Friday, July 28, 2017

"Eloquent Bomb Dropper Of Norgorber" Evangelist, Alchemist, Grenadier, Toxicant (Tiefling)

Self-Interested Preface: This is my favorite build!  The thing about the alchemist is that it’s fuckin versatile- it has bombs as a class feature for per-day AoE, some really good class skills, INT as a primary stat (so, generally lots of skill points), and a ton of options in their discoveries, from being able to grow wings to having a tumorous familiar to making actual clones of themselves in case they die.  They’re amazing, and they can be built a ton of ways- there’re ways to get sneak attack, multiple natural attacks, effective poisons, minions, distributable magic, and crazy action economy, to list as many things as I feel like listing.  Here’s the archetypes:

Grenadier trades Brew Potion (holy shit who cares) and the alchemist’s poison resistances for some pretty-neat bombcentric abilities, including a free Precise Bombs discovery (it’s great for staying friendly with your party but honestly not very worth spending a discovery on), bomb blast shaping, and, at tenth level, Staggering Critical (with bombs only).  The 2nd-level ability Alchemical Weapon’s interesting in conjunction with a Full Pouch trick I’ll be explaining below, but it’s not really worth an action so I wouldn’t recommend it until 15th level, when it’s a free one.  Toxicant, described below, lets this character swift-action poison party members’ weapons which is fucking amazing between fights but not always practical in the middle of combat, which is where Alchemical Weapon comes in to add high-DC blinding powder to an adjacent arrow or whatever without spending an action.

Toxicant swaps out mutagens for an incredible contact poison that can be added to weapons (as in, your party’s weapons) or used as a touch attack.  Keep in mind there’s no duration for how long the poison stays on a weapon, so you might as well spend a little downtime between fights to keep all weapons poisoned at all times.  There’s a chart denoting all its capabilities, but the first big one’s that it sickens and dazes for two rounds on a DC 18 Fort save at level SEVEN (six if you don't wanna be an Evangelist).  Daze, case you didn’t know, is the condition that means a character can’t perform any actions.  The poison can be used an amount of times equal to level + INT per day, and remains indefinitely as a contact poison any time the alchemist is hit with natural or unarmed attacks.  Something I look(ed) forward to doing is bantering up to a duel, then insisting on decorum, shaking hands with my attacker to knock ‘em out, then attaching a delayed fucking bomb to their space (maybe several) and casually walking away.  (Also, please note that aside from this specific use, Delayed Bomb's pretty stupid- it's a prerequisite for Implant Bomb, though, which has amazing potential I'll describe toward the end.)  The chart’ll describe each iteration of the poison in detail, but one of my favorite parts is it sickens on a failed saving throw, which is a -2 to all saving throws, which means it’s even harder to resist (each round, a creature gets a new saving throw against the poison).  I don’t talk to a lot of people about this stuff, but it’s my understanding that poison’s generally pretty underwhelming in Pathfinder.  The Toxicant’s poison doesn’t give a fuck.

Evangelist is a neat prestige class- a character loses one level of progression in their main class before picking it right the fuck back up along with boons, extra AC, Reflex as a high save (worse than the alchemists’s Fort and Reflex but whatever), and an alright capstone-esque transformation.  I went with it instead of straight alchemist progression because Norgorber’s Noxious Bomb boon, obtained at character level 11, lets this character add their contact poison to its fucking bombs.  It’s a full-round action, which is lame, but by level 11 that’s adding dazed, shaken, sickened, and five poison damage per round to your bomb’s normal effects for three rounds.  It’s a good option if you need an enemy out of the fight but you’re not prepared to approach it for a melee touch attack.  At character level 14 Norgorber’s Secret Self boon is a 1/day 1 minute/character level Greater Invisibility that adds an additional +2 attack to thrown weapons, which is also pretty fuckin nuts.
It’s up to you if you think these’re worth it- personally I could go either way except that Norgorber’s obedience is whispering secrets into a hole you dug which is adorable.  It’s also poisoning strangers with needles, which is crazy!  Win some, lose some.  I mean, it’s an evil character.  Shrug.

At level 1, this character takes Skill Focus (Linguistics), a prerequisite for Orator, a feat that lets this character replace all its social skills with Linguistics, a skill modified by INT.  At level 1, its Bluff, Diplomacy, and Intimidate are at a +8 modifier (since Linguistics is not a class skill for this character until it becomes an Evangelist), making it a strong secondary if not the primary face.  I did this ‘cause I really like talking in these games- if you don’t want your alchemist to be sociable, this build gets an extra two feats and one skill point per level.  (Also, note that Linguistics replaces those skills in social situations only- can’t use Linguistics to intimidate in combat or feint.)  There’s an effective skill point chart below the build, but milestones are +17 base modifier at level 6 when it becomes a class skill, +24 base modifier at level 10 when +3 from Skill Focus becomes +6, and +36 base modifier at level 20.

Aside from bombs and extracts and poison and party-facing, this character’s an alchemist, which means it’s especially good at crafting alchemical items.  If you’ve never looked at alchemical items, I’ll put a companion list on a separate page- alchemical items are generally usable by anyone and offer a ton of effects, lots of which is some pretty powerful shit.  To list a few benefits: there's a 60 ft. radius 4d6 ice bomb that turns into caltrops; a vial that creates a zone of suffocation for one minute when broken; a potion that stands as the only thing you can do while nauseated; and an alchemical paint that lets the user cast a prepared spell as a Still one.  There’s a ton of fucking capabilities here, but alchemist level 4’s where it gets serious, with the absolutely-broken spell Full Pouch:

Full Pouch

School transmutation; Level alchemist 2

Casting Time 1 swift action
Components V, S, M (alchemical reagents or herbs worth 1 gp)

Range touch
Target 1 object touched
Duration instantaneous



You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of disease, a poison, a magic potion, or another type of consumable item. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. Saves against the new alchemical item’s affects use the original item’s save DC or the save DC of this spell, whichever is higher.

Apparently this extract can be used to swift-action create permanent copies of alchemical items with a DC equal to [10 + 2 (spell level) + INT modifier] for the cost of a daily extract slot and one gold.  This has a lot of potential to keep tanglefoot bags and other alchemical weapons relevant for much, much longer, especially in conjunction with INT-boosting items and effects.  It also makes manufacturing of alchemical weapons and items incredibly cheap.  There’re some seriously powerful items that can be duplicated through Full Pouch- I recommend getting (making) a ton of Boro Beads for this exact purpose, and spending all your downtime preparing everyone for everything.  Here’s another link to my list of notable alchemical stuff.  The idea here is that you help turn every member of your party nearly as versatile as you are- they can fulfill their normal roles or they can toss a DC 23 tanglefoot bag or they can throw exploding ice or they can shake off nausea, all for one fuckin gold and a daily spell slot each.

