Preparing a PC of every playtest class for "The Ruby Phoenix Tournament" (CR10 party)


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I'm prepping a playtest PC of all 9 new classes with expectations of running this in the next month or two

the following is herolab stat block for each class. Please crtitique. I hope this will be useful both for playtesting and for our use. Obviously I will probably only run 4 or 5 PC's but, all are up for grabs.

note: Herolab has not updated with the latest playtest version, but i have made some custom adjustments to try and accomodate. Please bear with me, eagerly awaiting an update!


Warpriest

Male Dwarf Warpriest 11
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 27, touch 12, flat-footed 26 (+9 armor, +6 shield, +1 Dex, +1 deflection)
hp 85 (11d8+22)
Fort +10, Ref +5, Will +14; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; DR 3/—
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Offense
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Speed 20 ft.
Melee heavy shield bash +13/+8 (1d4+5/×2) and
+3 adamantine warhammer +17/+12 (1d8+8/19-20/×3) and
light hammer +13/+8 (1d4+5/×2)
Ranged masterwork heavy crossbow +10/+5 (1d10/19-20/×2)
Special Attacks hatred, channel energy
Warpriest Spells Prepared (CL 11th; concentration +16):
4th (3/day)—divine power, air walk, extend magic vestment
3rd (5/day)—prayer, cure serious wounds, invisibility purge, dispel magic, deadly juggernaut
2nd (5/day)—resist energy, cure moderate wounds, cure moderate wounds, bear's endurance, effortless armor
1st (7/day)—liberating command, protection from evil, cure light wounds, cure light wounds, cure light wounds, gorum's armor, stone shield
0 (at will)—stabilize, detect magic, create water, detect poison, read magic
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Statistics
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Str 20, Dex 13, Con 14, Int 10, Wis 20, Cha 12
Base Atk +8; CMB +13 (+15 sunder); CMD 25 (25 vs. bull rush, 27 vs. sunder, 25 vs. trip)
Feats Cleave, Cleaving Finish, Extend Spell, Furious Focus, Improved Critical (warhammer), Improved Sunder, Power Attack, Saving Shield, Shield Focus, Steel Soul
Traits armor expert, indomitable faith
Skills Climb +10, Diplomacy +5, Handle Animal +5, Heal +9, Intimidate +9, Sense Motive +13, Spellcraft +14, Survival +9, Swim +4
Languages Common, Dwarven
SQ acid strike (minor), armor of earth (major), aura of protection (major), greed, hardy, increased defense (minor) +3, Sacred Armor +2, Sacred Weapon +2, blessings (earth blessing, protection blessing), slow and steady, spontaneous casting, stability, stonecunning
Other Gear Adamantine Full plate, +3 Adamantine Heavy steel shield, +3 Adamantine Warhammer, Cold Iron Crossbow bolts (50), Crossbow bolts (10), Light hammer (2), Masterwork Heavy crossbow, Belt of giant strength +4, Cloak of resistance +1, Headband of inspired wisdom +4, Ring of protection +1, 106 GP
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Special Abilities
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Acid Strike (minor) (Su) Touched melee weapon deals +1d4 acid dam for 1 min.
Armor Expert -1 Armor check penalty.
Armor of Earth (major) (Su) Touched ally gains DR 1/—, which stacks to DR 3/— for 1 min.
Aura of Protection (major) (+1 AC, Resist 5) (Su) Allies in 30 ft gain +1 deflection bonus to AC & resist 5 vs all elements for 1 min.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Increased Defense (minor) +3 (Su) Gain a +3 bonus to saves and AC for 1 min.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (11 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers.
Sacred Weapon +2 (11 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Warpriest Channel Positive Energy 4d6 (4/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Human (Tian-Shu) Slayer 11
CG Medium humanoid (human)
Init +7; Senses Perception +15
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Defense
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AC 24, touch 16, flat-footed 19 (+8 armor, +5 Dex, +1 deflection)
hp 107 (11d10+22)
Fort +12, Ref +14, Will +6
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee masterwork cold iron shortsword +16/+11/+6 (1d6+4/19-20/×2)
Ranged +2 seeking darkwood composite longbow +18/+13/+8 (1d8+13/19-20/×3)
Special Attacks favored target, sneak attack +3d6
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Statistics
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Str 18, Dex 20, Con 15, Int 10, Wis 12, Cha 10
Base Atk +11; CMB +15; CMD 31
Feats Deadly Aim, Improved Critical (longbow), Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits heart of clay, reactionary
Skills Acrobatics +18, Climb +12, Disguise +9, Heal +5, Intimidate +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (local) +4, Perception +15, Ride +8, Sense Motive +5, Stealth +23, Survival +15 (+20 to track), Swim +10
Languages Common, Tien
SQ seeking, slayer talents (evasion, fast stealth, snap shot, sniper's eye, stealthy sniper), swift tracker, track
Combat Gear Daredevil boots (10 rounds/day); Other Gear +2 Shadow Mithral Agile breastplate, +2 Seeking Darkwood Composite longbow (Str +4), Masterwork Cold Iron Shortsword, Belt of physical perfection +2, Bracers of archery, greater, Cloak of resistance +2, Handy haversack (2 @ 33.82 lbs), Ring of protection +1, Ranger's kit, 291 GP
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Special Abilities
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Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Favored Target (+3, 3 at a time, Swift) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Snap Shot (Ex) On surprise rd treat init as if roll 20, but must make a ranged att, then roll normally.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


