do lots of strikes, that's their thing. Not the best combo IMO.

PhD. Okkam |

I was convinced to forget the shifter, so I decided to try another build:
Half Drow (Dual Minded, Drow Heritage) Traits: Reactionary, Quain Martial Artist
1. Snakebite Striker Brawler (Improved Unarmed strike, Combat Reflexes) UA:1d6 SA:1d6
2. Sylvan Trickster URogue (Wild Empathy, Finesse training) SA:2d6
3. Sylvan Trickster URogue (Fey Tricks, Rogue Talent - Combat Training: Weapon focus: Handwraps, Step Up, Evasion)
4. Sylvan Trickster URogue (Finesse training dex to dm. Handwraps) SA:2d6
5. Snakebite Striker Brawler (Press to the Wall, Flurry of Blows - Two weapon fighting)
6. Sylvan Trickster URogue (Resist Nature’s Lure, Debilitating Injury, Disguise Hex, Step up and strike)
7. Sylvan Trickster URogue (Rogues Edge - Stealth) SA:3d6 BAB:+6/+1
8. Sylvan Trickster URogue (Improved twf, RogueTalent - Ninja Trick - Stylemaster: Boar style, Extra Rogue Talent - Prehensile Hair)
9. Sylvan Trickster URogue SA:4d6
10. Sylvan Trickster URogue (Fey Resistance: DR 2/cold iron + Lunge, Rogue talent - Hex?) BAB:+9/+4
I think it fits the image. I would be grateful for the criticism and the opportunity to improve this build.

avr |

A rogue with another means of achieving sneak attack (press to the wall) and TWF; so far so good. But you've missed two good tricks of the rogue for use with unarmed strikes and one trick the sylvan trickster can (probably) do. Either the enforcer feat or the sap adept/master feats can enhance your unarmed strikes, and there's a case that the hex strike feat works for you. I'd try to get one of those at least.

PhD. Okkam |

I don't see how you are locking in SA Damage. How are you achieving Flanking or otherwise denying opponents their Dex Mod to AC? I have my favorite ways.
Flanking using the "press to wall" feat and also just unlocked stealth.
It would be nice to take the scout archetype, but unfortunately not compatible with Sylvan Trickster. I don't want to give up Sylvan Trickster, at lv. 12 you can get Animal Skin Witch Hex.If I was sure that flying hex was working, сombined with Hex Flight and Press to the Wall to flank enemies from above.
How are you planning on useing Prehensile Hair?
Mostly to get wands and potions. I have not yet decided if they can be used with a sneak attack.

PhD. Okkam |

A rogue with another means of achieving sneak attack (press to the wall) and TWF; so far so good. But you've missed two good tricks of the rogue for use with unarmed strikes and one trick the sylvan trickster can (probably) do. Either the enforcer feat or the sap adept/master feats can enhance your unarmed strikes, and there's a case that the hex strike feat works for you. I'd try to get one of those at least.
Thank you, these are luxurious tricks, now you have to think about where to take them. Enforcer feat can be taken at level 6, especially since I was wrong with the "Step up and strike" (I had to take a "following step"). If you go to the sap adept/master , you have to give up the lunge.
Regarding the use of hex strike, did you know if the errata in using it by the trickster sylvan was fixed?
What hexes would you recommend for such a build?

avr |

There's not a lot of errata for late-period Paizo PF1 material. You're on your own to convince your GM that hexes used as per a witch is the same as the hex class feature.
If that does succeed, I would use the misfortune hex. It works on anything unlike slumber, and is less likely to make your GM switch to entirely-undead enemies. I might also get flight, but probably not disguise (easily replaced by a hat of disguise) or prehensile hair (not usually worth a standard action to activate for you).
I wouldn't try to get all of those tricks, just what you can fit in without harming what is a pretty solid character.

