Ten'shun the Tengu |
3 people marked this as a favorite. |
So my group has arrived at one of the biggest cities in my setting just before the local arena is about to host a big 5 day combat event. I've set it up so that there will be separate tournaments for spellcasting and non-spellcasting participants, as well as a multi-team maze-run/capture-the-flag combat event.
The players are pretty excited, but it's a lot of work to make as many NPC's as I might need, and using the NPC Codex will get stale for everyone after just a couple battles.
I need flashy, interesting combatants to keep up interest, and I'm wondering if any forumites would like to offer up they're creations for my tournament?
I've already told my group of this idea and it was taken well (I think they're taking it as a challenge).
No 3pp content
Up to 25 point buy
Core and Common races are highly preferred
Levels 4-6, to match up against the PC's current level.
wealth/items appropriate for said level
I need the relevant combat stats, as well as a short description of their combat tactics, and optionally a short and generic backstory.
I figure I need at max 8 solo non-casters, 6 solo spellcasters, and 4 well rounded parties (groups of 4) for the FFA/CTF.
Next session is in 2 weeks (IRL), but realistically there's maybe a month before the start of the Tournament, because everything I have planned for the group in the city will take up some session time.
The Doomkitten |
Does everything have to be strictly legal? I really want to make a kensai/mindblade magus. Just think of what rumors the PCs will hear: an unarmed, unarmored, graceful fighter with a retinue of strange magical abilities. They'll come in expecting a monk, and get something different altogether.
I'm guessing that the solo combatants that we build will be going up against solo PCs, as well? I want to take this into consideration before I build her out, so that I can determine her tactics and build to either fight a party or a solo character.
Ten'shun the Tengu |
Some rules stretching isn't to bad, so long as you point it out for me, I'm not as well versed as i can be in rules.
Solo combatants will be fighting 1v1.
PC wealth. They won't be dying so i don't have to worry about the items getting to the hands of my party.
I may or may not use performance combat. best to act as if I'm not so everyones on the same playing field.
Edit'd the rules in OP to include the race rules. thanks for asking
Starbuck_II |
So my group has arrived at one of the biggest cities in my setting just before the local arena is about to host a big 5 day combat event. I've set it up so that there will be separate tournaments for spellcasting and non-spellcasting participants, as well as a multi-team maze-run/capture-the-flag combat event.
The players are pretty excited, but it's a lot of work to make as many NPC's as I might need, and using the NPC Codex will get stale for everyone after just a couple battles.
I need flashy, interesting combatants to keep up interest, and I'm wondering if any forumites would like to offer up they're creations for my tournament?
I've already told my group of this idea and it was taken well (I think they're taking it as a challenge).
** spoiler omitted **
I figure I need at max 8 solo non-casters, 6 solo spellcasters, and 4 well rounded parties (groups of 4) for the FFA/CTF.
Next session is in 2 weeks (IRL), but realistically there's maybe a month before the start of the Tournament, because everything I have planned for the group in the city will take up some session time.
Here are a few (I may have under did wealth):
Revenge Inc: Team of 41-- Hiro Human Cleric 5
NN Medium humanoid Init +1; Senses Darkvision 30, Perception +
Defense
AC 23, touch 12, flat-footed 22 (10+ 8 Banding, +1 Dex, +1 Deflect, +3 Shield).
hp 2 (5d8+10). Fort +7, Ref +6, Will +8;
Offense
Speed 20 ft.
Melee Mwk Heavy Mace +5 (1d8+1, x2)
or Ranged Touch Attack +4 (X)
Special: Channel Energy: 3d6 DC 14, Fire Bolt: 1d6+2 fire 30 ft ranged touch= use 6/day,
Statistics
Str 13, Dex 13, Con 14, Int 12, Wis 16, Cha 12. Base Atk +3; CMB +4; CMD 15
Feats
Languages Common, Draconic Skills Heal 4 (+10), Know (Arcana) 4 (+8), Know (Planes) 4 (+8), Sense Motive 4 (+10), Spellcraft 4 (+8)
Spells: 0th: Create Water, Stabilize, Detect Magic, Read Magic, 1: (4) Bless x1, Moment of Greatness x1, Shield of Faith x1, Bane x1; 2: (3) Gozeh Trident x1, Spiritual Weapon x1, Holding Person. 3rd: (2) Prayer x1, Deadly Juggernaut x1
Domain (Sun, Fire: Arson) 1) Burning Hands, 2) Heat Metal, 3) Fireball
Treasure (1 gp) +1 Banded Mail, +1 Heavy Shield, +1 Heavy Mace, Ring of Pro +1, Scroll CMW x2, Cloak of Resist +1, Bag of Holding, Brooch of Shielding
Combat tactics: buffs up shield of prayer, Bless, or Deadly Juggernaut if able. If need room first, cast Sanctuary then Spiritual weapon or hold person first.
If foes grouped near then fireball.
2-- Hobgoblin Lesser Doom Fist
Hobgoblin Magus 3/Monk 1/Winter Witch 1 LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
Defense
AC 14/18 [Shield], touch 14/14, flat-footed 12/16 (+2 Dex, +2 Wis, 4 Shield).
hp 36 (4d8+1d6+10). Fort +7, Ref +5, Will +9; Resist Cold 5.
Offense
Speed 30 ft/60 ft (spell).
Melee +1 Unarmed Strike +7 (+9) (1d6+4 [+6]/x2) or +2 unarmed Hit +8 (+10) (1d6+5 [+7]/x2)
Spell Combat: Hit +5 (+7)/+5 (+7) (1d6+4 [+6]/x2) or +2 unarmed Hit +6 (+8)/+6 (+8) (1d6+5 [+7]/x2)
Ranged Acid Splash Hit +4 Touch (1d3 Acid/x2)
Special: Arcane pool: 1 + Int (1), Black Blade Strike: 1/day, free action +1 dam, Spell Combat/strike, Stunning Fist 1/day Fort DC 14, Stun 1rd. All touch attacks deal +1d4 cold and +1 DC
Statistics
Str 16 (20), Dex 14, Con 14, Int 12, Wis 14, Cha 7. Base Atk +2; CMB +5 (+9/+11 trip); CMD 19
Feats Tiger Style: Slashing unarmed Strike, Crit enemy takes 1d4 Bleed for 2 rounds, +2 CMD), Combat Expertise, Improved Trip (+2), Alertness, WF
Spells: 0th: Acid Splash, Arcane Mark, Mage Hand, Open Close. 1st: (4) Shocking grasp (4d6 electric) x1, Chill Touch (DC 13) x1, Grease DC 12 x1, Shield x1, Feather fall,
Skills Acrobatics +8, Climb +7, Perception +8, Stealth +12, Sense Motive +8, Spellcraft +5, Racial Modifiers +4 Stealth Languages Common, Goblin
Treasure 1 potion of cure Mod wounds, Scroll Expendious Retreat, Bull’s Str, Shocking Grasp x1, Necklace worth 500 gp, Spellbook (all 0th, 4 1st level, Bull’s str)
Notes: Qualifies for Black Blade because Tiger Style lets unarmed Strike be slashing.
Combat Tactics: Casts shield if has a chance to buff up. If using spell combat/strike, casts Shocking grasp [or Chill touch or arcane mark] then strikes.
Due to having Winter Witch, it will deal an extra 1d4 Cold and +1 DC.
Background : Used be a member of the Red Hand of Doom till the heroes defeated Tiamat. Now just mercenarying it up.
3-- Male Human Unchained (Drunk) Barb 2/Primal Blodrager 2; Med
Hp 41; Init +3; Spd 30; Touch 12, Flat-Footed 20, AC 20 ( +6 Chainmail +1, +2 Heavy Wooden Shield +2, +2 Dex);
Atk +10 Melee, (1d8+7/x3, Battleaxe +1);
SV: Fort +9 Ref +3 Will +3;
Str 19, Dex 16, Con 17, Int 15, Wis 16, Cha 12;
Feats: Power Attack (-2, +4), Weapon Focus (Battleaxe), Extra Rage power (Lesser Spirit Totem: 1 slam/rd adjacent foe Hit +5, 1d4+1 Negative dam), Fast Movement, Uncanny Dodge
Skills: Acrobatics +9 (+6), Climb +9 (+6), Knowledge (Nature) +9, Perception +9, Stealth +7 (+4), Ride +7 (+4), Spellcraft +4, Survival +4, Swim +6 (+3);
Rage: Rage rd (9 rd), +2 hit/dam/Will, -2 AC, 4 temp hp
Drunken Rage: Max 1 drunk point. Due1 hour or till spent. As long as has 1 point, Evasion feature. Can be spent to grant +20 speed for 1 rd.