GZA
Male Human (Tian-Shu) Arcanist 11
N Medium humanoid (human)
Init +7; Senses Perception +12
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Defense
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AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 deflection)
hp 52 (11d6+11)
Fort +10, Ref +7, Will +11
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Offense
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Speed 30 ft.
Arcanist Spells Prepared (CL 11th; concentration +18):
5th (4/day)—teleport, empow fireball (DC 22)
4th (5/day)—stoneskin, greater invisibility, empow scorching ray
3rd (6/day)—haste, lightning bolt (DC 22), dispel magic, fly
2nd (6/day)—resist energy, mirror image, see invisibility, bear's endurance, bear's endurance
1st (6/day)—liberating command, magic missile, protection from evil, shield, mage armor
0 (at will)—open/close (DC 17), detect magic, mending, detect poison, light, arcane mark, read magic, prestidigitation (DC 17), dancing lights
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Statistics
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Str 11, Dex 12, Con 12, Int 25, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 24
Feats Defensive Combat Training, Destructive Dispel, Empower Spell, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Spell Penetration
Traits heart of clay, reactionary
Skills Appraise +11, Fly +15, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +21, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +21, Knowledge (religion) +21, Linguistics +15, Perception +12, Sense Motive +12, Spellcraft +21, Use Magic Device +14
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dtang, Elven, Infernal, Minatan, Minkaian, Nagaji, Tien, Undercommon, Wayang
SQ arcane reservoir, arcanist exploits (counter drain, counterspell, dimensional slide [110'], metamagic knowledge, potent magic, spell tinkerer [±50% duration or suppress 1 rds] [), consume spells
Combat Gear Elemental metamagic rod (acid) (3/day); Other Gear Amulet of natural armor +2, Cloak of resistance +3, Handy haversack (1 @ 40 lbs), Headband of aerial agility (Int +4) (Perception, S, Ring of protection +2, 2000 GP
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Special Abilities
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Arcane Reservoir +2 DC or CL (33/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to three times the arcanist’s level. Each day whe
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to t
Counter Drain (Su) Whenever the arcanist successfully counterspells a spell, the arcanist regains points to her arcane reservoir depending on the level of the spell countered. Spells of 2nd-level or lower do not restore any points. Spells of 3rd, 4th, and 5th level res
Counterspell (Su) By expending one point from her arcane reservoir to attempt to counterspell a spell as it is being cast. The arcanist must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend a
Destructive Dispel Upon successful dispel, opponent must save or is stunned
Dimensional Slide (110') (Su) The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action, allowing her to move up to 10 feet per arcanist level to any
Elemental metamagic rod (acid) (3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 5,500 gp
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Headband of aerial agility (Int +4) (Perception, Sense Motive) +1 CL for spells/extracts that grant flight.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Tinkerer (±50% duration or suppress 1 rds) (DC 15) (Su) The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect’s target) and be aware of the effect to use this ability. She can choose to increase or decrease