Scott Wilhelm |
Scott Wilhelm wrote:I don't see how you are locking in SA Damage. How are you achieving Flanking or otherwise denying opponents their Dex Mod to AC? I have my favorite ways.Flanking using the "press to wall" feat
Sexy.
and also just unlocked stealth.
I think you should have more. Unlocked Stealth won't give you Full Attacks with SA Damage until at least level 15. I have a build that combines Ninja Vanishing Trick, Stealth, and the False Attacker Rogue Talent, but that is for sniping, not melee.
I like Press to the Wall, but you need a wall, and you won't always have one. Press to the Wall would also be a lot nicer if you have developed Bull Rushing or Repositioning, and you haven't.
You're taking levels in Snakebite Striker. Snakebite Striker Brawlers Get Snake Feint, which when combined with Improved Feint, let you Feint as part of your Move.
If you dip a level in Arcanist, you can take Dimensional Slide which gives you a 10' Teleport as part of your Move. That should really help you achieve Flanking. Also, you will be able to use any Sorcer or Wizard wand, including a Wand of Greater Invisibility when you can afford to purchase one.
It would be nice to take the scout archetype, but unfortunately not compatible with Sylvan Trickster. I don't want to give up Sylvan Trickster, at lv. 12 you can get Animal Skin Witch Hex.
If you are thinking about Scout, you are thinking about getting your Sneak Attack Damage by moving all over the battlefield, doing SA Damage by skirmishing. That makes Snake Feint and Dimensional Slide more attractive. Also, you can take a Style Feat as a Rogue Talent, so consider Panther Style. Panther Style Feats give you bonus Free Action Attacks for Provoking Attacks of Opportunity by Moving out of Threatened Squares. Snake Style Feats give you Attacks of Opportunity whenever you are Attacked and Missed (Yes, that stacks with Panther Style!). Also consider the Canny Tumble and Circling Mongoose Feats. They both require Dodge and Mobility, but if you are going the route of running around the battlefield provoking Attacks of Opportunity, you will need that +5 AC! You'd also find yourself using Combat Expertise if you took that instead of Dirty Fighting.
Another solid choice for locking in SA Damage is Dirty Tricks. Dirty Tricks can Blind opponents, and against opponents with Blindsight or Blind fighting, you can play a 2nd Dirty Trick and Deafen them, too, and then SA Damage is back on the menu.
Scott Wilhelm wrote:How are you planning on useing Prehensile Hair?Mostly to get wands and potions. I have not yet decided if they can be used with a sneak attack.
Normally, Prehensile Hair is listed as a Secondary Natural Attack, but if (since) it's your only Natural Attack, it is actually a Primary Natural Attack--no penalties--and you get to inflict X 1.5 your St (Int, or Dex if that's your Finesse Training Weapon) Modifier on your Damage Rolls. Plus it's a Reach Weapon, so more Attacks of Opportunity for you. You might consider Feral Combat Training and focus on your 'Hair instead of your Unarmed Strikes.
Either Hair or Unarmed Strikes inflict Bludgeoning Damage. Consider taking Sap Adept and Knockout Artist. These give substantial bonuses to SA Damage. Sap Master is worth a look as well, but it is costly.
It might be worth taking a Level in White Haired Witch instead. White Hair gets a bonus Grapple similar to Grab, and that can lead to extra attacks. White Hair has disadvantages, too.

Derklord |

A very impressive breakdown of unarmed build, this is a ready-made guide to unarmed strikes! Many thanks, Derklord!
You're welcome!
Weapon focus: Handwraps
Finesse training dex to dm. Handwraps
You never actually attack with handwraps (you can't, as they lack vital statistics!), you make unarmed strikes and the handwraps convey their enchantment and material effects on them. Thus, you'd need to select Unarmed Strike for Weapon Focus, and Finesse Training.
For Sylvan Trickster, I think one would be remiss not to take Greater Gift of Consumption. Almost immunity gainst fortitude saves is easily worth the two hexes/talents, in my opinion.
The Flight hex I'd consider a must have.
Some other notes/comments: You have nothing that improves the abyssal will save. Some of the feats are taken at wrong levels. I don't get what you want combat reflexes for. I think you're really overrating Boar Style. I'm not sure Press to the Wall is reliable enough.
Either the enforcer feat or the sap adept/master feats can enhance your unarmed strikes
The problem with Sap Master is that it requires a flat-footed enemy. That's hard to do, and basically requires Shatter Defenses (triggered via Enforcer). That's six feats, without TWF or something to improve saves.
What hexes would you recommend for such a build?
If anything I'd go with Evil Eye, as your Int and thus the DC of hexes won't be high enough to reliably make anything else stick.

PhD. Okkam |

Many thanks to everyone for their advice and support in creating the character. I tried to change the build, would it be better this way:
Half Drow (Dual Minded, Drow Heritage) Traits: Reactionary, Deathtouched, Quain Martial Artist. Drawback: Paranoid
1. Snakebite Striker Brawler (Improved Unarmed strike, Weapon focus: unarmed) UA:1d6 SA:1d6
2. Sylvan Trickster URogue (Wild Empathy, Finesse training) SA:2d6
3. Sylvan Trickster URogue (Fey Tricks, Rogue Talent - Combat Training: Dazzling Display, Step Up, Evasion)
4. Sylvan Trickster URogue (Finesse training dex to dm. unarmed) SA:3d6
5. Snakebite Striker Brawler (Press to the Wall, Enforcer, Imp Flurry of Blows - Two weapon fighting)
6. Sylvan Trickster URogue (Resist Nature’s Lure, Debilitating Injury, RogueTalent - Flight Hex)
7. Sylvan Trickster URogue (Rogues Edge - Intimidate, Boar style) SA:4d6
8. Sylvan Trickster URogue (RogueTalent - Combat Training: Shatter defence, Extra Rogue Talent - Gift of Consumption)
9. Sylvan Trickster URogue (Improved twf) SA:5d6
10. Sylvan Trickster URogue (Fey Resistance: DR 2/cold iron, Rogue talent - Greater Gift of Consumption)
+1 cruel handwraps
What else is worth changing, in terms of hexes and in style? And what would you advise on equipment?