I also have this character getting Craft Wondrous Item at level 9- Treantmonk said once they feel like craft feats are sort of like trading feat slots for gold.  It’s not the case here- with the Hedge Magician trait knocking 5% off creation costs, INT-based Use Magic Device and the Cooperative Crafting abilities of the Valet-archetype Tumor Familiar, this character’s way, way better at making magic items than the rest of the party’d be.  Craft Wondrous Item’s got the most utility out of all the craft feats, including all non-armor clothing and a ton of special non-equip items.  I’ve read through a lot of wondrous items, and I’m not prepared to completely bog down this build with lists, but as a for-instance, there’s: a series of one-use tokens with abilities that range from auto-forcing a magic anchor onto a ship(do this during a ship chase to the other ship) to glitterdust to conjuring a fucking siege engine to a minute of flight; a golden apple that forces a Will save on the nearest hostile creature against paralyzation; a key that makes constructs avoid attacking you unless commanded to; the Dream Journal Of The Pallid Seer, which every character should read; and the incredible Poisoner’s Gloves, which’ll serve as my segue to action economy.

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Hey, okay, segue disrupted- so, RAW Master Craftsman's description is: 

Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.

When you look at the magic item creation rules, at the bottom it describes the Craft skills you need for each item- for Wondrous Items it says:

Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check.

That skill's only rolled at the end of item creation, but there it is.  RAW's kinda weird in that Master Craftsman clearly states the character can use its ranks as a caster level to qualify, but also RAW this character could start putting points in other Craft skills, qualify for Craft Wondrous Item, create whatever wondrous item it has the skill points in, and make the single end-of-crafting roll with whichever Craft skill's applicable.  It doesn't break the build, it's just messy-looking.  Consider this when you're planning the build.

Anyway, uh, Poisoner's Gloves:
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This character’s action economy is fucking incredible.  Poisoner’s Gloves allow an alchemist to put their infusion-modified extracts inside a piece of clothing to be delivered as a touch attack.

Poisoner's Gloves
CL 5th; Price 5000 gp

These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat.


Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used once per day. Filling a glove is a full-round action that provokes attacks of opportunity.

That’s for your tumorous familiar poppin outta you to stab you with your own spells on its turn.  Here’s where it gets fucking incredible, and my favorite part of this build: at level 15 for this build or 14 for a non-Evangelist, this character gets Greater Alchemical Simulacrum, a discovery that allows it to create permanent 1/2-strength duplicates of any creature through a 24-hour procedure for 100 GP per HD.  The duplicate is perfectly obedient.  This character duplicates its familiar, which, while not technically counting as its familiar, still has all its familiar’s feats and abilities and can absolutely wear the Poisoner’s Gloves.  That’s another creature popping out to stab you with your own spells on its turn.  How often can you do this?  Well, here’s a better question: how many of your daily fucking spells are you willing to put in those gloves?  Additionally, with the teamwork feat Shake It Off, each adjacent creature (occupying the same space counts as adjacent for this purpose) adds +1/+1/+1 to saving throws, up to a maximum of +5/+5/+5 (that caveat actually didn't exist when I made the build, to my knowledge, so I had some old formulas of how many familiars would encumber this character to see the maximum saving throw boost it could have and I think it was +13).  Even cooler than that, your familiar’s Tiny, which means it can occupy the same space as another creature.  With the Implant Bomb general feat obtained at level 15, each of your familiar simulacrums can have a fucking bomb inside of it- so all you gotta do is command your perfectly-obedient familiars who each contain a bomb to go jump in a space with a dude (talking’s a free fuckin action), then toss one of your own goddamn bombs over there- you only gotta kill one of em and it’ll explode, which oughtta kill the rest of em, which means whatever they stacked on is taking the full force of as many bombs as you felt like putting in their space, in addition to if you felt like using Poisoner’s Gloves to toss around touch-range spells that particular round.  Played cleverly, this character’s a fucking god.  Fuck, man, played stupidly this character’s a fucking god.  In addition to all of that is stuff I’ve mentioned before- at level 16 you got free-action adding-alchemical-items-to-weapons, which is like you tossing around your shit on someone else’s turn, you got your super poison you get to put on whatever, your super poison hits things that hit you without an action, you can add your super poison to a bomb if you need to, and with the simulacrum familiar exploit you got an entire army only limited by how much gold you have, and here’s the kicker there: with Hedge Magician you can actually make money by creating items for 45% of cost and selling them for 50%- it’s not a ton but if you’re in a campaign with downtime go ahead and spend the time to do some fuckin math to find out how much free money you deserve.  Cooperative Crafting says it doubles the GP value of what can be created in a day.  RAW I guess that means each simulated valet familiar doubles the GP value of what can be created in a day??  ?????  Potentially-infinitely-quick crafting????????

Final weird mechanic I'd like to mention is implants.  Some of them are fucking amazing, so read through 'em if you want- my favorite's the Splintered Mind, which adds a +4 against mind-affecting effects and allows two saving throws against ongoing effects in exchange for -2 Initiative and 16000 GP (just kidding, it's 7200 GP since you're making it yourself).

This is my very favorite character.  Every build I post after this, if any at all, will be at least a little embarrassing to me.  This one’s a party face, it’s a ranged attacker, it has AoE, it can buff, it has minions, with the Doppleganger Simulacrum discovery at level 11 (10 for non-Evangelist) it can self-resurrect, it can incapacitate with a touch attack, and it makes Batman’s utility belt look like an asshole.

As an aside to illustrate its potential, what I would do if I were an endgame character is create a nation- I’d hire the most talented workers from everywhere to come to my little country and just hang out while I cloned them into obedient, half-talented servants- I feel like a 50% version of any prodigy wouldn’t be enough to threaten it, you know?  I’d have an entire functioning kingdom of perfectly-obedient creatures, each working to make things better and each laced with a bomb and maybe a couple little alchemical items to hide or whatever if they’re attacked.  Something else I think’d be amazing is I’d duplicate myself, then have it cast Skinsend to make it into animate flesh- then I’d wear it like a cape and toss it on the ground in fights so it could hurl around its half-power bombs and be a little baby version of me stalking around shaped like my skin without organs.  Probly several.  Why would anyone ever play this game any other way?

This build created in November of 2016, with Evangelist added in January of 2017.