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Inspectah Deck
Elf Investigator 11
NG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +17
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Defense
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AC 24, touch 16, flat-footed 19 (+7 armor, +5 Dex, +1 natural, +1 deflection)
hp 74 (11d8+11)
Fort +8, Ref +13 (+3 bonus vs. traps), Will +9; +2 vs. enchantments, +2 trait bonus vs. illusion
Defensive Abilities trap sense; Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee +1 keen adamantine rapier +14/+9 (1d6+3/15-20/×2)
Ranged +2 seeking living steel composite longbow +15/+10 (1d8+3/×3)
Special Attacks sneak attack +4d6
Investigator Spells Prepared (CL 11th; concentration +17):
4th (3/day)—stoneskin, greater invisibility, cure critical wounds
3rd (5/day)—haste, cure serious wounds (x2), heroism, fly
2nd (6/day)—resist energy, cure moderate wounds, see invisibility, invisibility, alter self, acute senses (DC 18)
1st (7/day)—reduce person (DC 17), shield (x2), true strike, cure light wounds, enlarge person (DC 17), comprehend languages
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Statistics
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Str 14, Dex 20, Con 12, Int 22, Wis 12, Cha 10
Base Atk +8; CMB +10; CMD 26
Feats Brew Potion, Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse
Traits resilient, skeptic
Skills Acrobatics +19, Appraise +10, Bluff +4, Climb +6, Craft (alchemy) +20 (+31 to create alchemical items), Diplomacy +4, Disable Device +26, Disguise +8, Escape Artist +9, Fly +16, Heal +5, Intimidate +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +17 (+22 to locate traps), Profession (herbalist) +5, Ride +6, Sense Motive +15, Sleight of Hand +9, Spellcraft +20 (+22 to determine the properties of a magic item), Stealth +19, Swim +13, Use Magic Device +14; Racial Modifiers +2 Perception, alchemy
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Sylvan, Other Language, Undercommon, Varisian
SQ elven magic, inspiration, investigator talents (combat inspiration, eidetic recollection, expanded inspiration, infusion, intelligence inspiration), poison use, swift alchemy, trapfinding +5
Combat Gear Potion of cure light wounds (3); Other Gear +3 Mithral Chain shirt, +1 Keen Adamantine Rapier, +2 Seeking Living Steel Composite longbow (Str +1), Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +1, Handy haversack (6 @ 76.7 lbs), Headband of vast intelligence +4 (Swim, Fly), Ring of protection +1, Ring of sustenance, - Custom container - (empty), Alchemist's kit, Alchemist's lab, Chronicler's kit, Silk rope, Thieves' tools, masterwork, 60 GP
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Special Abilities
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Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Eidetic Recollection (Su) Can always take 10 on Knowledge checks, use 1 inspiration to take 20.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Expanded Inspiration (Ex) Use Inspiration with Diplomacy, Perception, Profession, Sense Motive at no cost (if trained).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d6) (11/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Use Inspiration with Knowledge, Linguistics, Spellcraft at no cost.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Skeptic +2 save vs. illusion.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Method Man
Aasimar Shaman 11
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 21, touch 13, flat-footed 20 (+6 armor, +1 Dex, +2 natural, +2 deflection)
hp 74 (11d8+11)
Fort +8, Ref +8, Will +18; +2 trait bonus vs. fear effects
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Special Attacks channel energy
Spell-Like Abilities
1/day—daylight
Shaman Spells Prepared (CL 11th; concentration +18):
6th (2/day)—greater dispel magic, heal
5th (3/day)—breath of life (DC 22) (DC 22), teleport, teleport, true seeing
4th (4/day)—cure critical wounds, freedom of movement, restoration, air walk
3rd (6/day)—magic vestment, haste, haste, cure serious wounds, dispel magic, daylight, sacred bond (DC 20)
2nd (6/day)—lesser restoration, resist energy, cure moderate wounds (x2), align weapon, communal protection from evil
1st (6/day)—moment of greatness, liberating command, protection from evil, cure light wounds, cure light wounds, detect evil
0 (at will)—detect magic, mending, create water, read magic
Shaman Spells Known (CL 11th; concentration +18):
6th (1/day)—mass owl's wisdom, heal
5th (1/day)—contact other plane, breath of life
4th (1/day)—legend lore, restoration
3rd (1/day)—locate object, neutralize poison
2nd (1/day)—lesser restoration, tongues
1st (1/day)—identify, detect undead
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Statistics
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Str 11, Dex 12, Con 12, Int 16, Wis 25, Cha 15
Base Atk +8; CMB +8; CMD 21
Feats Divine Interference, Empower Spell, Extend Spell, Greater Spell Penetration, Improved Initiative, Spell Penetration
Traits reactionary, sky spirit worshipper
Skills Diplomacy +18, Fly +12, Handle Animal +6, Heal +21, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +18, Ride +2, Spellcraft +17; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ automatic writing, hexes (arcane enlightenment, confusion curse), spirits (lore), wandering hexes (enhanced cures [level 11]), wandering spirits (life)
Other Gear Masterwork Mountain pattern armor, Amulet of natural armor +2, Cloak of resistance +4, Handy haversack (1 @ 62 lbs), Headband of inspired wisdom +6, Ring of force shield, Ring of protection +2, 3100 GP
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Special Abilities
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Arcane Enlightenment (Su) The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add to her spell list a number of arcane spells from the sorcerer/wizard spell list equal to her Charisma modifier, using the sorcerer/wizard level of the
Automatic Writing (1/day) (Su) Meditate for 1 hr, creating writings which function as commune (no material cost).
Confusion Curse (Ex) As a standard action, intelligent foe in 30 ft is confused 2 rds (Will neg).
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enhanced Cures (level 11) (Su) For cure spells, any level caps in the spell become your oracle level
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.

