don’t worry. i noticed that.
lmao
im gonna have 224 hp at lvl 20, idk where i messed up the numbers, or maybe theres some formula i dunno
okay so, bad news, after first level you don’t automatically get a maxxed hit die anymore (you can either roll for it, or take the [rounded] average – if you take the average, a Fighter would get 6 + con mod + other modifiers like FCB)
Unchained Rogue is cool i was interested. Its not good in combat. But Arcane Trickster or some kinda spell casting, or using a ranged weapon could be good. Or even grabbing a polearm maybe. But the cool part is having a ton of skills and sneaking. Infiltrating and such. I feel like a rogue could have so much fun in the roleplay portion of the game. The most freedom to solve puzzles. Well spellcasters are up there too. But a spellcasting rogue is probably the most open to imagination thing to play in the RP / non combat challenges
Yep :P
Rolling for it is -EV. Since the rounding appears to be rounding up. U get +0.5 hp per level if u round instead of roll
having you on our team is -EV! go gamble!!

I nearly made Zed from league of legends too
You can:
- generate and pull weapons from shadows
- disappear and reappear through shadow portals
- make shadow clones of yourself
- csst darkness around you (not a zed ability but thematic)
Maggie the Second-Level Magus is fighting a Dire Badger (AC 14, touch AC 12, HP 22). She has 3 first-level spell slots (2 automatic, 1 from her Int modifier), and she prepared Shocking Grasp in all three slots. Her Strength is 12, and she doesn’t have any feats that would let her use Dex instead of Strength for anything. She is holding a scimitar in her right hand, and her left hand is empty.
Example 1: Maggie’s DM is randomly making her fight in an antimagic field for illustrative purposes, so none of her spells work
Maggie is standing next to the Dire Badger. She makes a single attack with her scimitar, with a +2 to hit (1 from BAB, 1 from Strength). On a hit, she deals 1d6 + 1 damage. She has only used a standard action, so after this she can move if she wants (subject to usual risks).
Example 2: Just a touch attack, no class features
Maggie is standing next to the Dire Badger. The Dire Badger has already used its AOO, so she is not worried about casting defensively. As a standard action, she casts Shocking Grasp, making a free touch attack to hit as part of the attack. The touch attack has +2 to hit, resolved against the Dire Badger’s touch AC of 12, and on a hit it deals 2d6 damage (since she has a caster level of 2). She has only used her standard action, so she can use her move action for other purposes.
If her attack misses, she is considered to be “holding the charge”; she can make another touch attack on her next turn, which will still deliver the Shocking Grasp spell (although she would lose the charge if she cast a different spell).
Example 3: Spell Combat but no Spellstrike
Maggie is standing next to the Dire Badger. The Dire Badger has already used its AOO, so she is not worried about casting defensively. As a full-round action, she casts Shocking Grasp, makes a touch attack, and then attacks with her scimitar. Since she is using Spell Combat, she takes a -2 penalty to all of her attacks: both attacks have +0 to hit. However, her first attack is a touch attack, so she only has to hit an AC of 12 rather than 14. Shocking Grasp will do 2d6 damage if it hits (as she has a caster level of 2), while her scimitar will do 1d6+1.
She would still be considered to be holding the charge here if her touch attack misses (but this doesn’t necessarily generalize to other classes, for other classes often making a weapon attack breaks it)
Example 4: Spellstrike but no Spell Combat
Maggie is standing 20 feet away from the Dire Badger. She walks up to the Dire Badger and casts Shocking Grasp. However, instead of making a melee touch attack to deliver the spell, she attempts to stab it with her scimitar. She has +2 to hit its regular AC (14), and on a hit, she will deal 2d6 damage from the Shocking Grasp, 1d6 from the scimitar, +1 from strength, for 3d6+1 total.
If her attack misses, she is considered to be “holding the charge”; she can make another attack on her next turn, which will still deliver the Shocking Grasp spell (although she would lose the charge if she cast a different spell).
Example 4.5: Spellstrike but no Spell Combat and also Maggie knows slightly more about touch attacks
Maggie is standing 20 feet away from the Dire Badger. She casts Shocking Grasp, then walks up to the Dire Badger and attempts to stab it with her scimitar. She has +2 to hit its regular AC (14), and on a hit, she will deal 2d6 damage from the Shocking Grasp, 1d6 from the scimitar, +1 from strength, for 3d6+1 total. (The advantage of this method is that she does not provoke an AOO, as she is not next to the badger when she casts her spell).
As before, if her attack misses, she is considered to be “holding the charge”; she can make another attack on her next turn, which will still deliver the Shocking Grasp spell (although she would lose the charge if she cast a different spell).
Example 4: Spellstrike + Spell Combat
Maggie is standing next to the Dire Badger. The Dire Badger has already used its AOO, so she is not worried about casting defensively. As a full-round action, she uses Spell Combat, starting with casting Shocking Grasp. Instead of making a touch attack, she uses Spellstrike to deliver the spell through her Scimitar. Since she is using Spell Combat, she takes a -2 penalty to all of her attacks, so this attack has +0 to hit, against an AC of 14. If it hits, it deals 2d6+1d6+1 damage; if it misses, she is still “holding the charge”. Then, since she is using Spell Combat, she makes a regular melee attack, with +0 to hit, against an AC of 14. If it hits (and her previous attack hit), she deals 1d6+1 damage. (If her first attack missed, she can also discharge the Shocking Grasp spell for an extra 2d6 damage).
it can be +EV if for some reason you dumped Con
Strength:
7 (Atlas) | 7 (Ranta), 8 (Geyde), 16 (tutuu) | 16 (Squirrel), 18 (zone)
Dexterity:
10 (Geyde), 12 (tutuu), 14 (zone) | 14 (Squirrel) | 14 (Ranta), 16 (Atlas)
Constitution:
10 (Ranta), 12 (zone) | 12 (Atlas), 14 (Geyde) | 14 (Squirrel), 18 (tutuu)
Intelligence:
10 (tutuu), 12 (Geyde) | 12 (Atlas), 14 (zone) | 14 (Squirrel), 20 (Ranta)
Wisdom:
10 (tutuu) | 10 (zone) | 10 (Atlas) | 10 (Ranta), 14 (Squirrel), 18 (Geyde)
Charisma:
8 (tutuu) | 8 (zone) | 8 (Squirrel), 12 (Ranta), 14 (Geyde), 18 (Atlas)
stats for people who have revealed theirs, | means “same level stat”
I already made mine when I posted the stats
whilst i chose mostly plain colours to not spend time on it, i do categorise you all (not myself) by the colour i selected for you here
Oh yeah hehe
Oh nice :P
Yay 
can u fix 10 (ranta) for con pls so its uniform