Evangelist Level 10, Alchemist (Grenadier, Toxicant) Level 10
[must be of Evil alignment and worship Norgorber]

Race: Tiefling +2 DEX, +2 INT, -2 CHA (+1 Hit Point/+1 Skill Point/+½ Alchemist Bomb Damage)

Racial Traits
Fiendish Resistance (Cold, Electricity, and Fire resistance 5)
Fiendish Sprinter (+10’ speed when charging, running, or withdrawing)
Maw or Claw (1d6 Bite)
Prehensile Tail (Can carry small items and retrieve stored items as swift action with tail)
Darkvision 60’

Character Traits/Drawbacks
Drawback: Pride (Cannot abide challenges, threats, or accusations besmirching personal honor or affectations;
take -2 to Diplomacy and Sense Motive against a challenger, threatenist or accuser.)
Magic: Hedge Magician (crafted magic items cost 5% less to create)
Regional: Paragon of Speed (+2 to Initiative)
Social: Clever Wordplay (use INT modifier instead of CHA for Use Magic Device)


Class Skills: Appraise, Craft (Any), Disable Device, Fly, Heal, Knowledge (Arcana), Knowledge (Nature), Linguistics, Perception, Profession (Any), Sleight Of Hand, Spellcraft, Survival, and Use Magic Device.

Known Languages: Common, Abyssal, Infernal, +4 others

1: Alchemist (Grenadier, Toxicant), +½ Alchemist Bomb Damage
            BAB: +0
            Base Saves: +4/+5/+2
New Feats: Bomb Proficiency, Simple Weapon Proficiency, Longbow Proficiency, Light Armor Proficiency, Alchemy, Bomb, Throw Anything, Toxic Secretion, [1st Level Feat] Skill Focus (Linguistics), [Anti-Hero] Orator
Skills(8): Appraise, Craft (Alchemy), Knowledge (Arcana), Knowledge (Nature), Linguistics, Perception, Spellcraft, Use Magic Device
New Extracts: 1st Level- Adhesive Spittle, Cure Light Wounds, Enlarge Person, Heightened Awareness, Monkey Fish, Targeted Bomb Admixture
Base Extracts Per Day: 2 Lvl. 1
            Base Bomb Damage/Frequency: 1d6+INT, 5/day


2: Alchemist (Grenadier, Toxicant), +½ Alchemist Bomb Damage
            BAB: +1
            Base Saves: +5/+6/+2
New Feats: Alchemical Weapon 1 (move action), [Alchemist Discovery 2nd] Tumor Familiar, [Alchemist Discovery (Grenadier)] Precise Bomb
Skills(8): Craft (Alchemy), Disable Device, Heal, Linguistics, Perception, Spellcraft, Survival, Use Magic Device
New Extracts: 1st Level- Comprehend Languages, Reduce Person
Base Extracts Per Day: 3 Lvl. 1
            Base Bomb Damage/Frequency: 1d6+1+INT, 6/day
            Familiar: Tumor Compsognathus (Valet archetype)
            Familiar Bonus: +4 initiative

3: Alchemist (Grenadier, Toxicant), +½ Alchemist Bomb Damage
            BAB: +2
            Base Saves: +5/+6/+3
New Feats: Swift Alchemy, Toxic Secretion: Sickened, [3rd Level Feat] Extra Discovery: Infusion
Skills(8): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +3 others
New Extracts: Endure Elements, True Strike
Base Extracts Per Day: 4 Lvl. 1
            Base Bomb Damage/Frequency: 2d6+1+INT, 7/day

4: Alchemist (Grenadier, Toxicant), +½ Alchemist Bomb Damage
            BAB: +3
            Increased Ability Score: INT +1 (20)
            Base Saves: +6/+7/+3
New Feats: [Alchemist Discovery 4th] Frost Bomb
Skills(9): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +4 others
New Extracts: Alchemical Allocation, Full Pouch
Base Extracts Per Day: 5 Lvl. 1, 2 Lvl. 2
            Base Bomb Damage/Frequency: 2d6+2+INT, 9/day

5: Alchemist (Grenadier, Toxicant), +½ Alchemist Bomb Damage
            BAB: +3
            Base Saves: +6/+7/+3
New Feats: [5th Level Feat] Divine Obedience
Skills(9): Craft (Alchemy), Knowledge (Religion), Knowledge (Religion), Knowledge (Religion), Linguistics, Perception, Spellcraft, Use Magic Device, +1 other
New Extracts: Invisibility, Lesser Restoration
Base Extracts Per Day: 6 Lvl. 1, 3 Lvl. 2
            Base Bomb Damage/Frequency: 3d6+2+INT, 10/day

Additional Class Skills Obtained At Level 6: Diplomacy, Knowledge (Religion), Linguistics, +1 other

6: Evangelist 1 (d8 Hit Die)
            BAB: +4
            Base Saves: +6/+8/+4
New Feats: Obedience, Skilled: Linguistics and (1 other, as desired)
Skills(11): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +6 others
New Extracts: (none)
Base Extracts Per Day: 6 Lvl. 1, 3 Lvl. 2
            Base Bomb Damage/Frequency: 3d6+2+INT, 11/day

7: Evangelist 2; Alchemist (Grenadier, Toxicant) 6
            BAB: +5
            Base Saves: +7/+8/+4
New Feats: Aligned Class: Alchemist, Alchemical Weapon 2 (swift action), Directed Blast, Protective Grace (+1), Toxic Secretion: Dazed, [Alchemist Discovery 6th] Sticky Poison, [7th Level Feat] Master Craftsman: Craft (Alchemy)
Skills(11): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +6 others
New Extracts: Barkskin, Vomit Swarm
Base Extracts Per Day: 6 Lvl. 1, 4 Lvl. 2
            Base Bomb Damage/Frequency: 3d6+2+INT, 11/day

8: Evangelist 3; Alchemist (Grenadier, Toxicant) 7
            BAB: +6/+1
Increased Ability Score: INT +1 (21)
            Base Saves: +7/+9/+4
New Feats: [Deific Boon] Secrets And Lies: Clairaudience/Clairvoyance 1/day
Skills(11): Craft (Alchemy), Fly, Linguistics, Perception, Spellcraft, Use Magic Device, +5 others
New Extracts: Channel Vigor, Fly
Base Extracts Per Day: 6 Lvl. 1, 4 Lvl. 2, 2 Lvl. 3
            Base Bomb Damage/Frequency: 4d6+2+INT, 12/day

9: Evangelist 4; Alchemist (Grenadier, Toxicant) 8
            BAB: +6/+1
            Base Saves: +7/+9/+5
New Feats: Gift Of Tongues 1: (as desired by campaign), [Alchemist Discovery 8th] Alchemical Simulacrum, [9th Level Feat] Craft Wondrous Item
Skills(11): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +6 others
New Extracts: Amplify Elixir, Bouncing Bomb Admixture
Base Extracts Per Day: 6 Lvl. 1, 5 Lvl. 2, 3 Lvl. 3
            Base Bomb Damage/Frequency: 4d6+2+INT, 13/day