Construction
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Shaman Channel Positive Energy 6d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sky Spirit Worshipper +2 trait bonus to saves vs fear.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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Ol' Dirty Bastard
Human (Mwangi) Hunter 11
N Medium humanoid (human)
Init +5; Senses Perception +17
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Defense
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AC 27, touch 17, flat-footed 22 (+9 armor, +5 Dex, +1 natural, +2 deflection)
hp 90 (11d8+27)
Fort +11, Ref +14, Will +8
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Offense
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Speed 30 ft.
Melee +1 adamantine earth breaker +12/+7 (2d6+5/×3) and
masterwork shortsword +12/+7 (1d6+3/19-20/×2)
Ranged +2 seeking darkwood composite longbow +15/+10 (1d8+5/×3)
Hunter Spells Prepared (CL 11th; concentration +14):
4th (2/day)—air walk, atavism (DC 17)
3rd (5/day)—sleet storm, stone shape, cure moderate wounds (x2), mass feather step
2nd (5/day)—delay poison, lesser restoration, resist energy, reduce animal, eagle eye
1st (6/day)—liberating command, aspect of the falcon, endure elements, cure light wounds (x2), faerie fire
0 (at will)—detect magic, create water, detect poison, light, light
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Statistics
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Str 17, Dex 20, Con 15, Int 10, Wis 16, Cha 10
Base Atk +8; CMB +11; CMD 28
Feats Coordinated Defense, Deadly Aim, Enfilading Fire, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Stealth Synergy, Trick Riding
Skills Acrobatics +9, Climb +7, Handle Animal +14, Heal +7, Knowledge (geography) +4, Knowledge (nature) +5, Perception +17, Ride +18, Stealth +23, Survival +17 (+22 to track), Swim +6
Languages Common, Polyglot
SQ hunter tactics, animal focus, seeking, swift tracker, teamwork feat, track, wild empathy, woodland stride
Other Gear +3 Shadow Mithral Agile breastplate, +1 Adamantine Earth breaker, +2 Seeking Darkwood Composite longbow (Str +3), Cold Iron Arrows (50), Masterwork Shortsword, Silver Arrows (50), Amulet of natural armor +1, Belt of physical perfection +2, Boots of elvenkind, Cloak of resistance +2, Handy haversack (16 @ 49.8 lbs), Headband of inspired wisdom +2, Ring of protection +2, Coffee (per cup) (11), Coffee pot, Custom Container, Fetters, masterwork, Holy symbol, wooden (The Green Faith), Manacles, masterwork, Ranger's kit, 403 GP, 3 SP, 9 CP
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enfilading Fire +2 to ranged att vs a foe flanked by an ally with this feat.
Hunter Tactics At 3rd level, the hunter's animal companion is treated as if it possessed the same teamwork feats as the hunter for the purpose of determining whether the hunter or the companion receives a bonus from her teamwork feats. The hunter's and companion's
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (2/round) Once per round you can attempt to negate a hit to your mount in combat.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Animal Focus (4/day) (Su) At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated (her animal companion also gains this benefit). Once activated, this ability lasts 1 minute.