PhD. Okkam |

OK, items. Aside from the big six you may like to consider a shifting jerkin, a headband of unshakeable resolve (since will saves aren't your best thing), elixirs of thundering voice and probably some items related to stealth or reconnaissance.
shifting jerkin - very interesting idea!
In your opinion, the build is not too bad?

Scott Wilhelm |
You could take Cornugon Smash instead of Enforcer. Enforcer only works with nonlethal Damage. Cornugon Smash works if you use Power Attack. Cornugon Smash also requires 6 Ranks of Intimidate, but you aren't taking Enforcer until level 5 anyway. I'm not sure that Cornugon Smash is better for your build than Enforcer, but it's worth a look.
If you are committed to inflicting nonlethal bludgeoning Damage with your fists and locking in Sneak Attack Damage by making opponents Flatfooted with Enforcer and Shatter Defenses, you should really find a place to fit in Sap Adept, Knockout Artist, and Sap Master. Sap Master gives you double Sneak Attack Damage Dice. Knockout Artist and Sap Adept give you +1 Damage/SA Die each, and all three Feats Stack.
Do that, and the word of the day, every day, boys and girls will be DOUBLE DAMAGE!

PhD. Okkam |

Sure. It has weaknesses like the will save, but all non-full spellcasters have something they're not good at. If you're not playing a solo game then hopefully your party can help compensate, and you have strengths which may be able to help cover others weaknesses.
If the party wants to live, they will help. -)
I couldn't think of much more to improve will saves. Is it possible to make a one-level dip in the exciter of a spiritualist. But not sure if it's worth it.
You can also take the level of the urban blodrager, there will be a bonus to attack and damage, but the progression of hexes will slow down.

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avr wrote:Sure. It has weaknesses like the will save, but all non-full spellcasters have something they're not good at. If you're not playing a solo game then hopefully your party can help compensate, and you have strengths which may be able to help cover others weaknesses.If the party wants to live, they will help. -)
I couldn't think of much more to improve will saves. Is it possible to make a one-level dip in the exciter of a spiritualist. But not sure if it's worth it.
You can also take the level of the urban blodrager, there will be a bonus to attack and damage, but the progression of hexes will slow down.
YMNV, I found the level of teamwork very variable in that aspect. From what I saw, most of the times the different members of a party will help each other in combat, exploration or social encounters.
But having to cover the weaknesses of a character can result in far more negative responses because many might not see why they should cover something the character should do self. At one point, there should be a balance between teamwork and self-reliance/survivability/what else. Over-reliance on others exposes the character to a possible nightmare if a GM is able to remove one factor during the course of an event.

PhD. Okkam |

You could take Cornugon Smash instead of Enforcer. Enforcer only works with nonlethal Damage. Cornugon Smash works if you use Power Attack. Cornugon Smash also requires 6 Ranks of Intimidate, but you aren't taking Enforcer until level 5 anyway. I'm not sure that Cornugon Smash is better for your build than Enforcer, but it's worth a look.
If you are committed to inflicting nonlethal bludgeoning Damage with your fists and locking in Sneak Attack Damage by making opponents Flatfooted with Enforcer and Shatter Defenses, you should really find a place to fit in Sap Adept, Knockout Artist, and Sap Master. Sap Master gives you double Sneak Attack Damage Dice. Knockout Artist and Sap Adept give you +1 Damage/SA Die each, and all three Feats Stack.
Do that, and the word of the day, every day, boys and girls will be DOUBLE DAMAGE!
Basically, you can do the same assembly, replacing intimidation with dirty tricks, but I don't know how to raise the CMB high for dex builds.

PhD. Okkam |

You could take Cornugon Smash instead of Enforcer. Enforcer only works with nonlethal Damage. Cornugon Smash works if you use Power Attack. Cornugon Smash also requires 6 Ranks of Intimidate, but you aren't taking Enforcer until level 5 anyway. I'm not sure that Cornugon Smash is better for your build than Enforcer, but it's worth a look.
If you are committed to inflicting nonlethal bludgeoning Damage with your fists and locking in Sneak Attack Damage by making opponents Flatfooted with Enforcer and Shatter Defenses, you should really find a place to fit in Sap Adept, Knockout Artist, and Sap Master. Sap Master gives you double Sneak Attack Damage Dice. Knockout Artist and Sap Adept give you +1 Damage/SA Die each, and all three Feats Stack.
Do that, and the word of the day, every day, boys and girls will be DOUBLE DAMAGE!
To build on the basis of cornugon smash, I would take a slayer in addition to a rogue, a weaveblade, and such a funny feat Shadows of Fear (Combat) and Violent Display (Combat).
2 levels Sylvan Trickster URogue (flight hex)
2 levels Snakebite Striker Brawler
6 levels Slayer