10: Evangelist 5; Alchemist (Grenadier, Toxicant) 9
            BAB: +7/+2
            Base Saves: +8/+10/+5
New Feats: Multitude Of Talents, Toxic Secretion: Shaken, (Skill Focus: Linguistics bonus increases to +6)
Skills(11): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +6 others
New Extracts: Heroism, Protection From Energy
Base Extracts Per Day: 7 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3
            Base Bomb Damage/Frequency: 5d6+2+INT, 14/day

11: Evangelist 6; Alchemist (Grenadier, Toxicant) 10
            BAB: +8/+3
            Base Saves: +8/+10/+5
New Feats: [Deific Boon] Noxious Bomb, Staggering Blast, [Alchemist Discovery 10th] Doppleganger Simulacrum, [11th Level Feat] Extra Discovery: Fast Bombs
Skills(11): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +6 others
New Extracts: Freedom Of Movement, Restoration
New Extracts: Echolocation, Greater Invisibility
Base Extracts Per Day: 7 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3, 2 Lvl. 4
            Base Bomb Damage/Frequency: 5d6+2+INT, 15/day

12: Evangelist 7; Alchemist (Grenadier, Toxicant) 11
            BAB: +9/+4
Increased Ability Score: INT +1 (22)
            Base Saves: +8/+11/+6
New Feats: Protective Grace (+2)
Skills(12): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +7 others
Base Extracts Per Day: 7 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 3 Lvl. 4
            Base Bomb Damage/Frequency: 6d6+2+INT, 17/day

13: Evangelist 8; Alchemist (Grenadier, Toxicant) 12
            BAB: +9/+4
            Base Saves: +9/+11/+6 (+1/+1/+1 when adjacent to or merged with familiar)
New Feats: Gift Of Tongues 2: (as desired by campaign), Toxic Secretion: Dazzled, [Alchemist Discovery 12th] Delayed Bomb, [13th Level Feat] Shake It Off
Skills(12): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +7 others
New Extracts: Arcane Eye, Enchantment Foil
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4
            Base Bomb Damage/Frequency: 6d6+2+INT, 18/day

14: Evangelist 9; Alchemist (Grenadier, Toxicant) 13
            BAB: +10/+5
            Base Saves: +9/+12/+6 (+1/+1/+1 when adjacent to or merged with familiar)
New Feats: [Deific Boon] Secret Self 1/day
Skills(12): Craft (Alchemy), Heal, Heal, Heal, Heal, Heal, Heal, Heal, Linguistics, Perception, Spellcraft, Use Magic Device
New Extracts: Delayed Consumption, Overland Flight
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4, 2 Lvl. 5
            Base Bomb Damage/Frequency: 7d6+2+INT, 19/day

15: Evangelist 10; Alchemist (Grenadier, Toxicant) 14
            BAB: +11/+6/+1
            Base Saves: +9/+12/+7 [up to +5/+5/+5 when adjacent to or merged with familiar(s)]
New Feats: Spiritual Form (INT; Wings), Toxic Digestion, [Alchemist Discovery 14th] Greater Alchemical Simulacrum, [15th Level Feat] Implant Bomb
Skills(12): Craft (Alchemy), Heal, Heal, Heal, Heal, Heal, Heal, Heal, Linguistics, Perception, Spellcraft, Use Magic Device
New Extracts: Magic Jar, Resurgent Transformation
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 3 Lvl. 5
            Base Bomb Damage/Frequency: 7d6+2+INT, 20/day

16: Alchemist (Grenadier, Toxicant) 15, +½ Alchemist Bomb Damage
            BAB: +12/+7/+2
Increased Ability Score: INT +1 (23)
            Base Saves: +10/+13/+7 [up to +5/+5/+5 when adjacent to or merged with familiar(s)]
New Feats: Alchemical Weapon 3 (free action), Toxic Secretion: Blinded
Skills(10): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +5 others
New Extracts: Communal Stoneskin, Contact Other Plane
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5
            Base Bomb Damage/Frequency: 8d6+3+INT, 21/day


17: Alchemist (Grenadier, Toxicant) 16, +½ Alchemist Bomb Damage
            BAB: +12/+7/+2
            Base Saves: +10/+13/+7 [up to +5/+5/+5 when adjacent to or merged with familiar(s)]
New Feats: [Alchemist Discovery 16th] Extend Potion, [17th Level Feat] Extra Discovery: Eternal Potion
Skills(10): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +5 others
New Extracts: Heal, Twin Form
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5, 2 Lvl. 6
            Base Bomb Damage/Frequency: 8d6+3+INT, 22/day

18: Alchemist (Grenadier, Toxicant) 17, +½ Alchemist Bomb Damage
            BAB: +13/+8/+3
            Base Saves: +11/+14/+8 [up to +5/+5/+5 when adjacent to or merged with familiar(s)]
New Feats:
Skills(10): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +5 others
New Extracts: Analyze Dweomer, True Seeing
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 3 Lvl. 6
            Base Bomb Damage/Frequency: 9d6+4+INT, 23/day

19: Alchemist (Grenadier, Toxicant) 18, +½ Alchemist Bomb Damage
            BAB: +14/+9/+4
            Base Saves: +11/+14/+8 [up to +5/+5/+5 when adjacent to or merged with familiar(s)]
New Feats: Instant Alchemy, Toxic Secretion: Fatigued, [Alchemist Discovery 18th] Explosive Bomb, [19th Level Feat] Extra Discovery: Hellfire Bomb
Skills(10): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +5 others
New Extracts: Statue, Wind Walk
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 6 Lvl. 4, 5 Lvl. 5, 4 Lvl. 6
            Base Bomb Damage/Frequency: 9d6+4+INT, 24/day

20: Alchemist (Grenadier, Toxicant) 19, +½ Alchemist Bomb Damage
            BAB: +15/+10/+5
Increased Ability Score: INT +1 (24)
            Base Saves: [up to +5/+5/+5 when adjacent to or merged with familiar(s)]
New Feats: (none)
Skills(11): Craft (Alchemy), Linguistics, Perception, Spellcraft, Use Magic Device, +6 others
New Extracts: Mislead, Transformation
Base Extracts Per Day: 7 Lvl. 1, 7 Lvl. 2, 7 Lvl. 3, 6 Lvl. 4, 6 Lvl. 5, 5 Lvl. 6
            Base Bomb Damage/Frequency: 10d6+5+INT, 26/day

Bomb Types (Cannot Stack)
1st: Fire (Standard) Bomb - Listed damage, fire
4th: Frost Bomb - Listed damage, cold, direct hit save-or-stagger
19th: Explosive Bomb - Listed damage, fire, doubled splash radius, direct hit save-or-catch-fire
19th: Hellfire Bomb - Listed damage, half fire/half unholy, doubled splash radius, direct hit save-or-catch-fire/unholy

Bomb Modifiers (Can Stack)
2nd: Precise Bomb - Select number of splash squares equal to INT mod. to be unaffected by splash
7th: Directed Blast - Turns bomb splash radius into directed 20 ft. cone if desired
11th: Staggering Blast - Critical hit with any bomb save-and-stagger (1d4+1 rounds on failure, 1 round on save)
12th: Delayed Bomb - Can delay bomb explosion by a number of rounds up to INT mod.