At 1
Seeking Ignores miss chances, but must be aimed at the correct square.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Teamwork Feat At 3rd level, and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.

As a standard action, the hunter ca
Track +5 Add the listed bonus to survival checks made to track.
Trick Riding No penalty for riding bareback, and in light armor no Ride checks needed for DC 15 or less.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Arcane Familiar
Rat
N Tiny magical beast (animal)
Init +4; Senses low-light vision, scent; Perception +13
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Defense
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AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 37 (1d8)
Fort +3, Ref +5, Will +8
SR 16
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Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +12 (1d3-4/×2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 11, Wis 13, Cha 2
Base Atk +8; CMB +8; CMD 14 (18 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Diplomacy +7, Fly +20, Handle Animal -3, Heal +12, Perception +13, Ride +3, Spellcraft +11, Stealth +22, Swim +10; Racial Modifiers +4 Stealth
SQ improved evasion
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Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (16) You have Spell Resistance.
Swimming (15 feet) You have a Swim speed.

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Icelene Jones
Tiger
N Large animal
Init +4; Senses low-light vision, scent; Perception +7
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Defense
--------------------
AC 27, touch 13, flat-footed 23 (+5 armor, +4 Dex, -1 size, +9 natural)
hp 86 (+36)
Fort +10, Ref +10, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
--------------------
Speed 40 ft.
Melee bite +13 (1d8+7/×2 plus grab) and
2 claws +13 (1d6+7/×2 plus grab) and
2 rakes +12 (1d6+7/×2)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, 2 rakes
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Statistics
--------------------
Str 25, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)
Feats Armor Proficiency (Light), Combat Reflexes, Iron Will, Multiattack, Weapon Focus (bite), Weapon Focus (claw)
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +8 (+12 jump), Climb +10, Perception +7, Stealth +5 (+9 in Undergrowth), Swim +10; Racial Modifiers +4 Stealth in Undergrowth
SQ combat riding, devotion, fetch, multiattack / extra attack, seek, stay, track
Other Gear +1 Chain shirt, Bit and bridle, Military saddle, exotic, Saddlebags (empty), Tent, small, Veterinarian's kit (10 uses)
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Special Abilities
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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.