Bloodrage: rd (9 rd), +2 hit/dam/Will, -2 AC, 4 temp hp
Bloodline: Fire Element. Elemental Strike: 3/day, Swift, +1d6 fire 1 rd.
Rage Powers: Energy Resist Cold 2
Possessions: Battleaxe +1, Chainmail +1, Heavy Wooden Shield +2
Combat Tactics: Rages/Bloodrages (both), drinks before battle for Drunken Rage bonus. Charges uses Elemental Strike when attacking. Activates Lesser Spirit Totem for extra damage.
4-- Beemo Elf Sorcerer 5
NN Medium humanoid (Elf) Init +3; Senses Darkvision 30, Perception +0
Defense
AC 18, touch 14, flat-footed 15 (4 Mage, +3 Dex, +1 Deflect).
hp 25 (5d6+5). Fort +2, Ref +4, Will +4;
Offense
Speed 30 ft.
Melee Touch of Fatigue +2 (DC13, Fatigue)
or Ranged Acid Splash +5 (1d3)
Special: Bloodline: +2 dam when cast spells to one of targets, Resist Electric 5, Trait: MM always cost +0, +2 Init, +2 vs SR,
Statistics
Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 17. Base Atk +2; CMB +2; CMD 15
Feats SF: Enchant, Piercing Spell (SR 5 lower), Toppling Metamagic (trips at +8)
Languages Common, Elf, Draconic Skills Spellcraft +9, Know (arcane) +9, UMD +11
Spells: 0th: Acid Splash, Ray of Frost, Touch of Fatigue, Detect Magic, Mage hand (), 1: (7) Mage Armor, MM, Feather Fall, Ear Pierce Scream (Evoc, DC 14), Cause fear (Necro, DC 14), 2: (5) Hideous Laughter (Enchant, DC 16), Oppressive Boredom (Enchant, DC 16), Bull’s Strength.
Treasure: (2, 450 gp) Ring of Pro +1, Headband Cha +2, Scroll Shield x4, Fireball x2, Wand CLW
Tactics: Toppling lets his spells trip foes with Magic Missile.
He is mainly disabling spells, but has a scroll of fireball for grouped enemies.
Just a Mort |
And my entry for solo combatants.
Male Summoner 5 (Gnome)
N Humanoid (gnome)
Init +5; Perception +0
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Defense
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AC 18, touch 13, flat-footed 15
hp 44
Fort +5, Ref +4, Will +5;
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Offense
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Speed 20 ft.
Melee Cestus +2 (1d3-1)
No ranged.
Spells known (CL 6th; concentration +10)
. . At will—Acid Splash, Read Magic, Detect Magic, Guidance, Light, Mage hand
Lv 1 spells(5/day): Mage armour, Shield, Enlarge Person, Lesser Rejuvinate eidolon
Lv 2 spells (3/day): Invisibility, See invisibility, Lesser Rejuvinate Eidolon, Summon Monster II
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Statistics
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Str 8, Dex 16, Con 16, Int 10, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Spell focus Conjuration, Augment Summoning, Extra Evolution
Traits Reactionary, Focused mind
Skills Spellcraft +7, Knowledge Engineering +8, Linguistics +4
Languages Common, Gnome, Terran
Life link
Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon Monster
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Shield Ally
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Alternate racial traits:
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred
Gear
Page of spell knowledge (Summon monster 2), Spell Component Pouch, Wand of infernal healing, Chain shirt, Cestus.
Background
The Gadgetter Genius grew up in the slums of the city. The only talent he had was making robots out of salvaged junk. He has made his robot, The Terminator as the ultimare lean, mean fighting machine and hopes to win the tournament prize money so he can get his ticket from rags to riches.
Tactics
He prebuffs The Terminator with Mage armour(before combat). He casts invisibility on himself on the first round, moves away, then proceeds to hound his opponent with summoned small earth elementals as The Terminator grapples them into submission. Should The Terminator go down, he uses his SLA to summon more small earth elementals. Or Lantern archons if the opponent is flying. He willingly uses Life Link to ensure The Terminator stays up.
Eidolon 5
N Outsider
Init +2; Perception +8
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Defense
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AC 20, touch 12, flat-footed 18
Ac becomes 24 with mage armor
hp 26
Fort +5, Ref +3, Will +3;
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Offense
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Speed 30 ft, 30 ft fly
Melee Bite +9 (1d6+5 plus grab against small targets only), Claw +9 (1d6+5), Claw +9 (1d6+5)
No ranged.
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Statistics
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Str 20, Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +9 (+15 to grapple); CMD 21
Feats Dirty Fighting, improved grapple
Skills Perception +7, Acrobatics +9, Fly +9, Survival +7
Evolutions - total 9
Flight (2), grab (2), Improved natural armor twice (2), bite (1), Magic attacks (1), Energy resistance (Fire)
Ability Score Bonus added to Con
Evasion
If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.
Gear
Belt of Giant Strength +2
CWheezy |
Hello, here is my team: The travelling band!
Doug
Halfling cleric (evangelist) of Desna 5 (Pathfinder RPG Ultimate Combat 40)
CG Small humanoid (halfling)
Init +6; Senses Perception +9
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Defense
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AC 18, touch 11, flat-footed 18 (+5 armor, +2 shield, +1 size)
hp 43 (5d8+15)
Fort +8, Ref +2, Will +10; +2 vs. fear
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Offense
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Speed 40 ft.
Melee mwk starknife +6 (1d3+1/×3)
Special Attacks channel positive energy 5/day (DC 14, 2d6), countersong, fascinate, inspire courage +2, sermonic performance
Cleric (Evangelist) Spells Prepared (CL 5th; concentration +10)
3rd—chain of perdition[UC], fly[D], greater stunning barrier[ACG] (DC 18)
2nd—bear's endurance, hold person (DC 17), locate object[D], sound burst (DC 17)
1st—bless, command (DC 16), longstrider[D], murderous command[UM] (DC 16), obscuring mist, shield of faith
0 (at will)—create water, detect magic, enhanced diplomacy, guidance
D Domain spell; Domain Travel
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Statistics
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Str 12, Dex 10, Con 14, Int 10, Wis 20, Cha 14
Base Atk +3; CMB +3; CMD 13
Feats Extra Performance, Improved Initiative, Lingering Performance[APG]
Traits life of toil, reactionary
Skills Acrobatics -1 (+3 to jump), Diplomacy +10, Perception +9, Sense Motive +9, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ agile feet (8/day), public speaker, spontaneous casting
Other Gear +1 chain shirt, +1 buckler, mwk starknife, headband of inspired wisdom +2, 150 gp
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Special Abilities
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Agile Feet (8/day) (Su) For 1 rd, you ignore difficult terrain.