(Toxic Secretion class ability, obtained at level 1)
Once per day, in a process that takes 10 minutes, the toxicant can create and imbibe a tincture that causes their skin to secrete a mild toxin. The toxicant is immune to this secretion, but any creature that hits them with a natural attack or unarmed strike must succeed at a Fortitude save. On a failed save, the target takes an amount of damage equal to the toxicant's Intelligence modifier. At 4th level, a target that fails its save must succeed at a second save 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses.
This is a poison effect. The toxicant can suppress this secretion as a standard action, in which case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.
At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have their toxin impose.
Once this choice is made, it can't be changed. A creature that fails its save against the toxic secretion also gains these conditions until it succeeds at a save against the secretion, or until the toxin's duration ends. 


As a swift action, the toxicant can collect and concentrate this secretion into a poison they can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant's toxic secretion. The toxicant can do this a number of times per day equal to their alchemist level + their Intelligence modifier.

(Sticky Poison alchemist discovery, obtained at level 7)
Poison applied to weapons remain for a number of strikes equal to INT mod.




Friday, July 7, 2017

Why The Vigilante Is A Useless, Ridiculous Fucking Class: A Humble Opinion

In March of 2016, Paizo released the Pathfinder sourcebook Ultimate Intrigue, a book of optional rules and features to turn social interaction into a mini-game.  In addition to new feats, items, and archetypes, it added the Vigilante, a class which splits its by-level features between customisable social and practical abilities, and so splits its general actions between a mundane, NPC-style character and the FUCKING CHARACTER YOU BUILT.  I'd hope no one needs my opinion, but clearly this worthless piece of shit made it through countless editors, so I'll break it down with as much vitriol as it deserves:

When a person plays a game like Pathfinder, or D&D, or whatever tabletop character-building role-playing thing, they're setting time aside to enter a heady world of mystery and magic and adventure, where they can project a lil avatar to dynamically affect a fiction.  It's like jamming yourself into a media and interacting with the characters, with someone else playing a metagod that keeps everything moving while you act and react and exist inside a story.

Know what it's not for?  PRETENDING YOU HAVE A FUCKING JOB, LIKE YOU HAVE TO DOUBLE-PRETEND YOUR LAME-ASS CHARACTER HAS A LIFE OUTSIDE THE LIFE YOU'VE CREATED FOR IT.  IT IS LITERALLY THE OPPOSITE OF PLAYING A GAME.  WHY THE FUCK WOULD WHOEVER INVENTED THIS DUMBASS BULLSHIT CLASS THINK ANYONE WOULD WANT TO PLAY BRUCE WAYNE IN ADDITION TO BATMAN?  Actually hey lemme back up a little and ask IF SOMEONE WANTED TO PLAY BRUCE WAYNE IN ADDITION TO BATMAN, AREN'T WE OBJECTIVELY MAKING THINGS WORSE BY GIVING THEM FUCKING RULES FOR DOING IT?

Listen, Pathfinder's already a game of near-infinite possibility, full of rules and errata and structure and function.  Personally, I find it best to start at what you CAN do and work it into what's the most effective- that's how my mind likes to work and that's the entire point of this fucking blog.  So I want the dumbass who thought this was a good idea, and the dumbasses who signed off on it to feel bad about the stupid fucking decision to take ROLEPLAYING and make it into a series of STUPID DIE(+X)-BASED MINI-GAMES.  That's so fucking stupid!  If someone wants to roleplay, they do it!  If someone fucks up the words they're trying to say, amazing!  That's the ENTIRE POINT.  To turn talking to an NPC into some kind of two-person performance should be a black fucking mark of shame in the mind of whoever conceptualized it.  Verbal fucking duels are lame as shit and supremely unnecessary in a world where you and your characters are already allowed to say whatever the fuck they want!

So, the Vigilante specifically is a class that has two kinds of feat options based on the theme of your character- it can be a pretend fighter or a pretend rogue, either of which coming with a bunch of horrendously thematic lamefuck goddamn social talents like "People know who you are in one town!  You get +4 Intimidate in that town after you spend ONE WEEK TALKING YOURSELF UP IN THAT ONE TOWN!" or the upgraded, "People know who you are in two towns!  You get +6 Intimidate in those two towns, but you have to be LEVEL 7 AND HAVE ALREADY BOTH PURCHASED THE FIRST FEAT AND SPENT THE WEEK TALKING YOURSELF UP IN BOTH THOSE TOWNS."  Don't forget the "celebrity" version, where, "People consider you a celeb!  You can spend up to ten minutes haggling with a stranger to get an item worth 1 GP!  IF YOU SELL THIS ITEM YOU CAN NEVER DO THIS AGAIN.  YOU HAVE TO BE LEVEL FUCKING FIVE."  That's best-case worthless.  I want the person who wrote this and all their editors fired and I want to be offered their collective job so I can take it, call a meeting my first day, and shit on the table in the conference room just to raise the bar over Ultimate Intrigue.

Okay, to be fair, a bunch of the general vigilante talents are actually kind of neat.  There's stuff like charging short distances without incurring AoO and adding 1/2 level to unarmed attacks and a really good no-requisite replacement for two-weapon feint and 8th-level Hide In Plain Sight.  This class could be worth taking if maybe like the archetypes let you trade out, say, two social talents for one regular talent.  But all the fucking archetypes are campy goddamn garbage!!  There's one that turns you into Spiderman, but each web shot(obtained at level 6)'s a 10'-increment standard-action and can only be used 3+CON times per day(doesn't increase with level).  Swingin' around as Spiderman's a possibility, though, at LEVEL FUCKING EIGHTEEN, and you're not any faster than you are when you walk.  Why the fuck would someone spend time putting this together?  It's not clever, not effective, and not even cute because a fucking fifth-level wizard can fly and throw high-DC tanglefoot bags WITHOUT SACRIFICING CLASS FEATURES TO PAIZO'S DUMBASS ARBITRARY CLASS FUNCTIONS.