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Raekwon
Human (Tian-Shu) Brawler 11
CN Medium humanoid (human)
Init +9; Senses Perception +15
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Defense
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AC 26, touch 19, flat-footed 20 (+7 armor, +3 Dex, +2 deflection, +3 dodge, +1 untyped)
hp 99 (11d10+29)
Fort +9, Ref +10, Will +6
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Offense
--------------------
Speed 30 ft.
Melee unarmed strike +21/+16/+11 (4d8+10/19-20/×2)
Special Attacks brawler's flurry, stunning fist (12/day, DC 16)
--------------------
Statistics
--------------------
Str 21, Dex 17, Con 14, Int 10, Wis 13, Cha 10
Base Atk +11; CMB +16 (+17 disarm, +21 grapple, +18 trip); CMD 35 (36 vs. disarm, 38 vs. grapple, 37 vs. trip)
Feats Dazing Assault, Deadly Aim, Dodge, Improved Critical (unarmed strike), Improved Initiative, Improved Iron Will, Improved Unarmed Strike, Iron Will, Power Attack, Scorpion Style, Stunning Fist, Weapon Focus (unarmed strike)
Traits mizu ki hikari rebel, reactionary
Skills Acrobatics +16, Climb +18, Escape Artist +16, Handle Animal +4, Intimidate +4, Perception +15, Ride +6, Sense Motive +15, Swim +8
Languages Common, Tien
SQ ac bonus, brawler strike (cold iron/silver), brawler strike (magic), brawling, martial maneuvers, unarmed strike
Combat Gear Potion of bear's endurance, Potion of cure light wounds (3), Potion of cure moderate wounds; Other Gear BRAWLIN shirt, Amulet of mighty fists +2, Belt of physical perfection +2, Boots of speed (10 rounds/day), Monk's robe, Ring of protection +2, Monk's kit, Mug/tankard, 141 GP, 9 SP, 8 CP
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Special Abilities
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AC Bonus +2 (Ex) When a brawler wears light or no armor, she gains a dodge bonus to AC and CMD.
Boots of speed (10 rounds/day) Affected by haste
Brawler Strike (Cold Iron/Silver) (Su) Your unarmed strikes are treated as cold iron & silver for the purpose of overcoming DR.
Brawler Strike (Magic) (Su) Your unarmed strikes are treated as magic for the purpose of overcoming DR.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler is treated as having the Two-Weapon Fighting feat when attacking with unarmed strikes or weapons with the "monk" special feature. She does
Brawling Unarmed strikes count as magic for bypassing DR.
Dazing Assault (DC 21) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers (move action) () (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scorpion Style (DC 16) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 1 rds (Fort neg).
Stunning Fist (12/day) (DC 16) You can stun an opponent with an unarmed attack.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.