Bardic Performance: Fascinate (2 targets, DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Public Speaker (-7 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 14 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
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John
Elf cleric of Desna 5
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +9
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Defense
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AC 22, touch 14, flat-footed 19 (+7 armor, +1 deflection, +3 Dex, +1 natural)
hp 38 (5d8+10)
Fort +6, Ref +6, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mwk starknife +6 (1d4+2/×3)
Ranged +1 adaptive composite longbow +8 (1d8+3/×3)
Special Attacks channel positive energy 1/day (DC 10, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +8)
6/day—bit of luck
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—dispel magic, fly[D], prayer
2nd—aid[D], bull's strength, defending bone, spiritual weapon
1st—divine favor (2), longstrider[D], obscuring mist, shield of faith
0 (at will)—detect magic, guidance, light, mending
D Domain spell; Domains Luck, Travel
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Statistics
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Str 14, Dex 19, Con 12, Int 11, Wis 16, Cha 7
Base Atk +3; CMB +5; CMD 20
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits fate's favored, reactionary
Skills Acrobatics +4, Knowledge (religion) +4, Perception +9, Spellcraft +5 (+7 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ agile feet (6/day), elven magic
Other Gear +1 breastplate, +1 adaptive composite longbow, mwk starknife, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 150 gp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (1/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
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Stu
Human cleric of Desna 5
CG Medium humanoid (human)
Init +6; Senses Perception +4
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Defense
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AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 43 (5d8+15)
Fort +7, Ref +2, Will +6
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Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 longspear +9 (1d8+13/×3)
Special Attacks channel positive energy 1/day (DC 10, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +7)
5/day—bit of luck
Cleric Spells Prepared (CL 5th; concentration +7)
3rd—dispel magic, fly[D]
2nd—aid[D], bull's strength, resist energy, weapon of awe[APG] (DC 14)
1st—divine favor (2), shield of faith, sun metal[UC] (DC 13), true strike[D]
0 (at will)—detect magic, guidance, resistance, sotto voce (DC 12)
D Domain spell; Domains Luck, Travel
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Statistics
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Str 23, Dex 12, Con 14, Int 10, Wis 14, Cha 7
Base Atk +3; CMB +8; CMD 21
Feats Combat Reflexes, Furious Focus[APG], Improved Initiative, Power Attack
Traits life of toil, tactician
Skills Acrobatics +1, Knowledge (planes) +6, Perception +4, Sense Motive +10, Spellcraft +5
Languages Common
SQ agile feet (5/day)
Other Gear +1 breastplate, +1 longspear, belt of giant strength +2, ring of protection +1, 150 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (1/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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Tom
Human cleric (mendevian priest) of Desna 5 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human)
Init +2; Senses Perception +7
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Defense
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AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +1 natural, +3 shield)
hp 43 (5d8+15)
Fort +7, Ref +4, Will +7
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 morningstar +6 (1d8+5) or
mwk light shield bash +6 (1d4+4)
Special Attacks channel positive energy 1/day (DC 10, 3d6)
Cleric (Mendevian Priest) Spells Prepared (CL 5th; concentration +7)
3rd—fly[D], invisibility purge
2nd—bull's strength, ironskin, locate object[D], remove paralysis
1st—divine favor (2), fallback strategy, longstrider[D], shield of faith
0 (at will)—detect magic, enhanced diplomacy, read magic, resistance
D Domain spell; Domain Travel
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Statistics
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Str 19, Dex 15, Con 14, Int 12, Wis 14, Cha 7
Base Atk +3; CMB +7; CMD 19
Feats Double Slice, Improved Shield Bash, Lookout[APG], Shield Focus, Two-weapon Fighting
Traits fate's favored, heirloom weapon (proficiency)
Skills Acrobatics +0, Heal +7, Knowledge (arcana) +9, Perception +7, Spellcraft +9; Racial Modifiers demonic knowledge
Languages Common
SQ agile feet (5/day)
Other Gear +1 full plate, +1 shield spikes light steel shield, +1 morningstar, amulet of natural armor +1, cloak of resistance +1, 150 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric (Mendevian Priest) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 3d6 (1/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Demonic Knowledge +2 (Ex) Gain +2 bonus on Knowledge (planes) checks regarding demons and can make these Knowledge checks untrained.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
There are many varieties of cleric for your perusal, including spell cleric, reach cleric, shield cleric, and archer cleric. Its a lot of cleric!
Ten'shun the Tengu |
Keeping A Tally For Reference:
Non-spellcasting Solo Combatants
0 of 8
Spellcasting Solo Combatants
1 of 6
"The Gadget Genius and his Eidelon, Terminator" by Just a Mort (Invisibility is probably cheating in an arena setting, but he may not care XP)
Teams For CTF
2 of 4
"Revenge Inc." by Starbuck_II
"The Travelling Band" by CWheezy (truly a merry band of clerical cancer)
I thank each of you for offering your work. Non-spellcasters appear lacking so far, but I've got an idea or two myself. We'll see how long it takes for me to post one of my own Combatants.
Terylinlara the exile |
I created this character specifically for another arena tournament here on the boards. She is currently level 8, but I could easily drop off the top two levels, and scale her back to six. If I recall correctly she was 25 point buy, and only Core rulebook stuff was allowed. :) She's fully fleshed out, and ready to go even with a fluffy backstory that explains why she's a tournament fighter.
andreww |
Half-orc inquisitor (sacred huntmaster) of Gorum 6
CN Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft., see invisibility; Perception +14
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Defense
--------------------
AC 22, touch 15, flat-footed 20 (+7 armor, +3 deflection, +2 Dex)
hp 51 (6d8+18)
Fort +11, Ref +8, Will +12
--------------------
Offense
--------------------
Speed 60 ft. (50 ft. in armor)
Melee +1 greatsword +12 (2d6+10/19-20) or
with rage +14 (2d6+13/19-20)
with bane +14 (4d6+10/19-20)
with both +16 (4d6+13/19-20)
with both and power attack +14 (4d6+19/19-10)
. . mwk longspear +12 (1d8+9/×3) or
. . mwk morningstar +12 (1d8+7)
Ranged mwk composite longbow +10 (1d8+7/×3)
Special Attacks bane (6 rounds/day), rage (5 rounds/day)
Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sacred Huntmaster) Spells Known (CL 6th; concentration +9)
. . 2nd (4/day)—defending bone, invisibility, resist energy, see invisibility
. . 1st (5/day)—bless, divine favor, expeditious retreat, shield of faith
. . 0 (at will)—brand[APG] (DC 13), create water, daze (DC 13), detect magic, detect poison, guidance
. . Domain Anger inquisition
--------------------
Statistics
--------------------
Str 18, Dex 12/14, Con 14, Int 14, Wis 16, Cha 7
Base Atk +4; CMB +12; CMD 23
Feats Combat Expertise, Improved Spell Sharing[ACG], Outflank[APG], Pack Flanking[ACG], Power Attack
Traits fate's favored, reactionary
Skills Acrobatics -1 (-5 to jump), Climb +8, Handle Animal +4, Intimidate +12, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +14, Ride +10, Sense Motive +15, Spellcraft +11, Stealth +3, Survival +7, Swim +5, Use Magic Device +7; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ animal companion (snake, constrictor named Animal Companion), animal focus (6 minutes/day), animal focuses, hateful retort, hunter tactics, monster lore +3, orc blood, stern gaze +3, track +3
Gear potion of mage armor, wand of heightened awareness (50 charges), +1 agile breastplate[APG], heavy wooden shield, +1 greatsword, mwk composite longbow (+4 Str), mwk longspear, mwk morningstar, cloak of resistance +2, cracked magenta prism ioun stone, lesser talisman of freedom[OA], 150 gp
N Large animal
Init +3; Senses low-light vision, scent, see invisibility; Perception +1
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 23 (+4 armor, +3 deflection, +3 Dex, +7 natural, -1 size)
hp 51 (6d8+24)
Fort +11, Ref +10, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft., climb 20 ft., swim 20 ft.
Melee bite +13 (1d4+14 plus grab +22)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d4+10)
--------------------
Statistics
--------------------
Str 25/27, Dex 17, Con 18, Int 1, Wis 12, Cha 2
Base Atk +4; CMB +15 (+19 grapple); CMD 29 (can't be tripped)
Feats Combat Reflexes, Extra Item Slot (shoulder), Improved Spell Sharing[ACG], Outflank[APG], Pack Flanking[ACG], Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +12 (+8 to jump), Climb +16, Swim +16
SQ combat riding, devotion
Gear cloak of resistance +2, exotic military saddle
He also taps himself with the wand of heightened awareness and if he is aware that his enemies make use of a particular energy type he will add in a shared Resist Energy. He generally gives himself a little extra dex at the start of things with Animal Focus, Grabby has a permanent +2 strength.