The vigilante is terrible.  It's one of the worst parts of RPGs- giving people rules for talking to other people in a way that excludes all the other people involved.  They don't need that, and the people that DO need that ought to be fine coming up with their own dumb bogged-down chumpwad version of talking to fictional fucking villains to embarrass them in front of other fictional fucking people.  If you want your character to be a fucking vigilante, play a VIABLE CHARACTER and just waste some skill points on Craft (Mediocrity) and Disguise, then say out loud, "Hey, my character changed their name in our downtime so they could covertly make horseshoes!" so everyone else can say, "Hey, nobody fucking cares!"

Thursday, June 22, 2017

"Zon-Kuthon's Champion" Monk, Monk Of The Mantis, Qinggong Monk, Evangelist (Half-Orc)

Self-Interested Preface: This is another weird one!  Okay, to save time, I'll explain the premise here: the combat feat Monastic Legacy and the style feat Mantis Wisdom both add slowed-down monk-style progression to monk class features.  The Evangelist prestige class counts as an Evangelist for its first level, then counts as an Evangelist with its "Aligned Class" features Evangelist levels 2-10.  I've made some charts at the bottom, but I figured I'd put that up here early so whoever wants to can debate and complain about it right off that bat.  RAW, until some obscure FAQ shows up, I'm pretty certain this is exactly how this works.  This kind of unintended loophole's the entire reason this blog exists.

Half the levels in this build are the monk archetype Monk Of The Mantis.  It trades several monk bonus feats for sneak attack damage which is only accessed via Flurry Of Blows and alters Stunning Fist to add more options and power.  Combined with high WIS, Mantis Style, and Mantis Wisdom, as well as the above-mentioned Evangelist exploit, it ends up with a terrifying Stunning Fist.  Late-game, the Dimensional Dervish feat line boosts its mobility greatly, as well as the wings it can grow as a standard action from level 15 onward.  It's meant to be a crazy debilitator with high (for a monk or non-optimized character, I mean) damage that's hard to put down.

Went with Half-Orc for the boosted saving throws and Darkvision, plus the synergy from Fate's Favored.  Saving throws are monk +2/+2/+2, Half-Orc +2/+2/+2, and attributes +2/+3/+4 for a respectable +6/+7/+8 at level one, and the character just gets fuckin better.

Traits include Finish The Fight, which is a +1 to attack things you've already wounded- kind of thematic and really nice for this flurrying character, and one of the +1 damage-boosting ones- your choice based on campaign.  Combat Reflexes at level 1, just because- Weapon Finesse is actually important, and Toughness helps this character compete with a fighter.  At level 2, Monk Of The Mantis' Pressuring Strikes brings in its first instance of sneak attack- as mentioned, this character has to flurry to use it but Stunning Fist is a substitute for a melee attack, so it shouldn't be a problem to stun-then-murder whoever as a primary this-thing-has-to-die tactic.  Stunning's pretty intense- it's just "hey, be flat-footed to everyone and drop your shit", which is kind of a death sentence standing next to this character.  Level 3's Mantis Style, bumping up the DC of Stunning Fist which now has an unbuffed base of 10 + 1 (1/2 level) + 4 (WIS) + 2 (Mantis Style) = 17 Fortitude- even this character has a 45% chance to fail.  Level 4 lets Stunning Fist just add fatigue, optionally- this is a monk-only feature, and could be used to set up an exhaustion combo or stop a barbarian from raging or something.  Eh.  I'll mention 'em here, but below the build there'll also be a list of Stunning Fist effects-by-level.  Level 5 uses the Qinggong Monk archetype to change out the 5th-level High Jump for Power Attack (you don't have to qualify for a feat to get or use it as a Ki Power, so it works with your unarmed attacks even though you're using them as a DEX-based light weapon).  Level 7 adds Mantis Wisdom, which starts boosting Stunning Fist additionally based on Evangelist levels and adds +2 to Stunning Fist attack rolls.  Level 8 lets you swap stun for sickened, and adds a free round of entanglement post-Stunning Fist.  At level 9, I picked Lunge to make it easier to be all over the place- this character's AC's already nuts so -2's not much of a hit, and 10' reach really opens up the versatility of the 5-foot step.  Due to my trickery, level 11 is effectively Stunning Fist's 12th, so this character can apply stagger for 1d6+1 rounds.  Monastic Legacy also shows up, which I've denoted at the bottom of the build to boost unarmed damage by 1/2 Evangelist levels.  Finally, at level 11, the Zon-Kuthon boon Strike Of The Endless comes in, which is pretty much a 3/day blinding version of Stunning Fist.  Lot of fuckin options.  Level 12, which for the purposes of the archetype is effectively monk level 11, applies exhaustion for one round in addition to the entanglement for one round post-Stunning Fist.  Level 13's Dimensional Agility, kind of a lame feat tax but this character's a terror so whatever.  At level 14, spending a ki point extends those durations to rounds equal to your WIS modifier, as if anything'd still be alive that long.  Also at level 14, Stunning Fist's 16th-level variant allows permanent blindness or deafness to be applied, which'd feel gratuitous if this character wasn't actively worshipping a torture god.  Finally at level 14, you get a 1/day nauseating Stunning Fist with bonus non-lethal damage per round, which is kind of neat.  Level 15's Dimensional fucking Assault, which means if you wanna you can replace Lunge since you've learned to teleport around the field.  I like that even though this character has slightly-delayed monk progression, fifteen's the earliest a monk can have Dimensional Assault anyway.  It also gets the Evangelist capstone Spiritual Form, which grants wings and +4 WIS for a dividable minute per level, though it is a standard action to activate.  Level 16 brings in a Quivering Palm with an option to put a struck enemy to sleep instead and the final, 20th-level iteration of Stunning Fist, which is 1d6+1 round of paralyzation.  This is about the level most campaigns end, but just to say so, at 17 I went with Dimensional Dervish (of course), at 18 it can steal ki with Ki Leech, 19 I went with Ability Focus to help it fuck up epic creatures, and 20 doesn't really have a capstone because of its functional missing level of progression.

Sneak attack progression is in each by-level stat block- I didn't make a chart for it or anything.  As mentioned several times, unarmed damage and Stunning Fist progression are in charts below the build.

Defensively, it's got DEX and WIS as its main stats, with CON in the positive and Toughness at level 1.  Since it's using Weapon Finesse (and an Agile Amulet of Mighty Fists as soon as possible), it puts ability points into DEX and should boost DEX as much as possible, with WIS second and CON last.  That, in addition to monk saving throw progression, keeps it pretty safe at its base.  Aside from the standard monk features, like Evasion and Still Mind and the progressing monk AC bonus, it uses Qinggong to swap out the 4th-level Slow Fall for Barkskin, which gets pretty nuts at higher levels.  Evangelist levels have a high Will save and low Fortitude and Reflex, though the character's still above average in those ways.  Level 7 and second level of Evangelist pops in a sacred bonus to AC, which is nice of it, and a 3/day Protection from Chaos spell-like at level 8/3.  Improved Evasion at level 10 is nice, though as a DEX monk Evasion probly ends up working just as well.  Then, other than Diamond Soul as a Ki Power at level 18, it doesn't make any defensive choices, since all its defense has a scaling progression [don't forget to use Barkskin- it's ten minutes per level and caps at +5 to natural AC at level 13 (or your monk effective level 12)].