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Rza
Male Human (Ulfen) Skald 11
CG Medium humanoid (human)
Init +3; Senses Perception +15
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Defense
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AC 24, touch 15, flat-footed 21 (+8 armor, +3 Dex, +1 natural, +2 deflection)
hp 91 (11d8+28)
Fort +11, Ref +8, Will +11; +4 vs. bardic performance, sonic, and language-dependant effects
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Offense
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Speed 20 ft.
Melee +2 keen adamantine greatsword +13/+8 (2d6+6/17-20/×2)
Ranged +1 seeking living steel composite longbow +12/+7 (1d8+4/×3)
Special Attacks dirge of doom
Skald Spells Known (CL 11th; concentration +17):
4th (3/day)—dimension door, modify memory (DC 20), dance of a hundred cuts
3rd (5/day)—haste, slow (DC 19), displacement, dispel magic
2nd (6/day)—cure moderate wounds, heroism, mirror image, invisibility, glitterdust (DC 18)
1st (7/day)—liberating command, identify, alarm, comprehend languages, feather fall (DC 17), feather step (DC 17)
0 (at will)—detect magic, light, message, read magic, prestidigitation (DC 16), ghost sound (DC 16)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 11, Wis 12, Cha 22
Base Atk +8; CMB +11; CMD 26
Feats Arcane Strike, Deadly Aim, Eldritch Heritage, Point-Blank Shot, Power Attack, Precise Shot, Scribe Scroll, Skill Focus (Perform (oratory))
Traits indomitable faith, poverty-stricken
Skills Acrobatics +14 (+10 jump), Bluff +10, Climb +7, Diplomacy +10, Escape Artist +4, Handle Animal +10, Intimidate +10, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Linguistics +4, Perception +15, Perform (oratory) +26, Ride +4, Spellcraft +4, Stealth +4, Survival +6 (+8 to get along in the wild), Use Magic Device +10; Racial Modifiers student of humanity
Languages Common, Skald, Tien
SQ bardic knowledge, lore master, rage powers, rage powers (reckless abandon [+/-3], strength surge +11 [1/rage], surprise accuracy +3 [1/rage]), raging song, spell kenning, well versed
Other Gear +2 Agile breastplate, +1 Seeking Living Steel Composite longbow (Str +3), +2 Keen Adamantine Greatsword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +2, Headband of alluring charisma +4, Ring of protection +2, Custom Container, Oldlaw whiskey (per bottle) (2), Survival kit, masterwork, 1002 GP, 5 SP
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dirge of Doom (Su) Enemies within 30 ft. are shaken while you perform.
Imperious +Spell level to intimidate creatures adversely affected by your spells.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage Powers (Ex) At 3rd level, a skald learns a rage power (see pages 32-34 in the Pathfinder RPG Core Rulebook) which affects the skald and any allies under the inf luence of his raging song. This cannot be a rage power that requiring the creature to spend a
Raging Song (move action) (19 rounds/day) (Su) A skald is trained to use the Perform skill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st, a
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Spell Kenning (2/day) (Su) Spend 2 spell slots to duplicate cleric or wizard spell of that level.
Strength Surge +11 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Student of Humanity +6 (Ex) Bonus to learn, study, or gather information about humans.
Surprise Accuracy +3 (1/rage) (Ex) One attack per rage gets listed bonus to hit.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

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Masta Killa
Half-Orc Bloodrager 11
CG Large humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, -1 size, +2 natural, +2 deflection)
hp 152 (11d10+77)
Fort +17, Ref +7, Will +9; +1 trait bonus vs. divine spells
Defensive Abilities uncanny dodge, orc ferocity; DR 2/—; Resist acid 5, cold 5, fire 5, demonic resistances
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 keen adamantine falchion +19/+14/+9 (2d6+24/15-20/×2) and
2 claws +11 (2d6+7/×2)
Ranged +1 composite longbow +12/+7/+2 (1d8+6/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodrage, claws
Bloodrager Spells Known (CL 8th; concentration +11):
3rd (2/day)—haste, displacement, fly
2nd (2/day)—bull's strength, mirror image, invisibility, glitterdust (DC 15), animal aspect
1st (3/day)—shield, true strike, cause fear (DC 14), grease (DC 14), feather fall (DC 14), mount
--------------------
Statistics
--------------------
Str 29, Dex 12, Con 24, Int 10, Wis 10, Cha 16
Base Atk +11; CMB +18; CMD 32
Feats Bleeding Critical, Critical Focus, Dazing Assault, Eschew Materials, Intimidating Prowess, Lunge, Power Attack, Raging Vitality, Weapon Focus (falchion)
Traits history of heresy, reactionary
Skills Acrobatics +12, Climb +13, Handle Animal +7, Intimidate +28, Knowledge (arcana) +9, Perception +14, Ride +2, Spellcraft +14, Survival +4, Swim +10; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ blood casting, bloodlines (abyssal), demonic bulk, fast movement
Other Gear +3 Agile breastplate, +1 Composite longbow (Str +5), +2 Keen Adamantine Falchion, Amulet of natural armor +2, Belt of physical perfection +2, Cloak of resistance +3, Handy haversack (2 @ 45.32 lbs), Headband of aerial agility (Cha +2), Ring of protection +2, Barbarian's kit, 966 GP
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Bloodrage (27 rounds/day) (Su) +6 Str, +8 Con, +3 to Will saves, -2 to AC when enraged.
Critical Focus +4 to confirm critical hits.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Assault (DC 21) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Demonic Bulk (Su) You can increase your size by one category when raging.
Demonic Resistances (Ex) Gain resistance to acid, cold & fire when raging.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Headband of aerial agility (Cha +2) +1 CL for spells/extracts that grant flight.
History of Heresy +1 save vs, divine spells
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