He likes to close with opponents as quickly as possible and focuses on finish off those grabbed by the snake. As he rides into battle on the back of the snake they both gain the benefit of pack flanking and outflank against adjacent enemies.
andreww |
Male half-orc sorcerer (tattooed sorcerer) 6
N Small humanoid (human, orc)
Init +9 or +13; Senses see invisibility, darkvision 60'; Perception +17
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 20 (+4 armor, +2 Dex, +1 natural, +4 shield, +1 size)
hp 41 (6d6+15)
Fort +8, Ref +8, Will +10; +4 vs. fear, +5 vs. poison, +2 vs. cold
Defensive Abilities shadow blending
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Melee dagger +2 (1d3-2/19-20)
Spell-Like Abilities (CL 6th; concentration +12)
. . 3/day—dancing lights
Sorcerer (Tattooed Sorcerer) Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—fireball (DC 20), fly
. . 2nd (7/day)—aggressive thundercloud[ACG] (DC 19), bull's strength, burning arc (DC 19), mirror image
. . 1st (8/day)—burning hands (DC 18), dancing darkness, ear-piercing scream[UM] (DC 18), magic missile, reduce person (DC 17), snowball (DC 17), vanish[APG] (DC 17)
. . 0 (at will)—daze (DC 16), detect magic, mage hand, message, prestidigitation, ray of frost, read magic
. . Bloodline Orc
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 14, Int 14, Wis 12, Cha 22
Base Atk +3; CMB +0; CMD 12
Feats Alertness, Expanded Arcana[APG], Spell Focus (evocation), Spell Specialization (Fireball)[UM], Varisian Tattoo[ISWG]
Traits fate's favored, seeker
Skills Bluff +15 (+17 while benefitting from concealment or cover), Fly +20, Perception +17, Sense Motive +3, Spellcraft +11, Use Magic Device +17
Languages Abyssal, Common, Goblin, Orc
SQ behind the veil, bloodline tattoos, familiar tattoo, fearless, orc blood
Gear scroll of barkskin, bear's endurance, cat's grace, heroism, resist energy, see invisibility, toppling metamagic rod (lesser)[UE], wand of heightened awareness (50 charges), wand of mage armor (50 charges), wand of shield (50 charges), antitoxin, blood-boiling pill, dagger, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of alluring charisma +2, talisman of freedom (lesser) masterwork tool, masterwork tool, spell component pouch (2), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded
In combat he makes extensive use of his high fly speed and the ability to auto pass any fly check to keep enemies at range while he pounds them with area effect and direct damage.
Ten'shun the Tengu |
Depends on how flashy the partial casters are. offensive spell use such as rays or debuffs go in the spellcaster category, while a melee caster with pre-buffs might conceivably be put into the non-caster lineup.
basically, if they're using magic in the ring, they get put in the spellcaster tournament.
CWheezy |
Hello, here is captain trip for the normal guys. He uses his whip to trip like a boss and then very slowly kills you
Allen
Male human fighter (lore warden) 5 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
NG Medium humanoid (human)
Init +8; Senses Perception +5
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex)
hp 54 (5d10+20)
Fort +8, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 whip +14 (1d3+4 nonlethal)
Special Attacks weapon training (flails +1)
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 16, Int 13, Wis 10, Cha 7
Base Atk +5; CMB +8 (+15 disarm, +19 trip); CMD 24 (26 vs. trip)
Feats Combat Expertise, Exotic Weapon Proficiency (whip), Fury’s Fall, Improved Trip, Improved Whip Mastery[UC], Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Traits reactionary, whip specialist
Skills Acrobatics +9, Climb +5, Intimidate +6, Knowledge (arcana) +8, Knowledge (local) +9, Knowledge (religion) +9, Perception +5, Survival +4, Swim +5
Languages Common
Other Gear +1 mithral chain shirt, +1 whip, belt of incredible dexterity +2, cloak of resistance +1, 150 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Weapon Training (Flails) +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails
Whip Mastery Using a whip does not provoke attacks of opportunity
His disarm uses weapon finesse and the whip so a yolo disarm is +15 if he wants to do that.
Death by a 1000 tiny whippings
CWheezy |
I know you said core races but this guy looks human most of the time!
Raving Mad
Wereboar-kin skinwalker (ragebred) barbarian (invulnerable rager) 5 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 5)
NE Medium humanoid (shapechanger, skinwalker)
Init +1; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 15 (+7 armor, +1 Dex, -2 untyped penalty)
hp 75 (5d12+35)
Fort +10, Ref +2, Will +4
DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee bite +12 (1d4+13), 2 claws +12 (1d6+13), gore +12 (1d6+13), 2 hooves +7 (1d4+7)
Ranged mwk composite longbow +7 (1d8+2/×3)
Special Attacks rage (16 rounds/day), rage powers (animal fury, beast totem, lesser[APG], elemental blood, lesser 1d6 fire[ACG])
Spell-Like Abilities (CL 5th; concentration +2)
3/day—speak with animals (pigs and boars only)
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 22, Int 12, Wis 12, Cha 5
Base Atk +5; CMB +11; CMD 22
Feats Extra Feature, Extra Rage Power[APG], Power Attack
Skills Acrobatics +4, Bluff -3 (-7 vs. non-shapechanger humanoids), Climb +9, Diplomacy +1 (-3 vs. non-shapechanger humanoids), Disguise -3 (-7 vs. non-shapechanger humanoids), Intimidate +5 (+1 vs. non-shapechanger humanoids), Knowledge (nature) +9, Perception +11, Survival +5, Swim +9; Racial Modifiers +2 Perception
Languages Common
SQ change shape, change shape (+10 speed), change shape (gore), change shape (hooves), change shape (scent), fast movement
Other Gear +1 breastplate, mwk composite longbow (+2 Str), amulet of mighty fists +1, belt of giant strength +2, 150 gp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Elemental Blood, Lesser (1d6 fire, Fire, 3/day) (Su) Melee attacks do extra energy damage for 1 round.
Extra Feature Gain additional feature in bestial form.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Thats him raging and shapechanged. He is pretty stronk!
Ten'shun the Tengu |
@CWheezy, you're both evil and so crazy (...that it just might work). Just had to put that out there.
@Just A Mort
My reasoning is that in an arena setting, Invisibility is robbing the crowd of half the fight, and would thus be looked down on. but Terminator would provide enough spectacle that he might get away with it.
Thanks again to everyone posting their creations, I appreciate it a lot. I'll post another tally soon as I arrive home.
Just a Mort |
Inspired by a high level PFS adventure, I bring you The Pryomaniacs!
"The world's problems can be solved by fire. If the problem ain't fixed, that's cos you need to throw more FIRE at it!" - Ignus, Flame Oracle.
You'd have never imagined a more unlikely bunch of misfits. A human, half orc, gnome and elf walked into the bar. Then there were massive explosions throwing everyone out of it.
"He looked at me funny. So I set him on fire." - Bloodrager, Fuego.
This unlikely group share one passion - fire. On how to create the biggest, flashiest kabooms! But the reagents are rather expensive, and they generally haven't had much luck holding onto a job for very long(mainly due to enthusiastic experimentation at the workplace). On seeing the prize money, they have decided to join the competition. (Imagine how much more explosive science they could be conducting with the prize money). They might even figure a way to blow Golarion all the way to the Moon!
Male Flame Oracle 6 - Seeker
CG Humanoid (gnome)
Init +4; Perception +0
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17
hp 51
Fort +4, Ref +4, Will +5;
--------------------
Offense
--------------------
Speed 15 ft.
Melee Flaming Morningstar +8 (1d6+3) and 1d6 fire
No ranged.
Spells known (CL 6th; concentration +11)
Cantrips: Create Water, Light, Guidance, Stabilise, Detect Poison, Detect Magic, Read Magic
Lv 1 spells(8/day): Cure Light Wounds, Remove fear, Shield of Faith, Protection from evil/good/law/chaos, Burning hands
Lv 2 spells (6/day): Cure Moderate Wounds, Resist Energy, Burst of Radiance, Sound Burst, Lesser restoration
Lv 3 spells(4/day): Dispel Magic, Cure Serious Wounds, Fireball
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 20
Base Atk +4; CMB +5; CMD 17
Feats Spell focus Evocation, Varisan tattoo (evocation), Intensify spell
Traits Excitable, Magical Lineage (Burning hands)
Skills Diplomacy +13, Disable Device +10, Knowledge Religion+9, Knowledge Planes +9
Languages Common, Gnome, Ignan
Revelation Molten Skin(Fire Resist 10)
Curse Tongues(speak in Ignan)
Gear Headband of Alluring Charisma +2, Dusty Rose Ioun Stone (Init +1), Cloak of Resistance +1, Breastplate, Flaming Morningstar +1 MW thieves tools
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Male Cross blooded Draconic(Red)/Orc 6((Human)
CN Human
Init +5; Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11
hp 44
Fort +5, Ref +4, Will +4;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +3(1d4)
No ranged.