This character's a strong fuckin monk with a lot of neat debilitating abilities and extra skill points to toss around for non-combat roles.  It's not a tank, per se, but I think it can boost its AC and saving throws high enough that it can avoid the majority of everything.  It's also incorrigably fucking evil.  Zon-Kuthon's a torture god with a hella-dark backstory about going to an evil dimension and getting captured by alien gods or something to get turned into a fuckin cenobite, then coming back and doing the same thing to his spirit wolf god dad.  As your necessary Obedience, verbatim each day from level 5 forward you have to:

"Persuade a creature to allow you to inflict a small amount of pain on it. This can be as subtle as thin needles under the skin or as overt as a lashing with a whip— whatever the subject agrees to. If you can legally procure an individual, such as through legalized slavery, you may use a purchased subject instead.
If no suitable individuals can be located, coil a spiked chain into a nest and kneel on it, letting your weight sink your knees into the spikes. Whip your own back while chanting praises to Zon-Kuthon.
Gain a +2 sacred bonus on saving throws against spells that deal hit point damage.
"

Without loyalty to Zon-Kuthon, you lose your Evangelist powers (I'm pretty sure?), so be prepared to roleplay a fucking weirdo.  Last thing worth mentioning is Vows- they're restrictions you add to a monk character to boost its Ki.  They vary, but most of them suck pretty hard except Vow Of Truth (no telling lies, which isn't your character's role anyway) and Vow Of Cleanliness (kinda depends- you're not allowed to punch the undead or the especially-gross.  Here's a list!  Finally, I'll mention for the I-don't-know-how-manyth-time: below the build's the charts and a final explanation for the crazy exploits this build utilizes.  Good luck with your creep-ass violence monk!

This build created in December of 2016 and messed with a little in June of 2017.




Evangelist 10, Monk (Monk Of The Mantis, Qinggong Monk) 10
[Must be Lawful Evil and worship Zon-Kuthon]

Race: Half-Orc, +2 WIS (+1 Hit Point/+1 Skill Point/+1 CMD against grappling, +½ Stunning Fists per day)

Racial Traits
Sacred Tattoo [+1 (+2 with Fate’s Favored) luck bonus to all saving throws]
Shadowhunter (can always hit incorporeal creatures for ½ damage as if attacks were magical; +2 to saves removing negative levels; heal 2 ability score damage per day if source was undead)
Unflinching Valor (+2 to saves against fear effects, +1 to CMD against grappling)
Orc Blood (counts as human and orc for the purposes of racial effects)
Darkvision 60’

Character Traits/Drawbacks
Drawback: Provincial (-2 to Diplomacy/Sense Motive against creatures of differing alignment/religion)

Faith: Fate’s Favored (+1 to any luck bonuses)


Race (Half-Orc, Raised By Orcs): Finish The Fight (+1 attack against opponent injured by you within 24 hours)

Regional: Mizu Hi Hikari Rebel or Quain Martial Artist (+1 to unarmed damage rolls)
Class Skills: Acrobatics, Climb, Craft (Any), Escape Artist, Intimidate, Knowledge (History), Knowledge (Religion), Perception, Perform (Any), Profession (Any), Ride, Sense Motive, Stealth, and Swim.

Known Languages: Common, Orc

1: Monk (Monk Of The Mantis) 1 (d8 HD), +1 Hit Point
            BAB: +0
            Flurry BAB: +1
            Base Saves: +6/+7/+8
New Feats: Monk Weapon Proficiencies, Flurry Of Blows, Monk AC Bonus, Monk Unarmed Strike, Stunning Fist, Improved Unarmed Strike, Vow Of Truth, [Monk 1st] Combat Reflexes, [1st Level Feat] Weapon Finesse, [Anti-Hero] Toughness
Skills(3): Acrobatics, Perception, Heal
Current Monk Unarmed Damage: 1d6

2: Monk (Monk Of The Mantis) 2, +1 Hit Point
            BAB: +1
            Flurry BAB: +2
            Base Saves: +7/+8/+9
New Feats: Evasion, Pressuring Strikes
Skills(3): Acrobatics, Perception, Heal
Current Sneak Attack: 1d6

3: Monk (Monk Of The Mantis) 3, +1 Hit Point
            BAB: +2
Flurry/CMB BAB: +3
            Base Saves: +7/+8/+9
New Feats: Fast Movement (currently +10’), Maneuver Training, Still Mind, [3rd Level Feat] Mantis Style
Skills(3): Knowledge (Religion), Perception, Heal
Current Sneak Attack: 1d6

4: Monk (Monk Of The Mantis) 4, +1 Hit Point
            BAB: +3
Flurry/CMB BAB: +4
Ability Score Increase: DEX +1 (18)
            Base Saves: +8/+9/+10
New Feats: Monk AC Bonus +1, Monk Ki Pool, Stunning Fist (4th), [Qinggong] Ki Power: Barkskin
Skills(3): Knowledge (Religion), Perception, Heal
Current Monk Unarmed Damage: 1d8
Current Sneak Attack: 1d6

5: Monk (Monk Of The Mantis) 5, +1 Hit Point
            BAB: +3
Flurry/CMB BAB: +5
            Base Saves: +8/+9/+10
New Feats: [Qinggong] Ki Power: Power Attack, [5th Level Feat] Deific Obedience: Zon-Kuthon
Skills(3): Knowledge (Religion), Perception, Heal
Current Sneak Attack: 1d6

Additional Class Skills Gained At Level 6: Diplomacy, Heal, and two others as desired by campaign.