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Cappadonna
Catfolk Swashbuckler 11
CG Medium humanoid (catfolk)
Init +12; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 31, touch 22, flat-footed 21 (+7 armor, +6 Dex, +2 natural, +2 deflection, +4 dodge)
hp 76 (11d10)
Fort +5, Ref +15, Will +5 (+3 vs. fear)
Defensive Abilities bravery +3, deed: evasive, deed: subtle blade, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 adamantine rapier +21/+16/+11 (1d6+5/15-20/×2+11 Precise Strike) and
masterwork cold iron starknife +18/+13/+8 (1d4+2/19-20/×3+11 Precise Strike)
Ranged masterwork composite longbow +18/+13/+8 (1d8/×3)
Special Attacks deed: bleeding wound, deed: menacing swordplay, deed: opportune parry, deed: pommel swipe, deed: precise strike, deed: riposte, deed: targeted strike, panache
--------------------
Statistics
--------------------
Str 11, Dex 23, Con 10, Int 10, Wis 10, Cha 18
Base Atk +11; CMB +17; CMD 33 (33 vs. disarm, 33 vs. steal, 33 vs. sunder)
Feats Agile Maneuvers, Black Cat, Bleeding Critical, Critical Focus, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Focus (rapier)
Traits charming, fencer
Skills Acrobatics +20, Bluff +18 (+19 vs. characters who could be attracted to you), Climb +4, Diplomacy +8 (+9 vs. characters who could be attracted to you), Escape Artist +10, Intimidate +12, Perception +16, Ride +10, Sense Motive +14, Sleight of Hand +10, Stealth +8, Survival +2, Swim +4; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival, deed: derring-do
Languages Catfolk, Common
SQ cat's luck, deed: recovery, deed: swashbuckler initiative, deed: swift feint, sprinter, swashbuckler finesse
Other Gear +3 Mithral Chain shirt, +3 Adamantine Rapier, Masterwork Cold Iron Starknife, Masterwork Composite longbow (Str +0), Amulet of natural armor +2, Belt of incredible dexterity +4, Boots of speed (10 rounds/day), Cloak of resistance +2, Handy haversack (1 @ 5.64 lbs), Ring of protection +2, 282 GP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Black Cat (1/day) Once per day, make enemy reroll an attack vs you with a -4 penalty.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Boots of speed (10 rounds/day) Affected by haste
Bravery +3 (Ex) +3 to Will save vs. Fear
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Critical Focus +4 to confirm critical hits.
Deed: Bleeding Wound (Ex) Spend 1 panache as free action to do bleed damage to creature struck.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Evasive (Ex) While have 1 panache, gain evasion, uncanny dodge, improved uncanny dodge.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack.
Deed: Pommel Swipe (Ex) Spend 1 panache to make attack with pommel of weapon for 1d6/1d4 damage.
Deed: Precise Strike +11 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Recovery (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 AC vs attack.
Deed: Riposte (Ex) When parrying, spend 1 panache and AoO to atttack your attacker.
Deed: Subtle Blade (Ex) While have 1 panache, immune to disarm, steal, sunder on your swashbuckler weapons.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Deed: Swift Feint (Ex) While have 1 panache, as standard action, deny creature Dex AC bonus until start of our next turn.
Deed: Targeted Strike (Ex) Spend 1 panache as full-round action to make one attack targeting part of foe's body.
Evasion (when Panache left) (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Swashbuckler Finesse At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.
Uncanny Dodge (Panache left) (Ex) Retain Dex bonus to AC when flat-footed.

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sorry for the wall of posts. I hope this will be of some use and that I haven't violated some board rule by posting full stat blocks, I hope only to advance our, and everyone's knowledge of the playtest. My hope is that this will provide a new form of playtest feedback. Feedback on my character creation methods are also welcome!

Thanks for your consideration.

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