Spells known (CL 6th; concentration +11)
. . At will—Acid Splash, Read Magic, Detect Magic, Guidance, Light, Mage hand
Lv 1 spells(8/day): Burning hands, Mage armor, Ear piercing scream, Vanish, Expeditious Retreat, Grease
Lv 2 spells (6/day): Burning arc, Glitterdust
Lv 3 spells(4/day): Fireball
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 21
Base Atk +3; CMB +2; CMD 13
Feats Spell focus Evocation, Spell specialization (fireball), varisan tattoo(evocation), expanded arcana (fireball)(retrained at 6)
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type (fire) and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Traits Reactionary, Elemental Affinity(Fire)
Skills Spellcraft +11, Knowledge Arcana +10, Linguistics +3, Bluff +11, Perception +9
Languages Common, Ignan
Gear Headband of Alluring Charisma, Lesser selective metamagic rod, 2 scolls see invisibility, belt pouch, Cloak of resistance +1, dusty rose ioun stone (+1 init), 1 wand of CLW
Male Alchemist 6
CN Elf
Init +7; Perception +0
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 15
hp 46
Fort +8(+4 v poison), Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +4(1d4)
Ranged Bomb +9 (3d6+4) – 10 uses a day
Lv 1 extracts (5/day): Shield (x2), Enlarge Person, Longshot, Longarm
Lv 2 extracts (4/day): Alterself, See invisibility, Heightened awareness, Barkskin
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 18 Wis 13, Cha 10
Base Atk +4; CMB +0; CMD 19
Feats Point blank shot, Precise Shot, Cosmopolitan (Knowledge Dungeoneering, Knowledge Local)
Traits Reactionary, Secret Knowledge (Engineering)
Skills Craft Alchemy +13, Knowledge Engineering +13, Linguistics +5, Knowledge Nature +13, Knowledge Dungeoneering +12, Knowledge Local + 13, Perception +13, Acrobatics + 11
Languages Common, Ignan
Gear Headband of Vast Intelligence +2, Handy Haversack, Agile amulet of mighty fists, belt of incredible dexterity+2, Cloak of Resistance +1, 5 acid flasks, 5 alchemist fire, MW Studded leather armor, Cestus, Longbow, 100 arrows
Discoveries Infusion, Dispelling Bomb. Tanglefoot Bomb
Mutagen
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. – Uses Dexterity mutagen
Poison Resistance
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Male Bloodrager (Elemental – Fire)
CN Half Orc
Init +2; Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16
hp 58
Fort +10, Ref +10, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee MW Lucene Hammer +11/+6 (1d12+6) / Flaming Greatsword + 11/+6 (2d4+6) and 1d6 fire
Ranged Composite Longbow +9
Lv 1 Spells (2/day) : Burning Hands, Shield
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8 Wis 13, Cha 14
Base Atk +6; CMB +9; CMD 21
Feats Combat Reflexes, Power attack(Bloodline feat), Dirty Fighting, Improved Trip
Traits Fates favoured, Magical Knack
Alternate racial traits
Shaman’s Apprentice
Bloodrage (16 rounds/day)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Uncanny Dodge
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blood Sanctuary
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Improved Uncanny Dodge
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Elemental Strikes
At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.
Elemental Resistance
At 4th level, you gain energy resistance 10 against your energy type. (Fire)
Skills
Perception +10, Survival + 10, Intimidate +10, Linguistics -1
Languages Common, Orc, Ignan
Gear
Belt of Giant Strength + 2, Cloak of Resistance +1, +1 Flaming Greatsword, Spiked Breastplate, MW Composite Longbow (+4 str), 100 arrows.
Huo prebuffs Lharch and himself with Mage Armor at the start of the day. Ignus buffs Lharch and Huo with resist energy (fire) before the fight. Huo drinks Lharch’s extract of see invisibility before the fight. Fuego drinks his extract of barkskin. Fuego keeps Lharch’s extracts of Enlarge Person and Longarm on him. Before the fight if there is time, Fuego downs his potion of Longarm, casts shield on himself and sets to trip anyone(unless it cannot be tripped) that gets close to the party. He uses his bloodrage, and power attacks unless he misses. He enhances his Ranseur/breastplate with elemental strikes.
The group generally attempts to burn everything with fire, and Ignus will throw burning hands/fireball to catch the greatest number of enemies possible, even if it means hitting allies (since everyone has fire resistance). Huo uses his selective rod of metamagic to unselect his teammates when throwing his fireball, but also attempts to catch the greatest number of enemies possible with fire spells. If faced with invisible opponents, Huo will use glitterdust to reveal them. Lharch will bombard enemy casters with bombs, and if there is a need for another melee combatant or he ran out of bombs, he drinks his extract of alterself, then goes to town on the enemy with agile amulet of mighty fists in troglodyte form.
Just a Mort |
Slight mistake. For Lharch, substitute cosmopolitan for weapon finesse, reduce rolls for knowlesge dungeoneering and local by 3. Didn't realise agile AMOF did not automatically let you use dex to attack.
CWheezy - you'll need to drop 1 of your feats for combat reflexes on Allen. The backbone for that type of build is combat reflexes.
Just a Mort |
Going to repost The Pryomaniacs with more detail:
Male Flame Oracle 6 - Seeker
CG Humanoid (gnome)
Init +5; Perception +0
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17
hp 51
Fort +4, Ref +4, Will +5;
--------------------
Offense
--------------------
Speed 15 ft.
Melee Flaming Morningstar +8 (1d6+3) and 1d6 fire
No ranged.
Spells known (CL 6th; concentration +11)
Cantrips: Create Water, Light, Guidance, Stabilise, Detect Poison, Detect Magic, Read Magic
Lv 1 spells(8/day): Cure Light Wounds, Remove fear, Shield of Faith, Protection from evil/good/law/chaos, Burning hands
Lv 2 spells (6/day): Cure Moderate Wounds, Resist Energy, Burst of Radiance, Sound Burst, Lesser restoration
Lv 3 spells(4/day): Dispel Magic, Cure Serious Wounds, Fireball
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 20
Base Atk +4; CMB +5; CMD 17
Feats Spell focus Evocation, Varisan tattoo (evocation), Intensify spell
Traits Excitable, Magical Lineage (Burning hands)
Skills Diplomacy +13, Disable Device +10, Knowledge Religion+9, Knowledge Planes +9
Languages Common, Gnome, Ignan
Revelation Molten Skin(Fire Resist 10)
Curse Tongues(speak in Ignan)
Gear Headband of Alluring Charisma +2, Dusty Rose Ioun Stone (Init +1), Cloak of Resistance +1, Breastplate, Flaming Morningstar +1 MW thieves tools
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Intensified Burning Hands uses a lv 1 slot - full round action - does 8d4 fire damage, reflex 17 for half. Fireball does 8d6 fire, reflex 19 for half.
Male Cross blooded Draconic(Red)/Orc 6((Human)
CN Human
Init +5; Perception +0
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Defense
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AC 13, touch 12, flat-footed 11
hp 44
Fort +5, Ref +4, Will +4;
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Offense
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Speed 30 ft.
Melee Cestus +3(1d4)
No ranged.
Spells known (CL 6th; concentration +11)
. . At will—Acid Splash, Read Magic, Detect Magic, Guidance, Light, Mage hand
Lv 1 spells(8/day): Burning hands, Mage armor, Ear piercing scream, Vanish, Expeditious Retreat, Grease
Lv 2 spells (6/day): Burning arc, Glitterdust
Lv 3 spells(4/day): Fireball
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 21
Base Atk +3; CMB +2; CMD 13
Feats Spell focus Evocation, Spell specialization (fireball), varisan tattoo(evocation), expanded arcana (fireball)(retrained at 6)
Bloodline Arcana: Whenever you cast a spell with an energy descriptor (Fire) that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type (fire) and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Traits Reactionary, Elemental Affinity(Fire)
Skills Spellcraft +11, Knowledge Arcana +10, Linguistics +3, Bluff +11, Perception +9
Languages Common, Ignan
Gear Headband of Alluring Charisma, Lesser selective metamagic rod, 2 scolls see invisibility, belt pouch, Cloak of resistance +1, dusty rose ioun stone (+1 init), 1 wand of CLW
Fireball does 8d6+16, reflex 19 for half
Burning Arc does 6d6+12 to initial target, reflex 18 for half, 3d6+6 to secondary target, reflex 16 for half
Male Alchemist 6
CN Elf
Init +7; Perception +0
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Defense
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AC 15, touch 15, flat-footed 15
hp 46
Fort +7(+4 more v poison), Ref +10, Will +4
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Offense
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Speed 30 ft.