6: Evangelist 1 (d8 Hit Die)
            BAB: +4
Flurry/CMB BAB: +5
            Base Saves: +8/+9/+11
New Feats: Obedience, Skilled: (two skills as desired by campaign)
Skills(5): Acrobatics, Perception, Heal, +2 others
Current Sneak Attack: 1d6

7: Evangelist 2; Monk (Monk Of The Mantis) 6
            BAB: +5
Flurry/CMB BAB: +6
            Base Saves: +9/+10/+11
New Feats: Aligned Class: Monk, Fast Movement (currently +20’), Ki Pool (cold iron/silver), Protective Grace (+1), [7th Level Feat] Mantis Wisdom
Skills(5): Acrobatics, Perception, +3 others
Current Sneak Attack: 2d6

8: Evangelist 3; Monk (Monk Of The Mantis) 7
            BAB: +6/+1
Flurry/CMB BAB: +7
Ability Score Increase: DEX +1 (19)
Base Saves: +9/+10/+12
New Feats: [Boon] Unbending Faith: Protection From Chaos 3/day, Debilitating Blows (7th), Stunning Fist (8th)
Skills(5): Acrobatics, Perception, +3 others
Current Monk Unarmed Damage: 1d10
Current Sneak Attack: 2d6

9: Evangelist 4; Monk (Monk Of The Mantis) 8
            BAB: +6/+1
Flurry/CMB BAB: +8
            Base Saves: +9/+10/+12
New Feats: Gift Of Tongues (4th): (bonus language as desired by campaign), Monk AC Bonus +2, [9th Level Feat] Lunge
Skills(5): Acrobatics, Perception, +3 others
Current Sneak Attack: 2d6

10: Evangelist 5; Monk (Monk Of The Mantis) 9
            BAB: +7/+2
Flurry/CMB BAB: +9
            Base Saves: +10/+11/+13
New Feats: Fast Movement (currently +30’), Improved Evasion, Multitude Of Talents
Skills(5): Acrobatics, Perception, +3 others
Current Sneak Attack: 2d6

11: Evangelist 6; Monk (Monk Of The Mantis) 10
            BAB: +8/+3
Flurry/CMB BAB: +10
            Base Saves: +10/+11/+13
New Feats: [Boon] Strike Of The Endless, Ki Pool (Lawful), Stunning Fist (12th) [11th Level Feat] Monastic Legacy
Skills(5): Acrobatics, Perception, +3 others
Current Monk Unarmed Damage: 2d6
Current Sneak Attack: 3d6

12: Evangelist 7; Monk (Monk Of The Mantis) 11
            BAB: +9/+4
Flurry/CMB BAB: +11
Ability Score Increase: DEX +1 (20)
Base Saves: +10/+12/+14
New Feats: Debilitating Blows (11th), Protective Grace (+2)
Skills(5): Acrobatics, Perception, +3 others
Current Sneak Attack: 3d6

13: Evangelist 8; Monk (Monk Of The Mantis) 12
            BAB: +9/+4
Flurry/CMB BAB: +12
            Base Saves: +10/+12/+14
New Feats: Abundant Step, Fast Movement (currently +40’), Gift Of Tongues (8th): (bonus language as desired by campaign), Monk AC Bonus +3, [13th Level Feat] Dimensional Agility
Skills(5): Acrobatics, Perception, +3 others
Current Monk Unarmed Damage: 2d8
Current Sneak Attack: 3d6

14: Evangelist 9; Monk (Monk Of The Mantis) 13
            BAB: +10/+5
Flurry/CMB BAB: +13
            Base Saves: +11/+13/+15
New Feats: [Boon] Agonizing Blow, Debilitating Blows (13th), Stunning Fist (16th)
Skills(5): Acrobatics, Perception, +3 others
Current Sneak Attack: 3d6

15: Evangelist 10; Monk (Monk Of The Mantis) 14
            BAB: +11/+6/+1
Flurry/CMB BAB: +14
            Base Saves: +11/+13/+15
New Feats: Spiritual Form (WIS; Wings), [15th Level Feat] Dimensional Assault
Skills(5): Acrobatics, Perception, +3 others
Current Sneak Attack: 4d6

16: Monk (Monk Of The Mantis) 15, +1 Hit Point
            BAB: +12/+7/+2
Flurry/CMB BAB: +15
Ability Score Increase: DEX +1 (21)
Base Saves: +11/+13/+16
New Feats: Fast Movement (currently +50’), Disabling Palm, Stunning Fist (20th)
Skills(3): Acrobatics, Perception, +1 other
Current Monk Unarmed Damage: 2d10
Current Sneak Attack: 4d6

17: Monk (Monk Of The Mantis) 16, +1 Hit Point
            BAB: +12/+7/+2
Flurry/CMB BAB: +16
            Base Saves: +12/+14/+16
New Feats: Ki Pool (Adamantine), Monk AC Bonus +4, [17th Level Feat] Dimensional Dervish
Skills(3): Acrobatics, Perception, +1 other
Current Sneak Attack: 4d6

18: Monk (Monk Of The Mantis) 17, +1 Hit Point
            BAB: +13/+8/+3
Flurry/CMB BAB: +17
            Base Saves: +12/+14/+17
New Feats: [Qinggong] Ki Power: Diamond Soul (currently SR 27), [Qinggong] Ki Leech
Skills(3): Acrobatics, Perception, +1 other
Current Sneak Attack: 4d6

19: Monk (Monk Of The Mantis) 18, +1 Hit Point
            BAB: +14/+9/+4
Flurry/CMB BAB: +18
            Base Saves: +13/+15/+17
New Feats: Fast Movement (currently +60’), [19th Level Feat] Ability Focus: Stunning Fist
Skills(3): Acrobatics, Perception, +1 other
Current Sneak Attack: 5d6

20: Monk (Monk Of The Mantis) 20, +1 Hit Point
            BAB: +15/+10/+5
Flurry/CMB BAB: +19
Ability Score Increase: DEX +1 (22)
Base Saves: +13/+16/+18
New Feats: Empty Body
Skills(3): Acrobatics, Perception, +1 other
Current Monk Unarmed Damage: 3d6
Current Sneak Attack: 5d6
 

Flurry Of Blows Documentation Verbatim

Starting at 1st level, a monk can make a flurry of blows as a full-attack action.  When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon.  For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).  At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

 

Stunning Fist Level Progression

Mantis Style feat (Verbatim),  3rd level
You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.

Mantis Wisdom feat (Verbatim), 7th level
Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target.
While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts.

Stunning Fist feat (Verbatim), 1st level
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Evangelist Aligned Class class feature (Verbatim)
At 2nd level, the evangelist must choose a class they belonged to before adding the prestige class to be their aligned class. They gain all the class features for this class, essentially adding every evangelist level beyond 1st to their aligned class to determine what class features they gain. They still retain the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gain all other class features of their aligned class as well as those of the evangelist prestige class.

I take this to mean that, when leveling as an Evangelist, this character continues to gain class features as a monk (of its level -1 in this case) but is still leveling in “class[es] other than monk”.  The language is ambiguous enough that each evangelist level should count as ½ of a monk level for the purpose of available Stunning Fist effects, in addition to improving class features as a monk from level 2 to level 10.  Additionally, every four levels in Evangelist should increase the number of uses of Stunning Fist per day by 1.  As such, the effective progression of Stunning Fist for this character should be as follows: