An Open Invitation to my campaigns Combat Tournament


Advice

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The Exchange

Update:

Non-spellcasting Solo Combatants
6 of 8

"Ferra of the Woods" by Ellioti
"Akita" by Just a Mort
"Colonel Carnage and his Grabby Snake" by andreww
"Allen" by CWheezy
"Raging Mad" by CWheezy
"Sir Griffinth and his loyal hawk" by Just a Mort (second version as is. He'll probably be a level below the player by the time the tournament starts. A good starter. Thanks a bunch for having a range of levels in your offerings.)

Spellcasting Solo Combatants
4 of 6

"The Gadget Genius and his Eidelon, Terminator" by Just a Mort
"Scorchio" by andreww
"John aka Aquaman" by Just a Mort
"Lightning" by Just a Mort

Teams For CTF
5 of 4 (Looks like we've got a full roster here!)

"Revenge Inc." by Starbuck_II
"The Travelling Band" by CWheezy (truly a merry band of clerical cancer)
"The Pyromaniacs" by Just a Mort
"The Terrible Tiefling Terrors" by andreww
"Well rounded party" by Master Marshmallow

The Exchange

Master marshmallow - for your reach cleric, flagbearer requires 15 cha, you have only 9.


Not my build but something you could use to completely screw with expectations

Rock thrower
Somewhere in that thread are two build breakdowns by level about a guy who throws rocks. Really REALLY well

A level by level breakdown.

Use the level 7 version to completely ruin a melee fighters day. Full attack at +13/+13/+8 for 2d4+20 a rock. Also has a surprisingly effective range


Spoiler:

The Grabbler
Human (Shoanti) monk (maneuver master, qinggong monk) 5 (Pathfinder RPG Ultimate Combat 58, Pathfinder RPG Ultimate Magic 51)
LN Medium humanoid (human)
Init +8; Senses Perception +11
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +1 monk, +3 Wis)
hp 39 (5d8+11)
Fort +6, Ref +6, Will +7
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +8 (1d8+5)
Special Attacks stunning fist (5/day, DC 15)
Monk Spell-Like Abilities (CL 5th; concentration +4)
—barkskin (self only, 1 ki)[UM]
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 14, Int 8, Wis 16, Cha 8
Base Atk +3; CMB +11 (+17 grapple, +13 trip); CMD 24 (26 vs. grapple, 26 vs. trip)
Feats Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Kraken Style, Kraken Throttle, Stunning Fist, Weapon Focus (grapple)
Traits bred for war (shoanti), reactionary
Skills Acrobatics +10 (+14 to jump), Climb +9, Escape Artist +2 (+3 competence to break a grapple), Intimidate +0, Knowledge (religion) +7, Perception +11, Sense Motive +9, Swim +9
Languages Common, Shoanti
SQ fast movement, flurry of maneuvers, ki pool (7 points magic), maneuver defense, maneuver training, meditative maneuver, monk vow (vow of truth[UM]), reliable maneuver
Other Gear armbands of the brawler[UE], belt of giant strength +2, gauntlet of the skilled maneuver (grapple)[UE], mithral chain (10 ft.), 150 gp
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kraken Style (+3 damage) Deal Wisdom modifier in bludgeoning damage with a grapple.
Kraken Throttle Increase damage from Kraken Style by +2 or choose to choke grappled opponent instead.
Maneuver Defense (Ex) At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Maneuver Training (Ex) CMB = other BABs + Monk level
Meditative Maneuver +3 (Grapple) (Ex) At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat mane
Reliable Maneuver (Ex) At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall
Stunning Fist (5/day, DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where

Here is another entry into the non magical, the GRABBLER. He lives to put his hands on you, and he is pretty good at it with a +17 to grapple, potentially with a reroll! He uses the mithral chain to tie up his opponent, as the break dc is 28, or an escape artist of 27
His ac is actually slightly higher because he has barkskin up constantly.


I decided to make a character who could fill any category. I present to you, Hilda, and Her Humerus Hoard of Hydras. Following calculations for CR on the wiki, Hilda is CR6, her four lesser hydras are CR2 each, and the big one is CR 7. Adding them together, they come to around CR9&1/2 and defeating all of them would gain your party 7600 XP. ( These calculations may in fact be ludicrously off base, I don't know, I'm not a GM.)

Hilda and Her Humerus Hoard of Hydras:
Hilda, and Her Humerus Hoard of Hydras CR 9&1/2 7600xp

Female Human Separatist Cleric of Irori 6 w/ VMC Oracle of Battle
LE Medium Humanoid (Human)
Init +0; Senses Perception +8
Aura Strong Lawful

DEFENSE

AC 26, touch 11, flat-footed 25
(10 armor, 1 deflection, 1 Dodge, 1 natural, 3 Shield)
hp 42 (6d8+12); +1d8+6 Temporary HP
Fort +8, Ref +4, Will +8; +1 Morale vs Fear

OFFENSE

Spd 20 ft.
Melee Lance +14/+14 (1d8+9)
Space 5 ft.; Reach 5 ft. (10ft with Lance)
Special Attacks Channel Negative Energy 8/day (DC16), Command 5/day (DC 15), Death's Kiss 4/day (DC 14)

Spells Prepared (CL 6th; concentration +8):
3rd--Channel Vigor, Command Undead (DC 15, Domain), Vision of Hell (DC15)
2nd--Aid, Bull's Strength, Desecrate, Ghoul Touch (DC 14, Domain),
1st--Bane (DC 13), Cause Fear (DC 13, Domain), Divine Favor, Sanctuary (DC 13)
0th--Detect Magic, Create Water, Light, Enhanced Diplomacy
Domains Inevitable, Undead
TACTICS

Before Combat Hilda starts the day by using her 3rd level domain spell to refresh control of Chewie. Hilda prepares for combat by casting Aid, Bull's Strength, Divine Favor, and Channel Vigor on herself. Her four lesser hydras total 20HD, which is 4 less than her cap of 24.
During Combat Hilda rides into battle on the largest of her humerus hydra horde, Chewie, a 12-headed Bloody Skeleton Hydra controlled with Command Undead. She is surrounded surrounded by four more 5 Headed Bloody Skeleton Hydras, named Huey, Dewie, Louis, and Stewie. She starts the battle by using Visions of Hell or other Fear spell to bring down her opponent's will saves, and in subsequent rounds will use her Command domain power to order her enemy to approach, thus provoking many attack of opportunity, and bringing them into range for vicious full-attacks from her and her horde. She can use her Desecrate spell to buff all of her hydras at once. Her weapon is sanctified as a Relic and is considered a permanent altar for Desecrate's effects, providing a +6 profane bonus to channeled negative energy, and gives undead creatures a +2 profane bonus on attacks, damage, and saves. If her horde takes damage she will channel negative energy to heal them. If Hilda takes damage, she will use her Death's Kiss domain power on herself and use Quick Channel. She will tend to be very defensive, keeping Chewie positioned slightly behind the other hydras, and will order her horde converge on any who attempt to threaten her directly. She will use immediate actions to use her mount as cover in the event she's attacked directly. In a desperate situation she will use Sanctuary to protect herself while her Horde fight her enemies.
Base Statistics 16 str, Lance +8 (1d8+4), Ref +3. CMD 17

STATISTICS

Str 20, Dex 10, Con 14, Int 10, Wis 15, Cha 16
Base Atk +4; CMB +9; CMD 21
Feats Command Undead, Extra Channeling, Quick Channel
Skills Ride +6, Knowledge(Religion) +8, Perception +8, Spellcraft +4
Languages Common
SQ Battle Mystery,Oracle's Curse (Lame), Skill At Arms
Combat Gear+1 Reliquary Lance, +1 Full Plate, +1 Darkwood Shield, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +1, Exotic Military SaddleOther Gear Four Black Onyx Gemstones valued at 600gp,400gp,300gp,300gp, 8 flasks of unholy water 400gp

SPECIAL ABILITIES

Special Ability (Ex/Sp/Su)
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1).
Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Oracle’s Curse (Ex): One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

And as for her horde, I've included construction instructions for creating them. I might edit in a statblock when I wake up tomorrow.

Huey, Dewie, Louis, Stewie:
These four hydras are the standard CR4 Hydra with the Bloody Skeleton template added. They are controlled by being in Hilda's Animate Dead bucket. They were created in a desecrated area using Hilda's Reliquary Lance in place of a permanent altar and have 5d8+20(42) HP each.

Chewie:
Chewie is a 12-headed Bloody Skeleton Hydra. He was created similarly to the others and is controlled by occasional castings of Command Undead. He has 12d8+48 (102) HP

The Exchange

Update:

Non-spellcasting Solo Combatants
7 of 8

"Ferra of the Woods" by Ellioti
"Akita" by Just a Mort
"Colonel Carnage and his Grabby Snake" by andreww
"Allen" by CWheezy
"Raging Mad" by CWheezy
"Sir Griffinth and his loyal hawk" by Just a Mort (second version as is. He'll probably be a level below the player by the time the tournament starts. A good starter. Thanks a bunch for having a range of levels in your offerings.)
"The Grabbler" by CWheezy

Spellcasting Solo Combatants
5 of 6

"The Gadget Genius and his Eidelon, Terminator" by Just a Mort
"Scorchio" by andreww
"John aka Aquaman" by Just a Mort
"Lightning" by Just a Mort
"Hilda and Her Humerus Hoard of Hydras" by Expletive

Teams For CTF
5 of 4 (Looks like we've got a full roster here!)

"Revenge Inc." by Starbuck_II
"The Travelling Band" by CWheezy (truly a merry band of clerical cancer)
"The Pyromaniacs" by Just a Mort
"The Terrible Tiefling Terrors" by andreww
"Well rounded party" by Master Marshmallow

J4RH34D - firstly the tournament is for up to 6 only, secondly its 25 point buy, your character is 20 point buy. I am NOT going to be fiddling with your character stats to up it to a 25 point buy, so please post the appropriate level character(with point buy updated) in the format like the others have.


Just a Mort wrote:
Master marshmallow - for your reach cleric, flagbearer requires 15 cha, you have only 9.

d'oh

Stats oughta be:

STR 14 DEX 14 CON 14 INT 7 WIS 16 CHA 15

Assume Bull's Strength is cast pre-fight, or very early which makes the attack and damage stats the same.

I knew I forgot something.


Dizzy is a goblin warpriest (of Asmodeus, tho' there's no saying exactly how much of the doctrine she understands) who bounces away from damage before charging back in with her fire-blessed horsechopper. Spellcasters hopefully get tripped before they can 5' step away.

She's something of an amateur lawyer; I KNOWS MY RIGHTS! The competition organisers might have preferred to keep a goblin out, but perseverance and careful reading of the rules got her in here.

Level 4 version:

Init +4; Senses darkvision 60'; Perception +3
DEFENCE
AC 20, touch 15, flat-footed 15 (+4 Dex, +5 armor, +1 size)
hp 32 (4d8+11)
Fort +6, Ref +5, Will +7
OFFENCE
Speed 30'
Melee horsechopper +8 (1d8+4 reach, trip, x3 crit) & bite +1 (1d4+1), or bite +6 (1d4+2)
Missile javelin +8 (1d4+2, range inc. 30')
Space 5', Reach 5' (10' w/horsechopper)
Str 14, Dex 18, Con 14, Int 7, Wis 16, Cha 5
Base Atk +3; CMB +4 (+9 trip w/horsechopper); CMD 15
Feats Weapon Focus (horsechopper), Roll With It, Dirty Fighting, Improved Trip.
Traits Reckless, Contract Master
Skills Acrobatics +14 (1 reroll/day), Linguistics +3
Languages Goblin, Common
SPECIAL ABILITIES
Roll With It: immediate action Acrobatics DC 5+damage taken when hit to move feet=damage taken instead of taking damage. AoOs from moving allowed only from enemies other than the one that struck her. Staggered for 1 round after use, remove paralysis cancels this.
Sacred Weapon +1: swift to make a horsechopper +1 enhancement for 1 minute. Assumed in stats above.
Blessings: 6/day between fire (standard to make a weapon +1d4 fire damage for one minute) and trickery (move to gain an image for 1 minute, per mirror image)
Fervor: 5/day between a standard action to touch another to do 2d6 damage, or a swift action to cast a self-only spell.
SPELLS
0: Detect magic, Guidance, Spark, Stabilize
1: Divine favor*2, Burning disarm, Stunning barrier
2: Remove paralysis*2

masterwork horsechopper
3 javelins
scroll of cure moderate wounds (CL 3)
+1 mithril chain shirt
pearl of power (1st)
cat burglar's boots
wooden holy symbol
spell component pouch

I'll add a level 6 version later.


Level 6 version of Dizzy:
Init +4; Senses darkvision 60'; Perception +3
DEFENCE
AC 20, touch 15, flat-footed 15 (+4 Dex, +5 armor, +1 size)
hp 47 (6d8+17)
Fort +9, Ref +8, Will +11
OFFENCE
Speed 30'
Melee horsechopper +9 (1d8+4 reach, trip, x3 crit) & bite +2 (1d4+1), or bite +7 (1d4+2)
Missile javelin +9 (1d4+2, range inc. 30')
Space 5', Reach 5' (10' w/horsechopper)
Str 14, Dex 18, Con 14, Int 7, Wis 16 (18), Cha 5
Base Atk +4; CMB +5 (+12 trip w/horsechopper); CMD 16
Feats Weapon Focus (horsechopper), Roll With It, Dirty Fighting, Improved Trip, Weapon Trick (polearm), Greater Trip.
Traits Reckless, Contract Master
Skills Acrobatics +16 (1 reroll/day), Linguistics +3
Languages Goblin, Common
SPECIAL ABILITIES
Roll With It: immediate action Acrobatics DC 5+damage taken when hit to move feet=damage taken instead of taking damage. AoOs from moving allowed only from enemies other than the one that struck her. Staggered for 1 round after use, remove paralysis cancels this.
Weapon trick (polearm): choke up (-2 atk/dmg to use polearm 1H) or close sweep (trip adjacent with reach weapon) or haft bash (-2 atk, damage base to 1d4 bludgeoning to atttack adjacent).
Sacred Weapon +1: swift to make a horsechopper +1 enhancement for 1 minute. Assumed in stats above.
Blessings: 9/day between fire (standard to make a weapon +1d4 fire damage for one minute) and trickery (move to gain an image for 1 minute, per mirror image)
Fervor: 7/day between a standard action to touch another to do 2d6 damage, or a swift action to cast a self-only spell.
Headband of unshakeable resolve: reduce a fear effect by one level as an immediate action when it takes effect.
SPELLS
0: Detect magic, Guidance, Spark, Stabilize, Create water
1: Divine favor*2, Burning disarm, Stunning barrier, Shield of faith (+3 AC)
2: Remove paralysis*2, Instrument of agony, Defending bone
EQUIPMENT
masterwork horsechopper
3 javelins
scroll of cure serious wounds (CL 5)
+1 mithril chain shirt
pearl of power (1st)
cat burglar's boots
headband of unshakeable resolve
cloak of resistance +2
wooden holy symbol
spell component pouch

The Exchange

Non-spellcasting Solo Combatants
7 of 8

"Ferra of the Woods" by Ellioti
"Akita" by Just a Mort
"Colonel Carnage and his Grabby Snake" by andreww
"Allen" by CWheezy
"Raging Mad" by CWheezy
"Sir Griffinth and his loyal hawk" by Just a Mort (second version as is. He'll probably be a level below the player by the time the tournament starts. A good starter. Thanks a bunch for having a range of levels in your offerings.)
"The Grabbler" by CWheezy

Spellcasting Solo Combatants
6 of 6

"The Gadget Genius and his Eidelon, Terminator" by Just a Mort
"Scorchio" by andreww
"John aka Aquaman" by Just a Mort
"Lightning" by Just a Mort
"Hilda and Her Humerus Hoard of Hydras" by Expletive
"Dizzy" by Avr - up to the OP to decide if Lv 4 or 6 version is used.

Teams For CTF
5 of 4 (Looks like we've got a full roster here!)

"Revenge Inc." by Starbuck_II
"The Travelling Band" by CWheezy (truly a merry band of clerical cancer)
"The Pyromaniacs" by Just a Mort
"The Terrible Tiefling Terrors" by andreww
"Well rounded party" by Master Marshmallow

The Exchange

Ten'shun - I'd PM this to you but I can't find your PM button - would you want me to create an NPC as one of the Financiers? Give me the level requirements etc, I'd like to appear as a Elven LN Wizard of Abadar with profession banker. Let's just say I'm one of the city bankers sponsoring the tournament.


CMD should be 3 points higher for both versions of Dizzy - I missed out the BAB for the L4 version, carried it over to the L6 version. Not that a solo caster is terribly likely to try such unless they're using web or some such I guess.


@-@ took me to long to realize the thread had gained a new page. Someone revoke my internet license.

I've got a full tournament roster now, and I can't accept anymore entries. I don't want people's work to go to waste.

I'm considering breaking down one of the extra teams and putting them in the solo tournaments (together in RP terms but fighting separately), to fill out the last of the roster.

@Expletive
I'm super sorry, but I can't use your character in the tournament proper. She's a little overleveled, her focus on undead control is a little unbalancing faced against a solo PC, and she doesn't qualify for the team CTF. If you'd like though, I can add her in as the reigning champion of an illegal pit fighting ring (the arena owner isn't above the illegal stuff). The owner might offer the winning PC's a chance at double or nothing if they beat her.

@Just a Mort
I've removed the barrier towards PMing me, so you can do that now if you wish. Regarding your avatar, I can agree to pretty much all of it, save that I've already filled up much of the local cities nobility with storied npc's. I'd planned on you being the wealthy owner of a merchant airship in town, a partner in the Five Companies (name and core idea stolen from the faerun D&D setting) and one of the many financier's of the tournament (having brought a variety of exotic beasts and monsters for the tournament from across the ocean.)

You would show up at the big Gala before the event, and help me fill in some of the edges of my map by offering the PC's a foreign contact I can use even later in the campaign.


Let us know the results!


@Ten'shun

That's fine. You can do whatever you'd like with her. The statblock was mostly a thing I made because I felt like it and I like making characters. It's not like I'm playing in your game anyway, so it's no skin off my back.


Hi guys! (and gals!) I know some of you have asked for me to post the tournament results in here, and I want you to know that I haven't forgotten you, I just don't yet have anything to tell. A combination of things have prevented me from running my next session on my days off, including overtime at work and the kick-off of my friends campaign (which I graciously gave my day off too.)

I'm going to be running the session this next Monday (barring more interruptions), and attempting to return to my session-every-2-week schedule.

I'll post a session summary the day after the session, and do that until I finish the tournament.

The Exchange

Cool I would love to hear all those tales of gory. How many buckets of blood were spilt in the festives? :D


"Green Dragon", Ladon Brine, CR 5
LN Human Gestalt Scaled Disciple Unchained Monk 4//Sorcerer 4
AC 23, T 18, FF 20, CMD 22, FFCMD 19 (10+2dex+4cha+1level+1dodge+1natural+4armor)
Hp 34 (4d10)
Fort +7, Ref +7, Will +4 (+2 vs Fear, Paralysis & Sleep)
Defenses Fire Resistance 5
40ft.
Melee
...Unarmed Strike +8, 1d8+6
...Flurry of Blows +8/+8, 1d8+6/+4
Special Attacks: Stunning Fist DC 16 4/d, Elemental Fury, Ki Pool(6pts)
Spells (cl 4, Concentration +8)
0 - ???
1(7/d) - Burning Hands(DC 16, CL 5), Enlarge Person, Mage Hand, Sleep(DC 15)
2(4/d) - Flaming Sphere(DC 16, CL 5)
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 18
Feats 1)Spell Focus: Evocation, 1b)Eschew Materials, 1b)Improved Unarmed Strike, 1b)Dragon Style, 1b)Stunning Fist, 2b)Dodge, 3)Varisian Tattoo(Evocation)
Skills Intimidate +11, Knowledge(arcana) +7, Perception +6, Perform(performance combat) +11
Special: Dual Talent, Evasion, Brass Dragon Bloodline, Blood Havoc, Dragon Resistances
Gear: Cloak of Resistance +1, Daredevil's Softpaws(Heroic NPC 4)

CR calculations; +4(ECL 4)-1(NPC wealth)+2(Gestalt)

Mage Armor is assumed to be cast pre fight. If there's rules against that, remove 4 armor bonus.

Ladon Brine is a fisherman who longed to be something greater. He became a pitfighter, and found that the conflict awoke remnants of draconic powers that his family had thought lost generations ago.
His combat style is showy, and he enters the fight wearing just his pants, boots, extensive tattoos, and an elaborate metal mask shaped in the likeness of a dragon.

Pictured.

Edit: Whoops, that's what I get for not reading the thread properly first. Never mind, good luck with the stuff!


Welp, The unexpected occurred and I was unable to run the session (Ugh... Sigh). Thus to replace tonight's post I shall instead prime you with some of my session notes on the city in general. Stay tuned tonight for the post, which I expect to be long and can't properly write out during my lunch break.

To those who may be new comers to the thread, Entries for the tournament are closed, but I thank you for your interest none the less.


Alright folks, I'm trying to be a good OP and deliver, but unfortunately I can't give you a story yet, so instead I will offer you the notes I have on the city I've been planning.

This threads main topic is finished though, and rather than baiting people with further posting in it, I've set up a new thread in Homebrew to house my posts. The results of the tournament will eventually be posted there... eventually.

Until then I hope you enjoy reading the set dressing.

Click Here

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