Melee Cestus +9(1d4)
Ranged Bomb +9 (3d6+4) – 10 uses a day
Lv 1 extracts (5/day): Shield (x2), Enlarge Person, Longshot, Longarm
Lv 2 extracts (4/day): Alterself, See invisibility, Heightened awareness, Barkskin
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Statistics
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Str 10, Dex 20, Con 12, Int 18 Wis 13, Cha 10
Base Atk +4; CMB +0; CMD 19
Feats Point blank shot, Precise Shot, Weapon Finesse
Traits Reactionary, Secret Knowledge (Dungeoneering)
Skills Craft Alchemy +13, Knowledge Engineering +9, Linguistics +5, Knowledge Nature +13, Knowledge Dungeoneering +12, Knowledge Local + 10, Perception +13, Acrobatics + 11
Languages Common, Ignan
Gear Headband of Vast Intelligence +2, Handy Haversack, Agile amulet of mighty fists, belt of incredible dexterity+2, Cloak of Resistance +1, 5 acid flasks, 5 alchemist fire, MW Studded leather armor, Cestus, Longbow, 100 arrows
Discoveries Infusion, Dispelling Bomb. Tanglefoot Bomb
Mutagen
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. – Uses Dexterity mutagen
Poison Resistance
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Male Bloodrager (Elemental – Fire)
CN Half Orc
Init +2; Perception +0
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Defense
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AC 18, touch 12, flat-footed 16
hp 58
Fort +10, Ref +10, Will +6
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Offense
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Speed 30 ft.
Melee MW Lucene Hammer +11/+6 (1d12+6) / Flaming Greatsword + 11/+6 (2d4+6) and 1d6 fire
Ranged Composite Longbow +9
Lv 1 Spells (2/day) : Burning Hands, Shield
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Statistics
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Str 18, Dex 14, Con 14, Int 8 Wis 13, Cha 14
Base Atk +6; CMB +9; CMD 21
Feats Combat Reflexes, Power attack(Bloodline feat), Dirty Fighting, Improved Trip
Traits Fates favoured, Magical Knack
Alternate racial traits
Shaman’s Apprentice
Bloodrage (16 rounds/day)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Uncanny Dodge
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blood Sanctuary
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Improved Uncanny Dodge
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Elemental Strikes
At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.
Elemental Resistance
At 4th level, you gain energy resistance 10 against your energy type. (Fire)
Skills
Perception +10, Survival + 10, Intimidate +10, Linguistics -1
Languages Common, Orc, Ignan
Gear
Belt of Giant Strength + 2, Cloak of Resistance +1, +1 Flaming Greatsword, Spiked Breastplate, MW Composite Longbow (+4 str), 100 arrows.
Ellioti |
Female human oracle (Warsighted, Wood Mystery, Tongues Curse) 6
N medium humanoid (human)
Init +8
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Defense
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AC 21, touch 15, flat-footed 19 (+4 armor, +2 Dex, +3 natural, +2 deflection)
hp 48 (6d8+21) [60 (6d8+33) mit Bear's Endurance]
Fort +4 [6], Ref +4, Will +5
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Offense
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Speed 40 ft.
Melee quarterstaff +13 (2d6+17) [with Divine Favor, and Shillelagh up, using Power Attack two-handed]
Oracle Spells Known (CL 6th; concentration +10)
. . 3rd (4/day)—Cure Serious wounds, Magic Vestment
. . 2nd (6/day)—cure moderate wounds, barkskin, Grace, Calm Emotions (DC16), Bear's Endurance
. . 1st (7/day)—Cure Light Wounds, Shillelagh, Divine Favor, Shield of Faith, Burning Disarm (DC15), Cause Fear (DC15), Obscuring Mist, Entropic Shield
. . 0 (at will)—detect magic, read magic, Light, Resistance, Guidance, Create Water, Enhanced Diplomacy
. . Mystery Wood
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Statistics
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Str 20, Dex 14, Con 14 [18], Int 8, Wis 10, Cha 18
Base Atk +4; CMB +9; CMD 21
Feats Improved Initiative, Toughness, Power Attack, Extra Revelation
Traits fate's favored, elven reflexes
Skills Diplomacy +13, Perception +6, Stealth +11, Spellcraft +8
Languages Common, Terran, Aklo
Special Wood Bond, Wooden Weapon
Gear mw Quarterstaff, mw Leaf armor, Headband of alluring charisma +2, Belt of giant strength +2, Boots of striding and springing
Ferra casts Divine Favor, Shillelagh, Shield of Faith, Bear's Endurance, Barkskin and Magic Vestment before the fight.
In combat she uses her movement speed to kite and assess the situation before power attacking. She uses Martial Flexibility to increase her defenses (e.g. Dodge) or offense (Dedicated Defender).
Against archers she casts Entropic Shield, against Barabarians Calm Emotions. If Initiative is won, she may cast Resistance, Burning Disarm or Obscuring Mist, depending on the situation.
Like many other contestants, Ferra is a mysterious loner. She has the appearance of an angry witch , full of dirt and leaves appearing basicly unarmed and unarmored. Strangely she demands to take part in the martial melee contest...
Just a Mort |
Solo non magical combatant
LE Female Tengu Slayer 6
Init +7 Perception +13
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Defense
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AC 22, touch 16, flat-footed 17
hp 52
Fort +7 Ref +11, Will +6
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Offense
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Speed 30 ft.
Melee Bite +11 (1d3+5), Claw +12(1d3+5), Claw +12(1d3+5)
Ranged Composite Longbow +11 (1d8+2)
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Statistics
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Str 14, Dex 20, Con 12 Int 10 Wis 14, Cha 10
Base Atk +6; CMB +8; CMD 23
Feats
Bludgeoneer, Enforcer, Dazzling Display
Slayer talents:
Finesse rogue, Weapon training(claws), Combat trick (Shatter Defences)
Traits Reactionary, Indomitable will
Alternate racial traits
Claws
Skills
Perception +13, stealth +15, Disable device +15, Acrobatics +15, Intimidate +11, Survival +15
Studied target
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
Sneak Attack
At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Gear
Agile Amulet of Mighty Fists, Mithril Breastplate, Cloak of Resistance +1, Potion of fly, Ring of Protection +1, Potion of invisibility, Potion of cure serious wounds, 4 smoke pellets, Belt of incredible dexterity (+2), cracked magenta prism (intimidate +2), composite longbow (+2str rating)
Tactics
If Akita wins initiative, she will use her move action to study the target, then ready to 5 ft away from the target when it attacks. She tries to intimidate her foes so as to use shatter defences, and tries to stick close so she can use her full attacks.
Background
The mercenary guild, The Black Hand, sent Akita to take part in the competition to represent their guild. They are hoping her victories will showcase the strength of their guild and hopefully garner more job offers.
I wanted to do this on a rogue chasis but realised I didn't have the BAB for shatter defences :(
andreww |
I give you The Terrible Tiefling Terrors, a four man demon blooded tiefling team. They are all dumb as posts but they have learned to work together well.
Demon-spawn tiefling sorcerer (tattooed sorcerer) 6
LE Medium outsider (native)
Init +12, 16 with awareness; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +4
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Defense
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AC 27, touch 12, flat-footed 26 (+10 armor, +1 deflection, +1 Dex, +1 natural, +4 shield)
hp 50 (6d6+24)
Fort +7, Ref +6, Will +9 (+4 vs. charm and compulsion); +2 vs. mind-affecting
Resist fire 5, mental resistance +2
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Offense
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Speed 30 ft. (20 ft. in armor), fly 40
Melee bite -8 (1d6-1)
Spell-Like Abilities (CL 6th; concentration +12)
. . 3/day—dancing lights
Sorcerer (Tattooed Sorcerer) Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—blindness/deafness (DC 18), create pit (DC 18), id insinuation I[OA] (DC 18)
. . 1st (8/day)—ant haul[APG] (DC 17), grease, magic missile, mind thrust I[OA] (DC 17), shield
. . 0 (at will)—arcane mark, daze (DC 16), detect magic, mage hand, message, read magic, spark[APG] (DC 16)
. . Bloodline Psychic
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Statistics
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Str 9, Dex 14, Con 16, Int 5, Wis 14, Cha 22
Base Atk +3; CMB +2; CMD 15
Feats Alertness, Fiend Sight[ARG], Fiend Sight[ARG], Noble Scion Of War[ISWG], Varisian Tattoo[Evocation]
Traits irrepressible, reactionary
Skills Acrobatics -3 (-7 to jump), Bluff +10, Fly +8, Perception +4, Sense Motive +4, Use Magic Device +10; Racial Modifiers +4 Fly
Languages Abyssal, Common
SQ bloodline arcana: psychic, bloodline tattoos, familiar tattoo, prehensile tail
Gear scroll of fly (x2), [i]heightened awareness, toppling metamagic rod (lesser)[UE], +1 full plate, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1
Pre combat buffing: Ant Haul (keeps him within light load), Shield, scrolls of Fly and Heightened Awareness
An anti-paladin in service to Norgorber, he kills without mercy and particularly despises servants of Saraenrae.
Demon-spawn tiefling antipaladin 6
CE Medium outsider (native)
Init +2; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +3
Aura cowardice (10 ft.)
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Defense
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AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 natural)
hp 58 (6d10+18)
Fort +11, Ref +7, Will +11
Immune disease; Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 bardiche +13/+8 (1d10+10/17-20), Reach or
. . mwk longsword +13/+8 (1d8+6/19-20) or
. . bite +7 (1d6+3)
Ranged composite longbow +7/+2 (1d8+4/×3)
Special Attacks channel negative energy 3/day (DC 16, 3d6), smite good 2/day (+3 attack and AC, +6 damage)
Antipaladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect good
Antipaladin Spells Prepared (CL 3rd; concentration +6)
. . 1st—magic weapon, protection from good
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Statistics
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Str 22, Dex 12, Con 14, Int 6, Wis 12, Cha 16
Base Atk +6; CMB +12; CMD 24
Feats Fiend Sight[ARG], Fiend Sight[ARG], Power Attack
Traits armor expert, indomitable faith
Skills Acrobatics -3 (-7 to jump), Intimidate +14, Perception +3; Racial Modifiers +2 Perception
Languages Abyssal, Common
SQ cruelties (dazed, staggered), fiendish boon (weapon, +1), prehensile tail, touch of corruption 6/day (3d6)
Gear +1 full plate, heavy wooden shield, +1 bardiche, composite longbow (+4 Str), mwk longsword, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone (intimidate), ring of protection +1
Pre combat buffing: Lothar activates his fiendish weapon to give it keen. He looks to enter melee combat as soon as possible, prioritising good aligned clerics, paladins or other divine casters.
A terrifying devotee of Zon-Kuthon, Narda believes in bringing suffering to the masses in the bloodiest way possible.
Demon-spawn tiefling bloodrager (steelblood) 6
NE Large outsider (native)
Init +4; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +10
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Defense
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AC 24, touch 9, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +1 natural, +4 shield, -1 size, -2 untyped penalty)
hp 76 (6d10+36)
Fort +11, Ref +5 (+1 bonus vs. trample attacks), Will +8; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Resist fire 5
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Offense
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Speed 60 ft. (50 ft. in armor) (+10' when charging, running or withdrawing)
Melee +1 nodachi +15/+10 (2d8+14/18-20) and bite +9 (1d8+4) or
. . mwk longsword +15/+10 (2d6+9/19-20) or
. . bite +14 (1d8+9) and 2 claws +14 (1d8+9)
Ranged mwk composite longbow +7/+2 (1d8+4/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (16 rounds/day), claws
Bloodrager (Steelblood) Spells Known (CL 6th; concentration +8)
. . 1st (2/day)—expeditious retreat, feather fall, magic missile, shield
. . Bloodline Abyssal
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Statistics
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Str 28, Dex 12, Con 18, Int 6, Wis 12, Cha 14
Base Atk +6; CMB +17; CMD 26 (27 vs. overrun)
Feats Eschew Materials, Fiend Sight[ARG], Fiend Sight[ARG], Power Attack, Toughness
Traits indomitable faith, reactionary
Skills Acrobatics -3 (+5 to jump), Intimidate +11, Perception +10
Languages Abyssal, Common
SQ armor training 1, demonic bulk, fiendish sprinter, indomitable stance
Gear +1 full plate, heavy steel shield, +1 nodachi[UC], mwk composite longbow (+4 Str), mwk longsword, belt of giant strength +2, cloak of resistance +2, cracked dusty rose prism ioun stone, ring of protection +1
Pre combat buffing: Narda casts expeditious retreat and shield on herself before combat. her statistics include the benefits of bloodrage.
The secret leader of the team and the backbone of their primary tactic.
Demon-spawn tiefling oracle (dual-cursed oracle) 6
NE Medium outsider (native)
Init +4 (roll twice); Senses darkvision 120 ft., low-light vision, see in darkness; Perception +3
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Defense
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AC 28, touch 14, flat-footed 27 (+10 armor, +3 deflection, +1 Dex, +1 natural, +3 shield)
hp 51 (6d8+18)
Fort +6, Ref +6, Will +8 (+5 vs. charm and compulsion, +2 versus cold)
Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +7 (1d8+2/19-20) or
. . bite +6 (1d6+3)
Oracle (Dual-Cursed Oracle) Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—bestow curse (DC 19), deeper darkness, dispel magic, inflict serious wounds (DC 19)
. . 2nd (7/day)—hold person (DC 18), inflict moderate wounds (DC 18), minor image (DC18), levitate, oracle's burden[APG] (DC 18), sound burst (DC 18)
. . 1st (8/day)—ant haul[APG] (DC 17), burning disarm (DC 17), ill omen[APG], inflict light wounds (DC 17), murderous command[UM] (DC 17), shield of faith
. . 0 (at will)—bleed (DC 16), create water, detect magic, detect poison, guidance, ghost sound, mage hand, read magic, stabilize
. . Mystery Battle
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Statistics
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Str 14, Dex 14, Con 14, Int 6, Wis 12, Cha 22
Base Atk +4; CMB +6; CMD 21
Feats Expanded Arcana[APG], Fiend Sight[ARG], Fiend Sight[ARG]
Traits dangerously curious, irrepressible
Skills Acrobatics -4 (-8 to jump), Perception +3, Spellcraft +7, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Common
SQ oracle's curses (haunted, tongues), prehensile tail, revelations (misfortune[UM], skill at arms, war sight)
Gear reach metamagic rod (lesser)[APG], wand of bless (50 charges), +1 full plate, +1 heavy steel shield, mwk longsword, cloak of resistance +2, headband of alluring charisma +2, lesser talisman of freedom[OA], blood-boiling pill
Pre combat buffing: Theron casts Ant Haul and Shield of Faith on himself as well as Deeper Darkness on Narda's armour. In combat he can only speak Abyssal, fortunately so can the rest of the group.
Mandrake will normally drop Haste on the group in round one and then focus his control spells where they will hurt the most. Big stupid fighters and clerics get dropped in pits or greased, rogue types get glitterdusted and arcane casters get blinded assuming they have found a way around the darkness. Theron splits groups up with murderous command, often targeting people already in melee so they have to provoke to make their attack. Low will types are held, especially if they are already in melee and so can be couped. He employs his reach rod with Bestow Curse or an inflict spell to finish off badly wounded enemies.
In order to sow confusion amongst their enemies each of them wears identical looking full plate armour.
Just a Mort |
Solo non magical combatant
NG Male Fighter (Weapon Master) 4 Variant Multiclass Wizard
Init +4, Perception +9
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Defense
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AC 17, touch 13, flat-footed 14
hp 40
Fort +6 Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee Lance +11 (1d6+8)
Ranged Composite Longbow +7 (1d8+4)
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Statistics
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Str 18, Dex 14, Con 14 Int 14 Wis 10, Cha 11
Base Atk +4; CMB +7; CMD 21
Feats
Mounted Combat(Fighter Lv 1 Bonus Feat), Ride by attack, Spirited Charge (Fighter Lv 2 Bonus Feat), Power Attack (Fighter Lv 4 bonus feat)
Skills
Fly +5, Perception +9, Ride +10, Acrobatics +5
Traits
Adopted (Gnome) - Excitable, Savannah Child (Ride)
School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.
Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.
Weapon Guard
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.
This ability replaces Bravery.
Weapon Training
At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
This ability replaces Armor Training 1, 2, 3 and 4.
Gear
MW Chain Shirt, +1 Lance, Composite Longbow +4 Str rating, 100 arrows
Tactics
He charges riding on his familiar, Hawk, with a lance, power attacking. That's +11 to hit, 3d6+42 damage.
Background
Sir Griffith was found and raised by a pair of gnomes and when he was young they told him lots of tales of knighthood. He swore to become an Eagle Knight when he grew up, and has joined the tournament in order to prove then he is worthy of becoming one of them.
Hawk's a Mauler Familiar. He doesn't usually have much to say, he just screeches.
Male Animal
Init +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 20
Fort +4 Ref +1, Will +3
--------------------
Offense
--------------------
Speed 10 ft, 60ft fly (average)
Melee 2 Talons +7(1d4+2)
Ranged
--------------------
Statistics
--------------------
Str 15, Dex 11, Con 11 Int 6 Wis 14, Cha 7
Skills - Fly +9, Perception +9,Ride +4, Acrobatics +4
Increased Strength
At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
Battle Form
At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size).
This ability replaces deliver touch spells.
(Total +8 str, -4 dex)
Gear
Heavy Load Belt, MW Studded leather barding, Exotic Military Saddle, Cracked Magenta Prism (Fly +2)
Weight for both:
Sir Griffinth - 37 lbs
+1 Lance - 5 lbs
MW Chain Shirt - 12.5 lbs
Composite Longbow (+4 Str)- 1.5 lbs
100 arrows - 7.5 lbs
Exotic Military Saddle - 40 lbs
MW studded leather barding - 25 lbs
Total - 128.5 lbs
Hawk's carrying capacity with heavy load belt for light weight = 198 lbs. Well within weight limits.
Just a Mort |
For stuff targeting Hawk - sure he doesn't have the best of reflex saves...he has the following:
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
I think..there'd better be clerics around to Breath of Life the combatants, though if Sir Griffinth crits - it'll be beyond even BOL range.
Just a Mort |
Oh sorry. Wayang lol. The weight should have indicated he's small.
NG Male Wayang Fighter (Weapon Master) 4 Variant Multiclass Wizard
Init +4, Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14
hp 40
Fort +6 Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Lance +11 (1d6+8)
Ranged Composite Longbow +7 (1d8+2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14 Int 14 Wis 10, Cha 11
Base Atk +4; CMB +7; CMD 21
Feats
Mounted Combat(Fighter Lv 1 Bonus Feat), Ride by attack, Spirited Charge (Fighter Lv 2 Bonus Feat), Power Attack (Fighter Lv 4 bonus feat)
Skills
Fly +5, Perception +9, Ride +9, Acrobatics +5
Traits
Adopted (Gnome) - Excitable, Savannah Child (Ride)
School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.
Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.
Weapon Guard
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.
This ability replaces Bravery.
Weapon Training
At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
This ability replaces Armor Training 1, 2, 3 and 4.
Gear
MW Chain Shirt, +1 Lance, Composite Longbow +2 Str rating, 100 arrows, Cestus,
Tactics
He charges riding on his familiar, Hawk, with a lance, power attacking. That's +11 to hit, 3d6+42 damage. Probably +12, since he's attacking from higher ground.
Background
Sir Griffith was found and raised by a pair of gnomes and when he was young they told him lots of tales of knighthood. He swore to become an Eagle Knight when he grew up, and has joined the tournament to prove himself worthy.
Hawk's a Mauler Familiar. He doesn't usually have much to say, he just screeches.
Male Animal
Init +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 20
Fort +4 Ref +1, Will +3
--------------------
Offense
--------------------
Speed 10 ft, 60ft fly (average)
Melee 2 Talons +7(1d4+2)
Ranged
--------------------
Statistics
--------------------
Str 15, Dex 11, Con 11 Int 6 Wis 14, Cha 7
Skills - Fly +9, Perception +9,Ride +4, Acrobatics +4
Increased Strength
At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
Battle Form
At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
This ability replaces deliver touch spells.
(Total +8 str, -4 dex)
Gear
Heavy Load Belt, MW Studded leather barding, Exotic Military Saddle, Cracked Magenta Prism (Fly +2)
Weight for both:
Sir Griffinth - 37 lbs
+1 Lance - 5 lbs
MW Chain Shirt - 12.5 lbs
Composite Longbow (+4 Str)- 1.5 lbs
100 arrows - 7.5 lbs
Exotic Military Saddle - 40 lbs
MW studded leather barding - 25 lbs
Total - 128.5 lbs
Hawk's carrying capacity with heavy load belt for light weight = 198 lbs. Well within weight limits.
The original version had him as an eldritch guardian - using power attack and weapon specialization, but I realized VMC freed up enough feats for spirited charge and power attack, I apologise for my typos but most of my stuff is done under conditions I have to post..discreetly. If its too...OPed, change his race to halfling, and switch archetype to eldritch guardian, and go back to the earlier version. Charge damage will be 2d6+26 only, which is less lethal.
Just a Mort |
Magical combatant
Male Human(5 Vigilante - Warlock Archetype)
Human
Init +6; Perception +5
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16
hp 43
Fort +5, Ref +11, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee MW Daggers +6/+6(1d4+4)
Frost Bolts (touch - 30 ft) +4/+4/+4 (1d6+1) Frost Damage
Spells known (CL 5th; concentration +7)
. . At will—Acid Splash, Prestidigitation, Detect Magic, Light,
Lv 1 spells(5/day): Shield, Vanish, Expeditious Retreat, Shocking Grasp (x2),
Lv 2 spells (3/day): See Invisibility, Mirror Image (x2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 15, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 19
Feats Point Blank Shot, Rapid shot, Improved Two Weapon Fighting, Arcane Stike
Traits Reactionary, armor expert
Armor Proficiencies
A warlock is not proficient with medium armor. Like a magus, she can cast her spells while wearing light armor without incurring the normal arcane spell failure chance.
This alters the vigilante's armor proficiencies.
Spellcasting
A warlock casts arcane spells and cantrips as a magus. She prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the sorcerer/wizard spell list; higher-level sorcerer/wizard spells are not on the warlock's spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Spellbook: A warlock has a spellbook that functions in the same way as a magus's spellbook but uses the 6th-level and lower spells from the sorcerer/wizard spell list.
Piercing Bolts
At 3rd level, the warlock can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a ranged mystic bolt into a ranged touch attack. At 5th level, the warlock can treat all of her mystic bolts as touch attacks.
This ability replaces unshakable.
Mystic Bolts (Su)
A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has.
The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock's normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they're excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn't apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.
Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn't attacking with a mystic bolt.
The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can't affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.
At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected.
This ability replaces vigilante specialization.
Vigilante Talent
Lethal Grace
The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
Social Talent
Many Guises (Ex): The vigilante can take on any number of mundane guises. Whenever he changes his identity, he has a third option (instead of social or vigilante): he can become mundane. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the vigilante does not gain the benefit of either his social or vigilante identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for the vigilante in either of his other identities fail while he is in his mundane identity. He must build the appearance for this identity using whatever clothing and tools he has at his disposal. While he can use magic (such as a hat of disguise), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). A vigilante must be at least 5th level to select this talent.
Gossip Collector (Ex): The vigilante sits at the center of a web of gossip, granting him access to the latest scuttlebutt with baffling speed. Whenever the vigilante is presented with a topic about which he would normally need to spend 1d4 hours to gather information, he must spend only 1d2 hours instead. If he has the renown social talent and gathers the information in his area of renown, he must instead spend only 1d4 × 10 minutes, and if he beats the DC to gather a piece of information by 20 or more, he knows that piece of information without spending any time at all; he has simply already heard that gossip. This ability doesn't allow him to gather information that isn't available in the locale he is canvassing, even if that locale is his area of renown.
Entrepreneur (Ex): Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill. If he has the social grace social talent, he can apply this benefit to all skills selected with the social grace talent. (Profession Libarian)
Skills Spellcraft +10, Profession(Libarian)+8, Perception +5, Knowledge Arcana +10, Disguise +8, Acrobatics +13
Languages Common, Elven Draconic
Gear
Cloak of Resistance +2, Belt of incredible dexterity, Composite longbow (+2 str rating), Mithril Breastplate, 2 MW daggers, 1 cestus
Background
John got tired of being a libarian and decided to join the tournament himself for a little excitement(like he's read in books), under his alias, Aquaman.
Tactics
He prebuffs at start of day with mage armor, then spends his first round casting shield, then mirror image. He tries to stay within 30 ft so he can blast them with a full round of frostbolts. He uses his daggers and longbow if his frostbolts prove to be ineffective (I.e cold resistance). He uses arcane strike to enhance his attacks every round.
Ten'shun the Tengu |
I feel bad for skipping a day without posting, but work knocked me out.
I'm still here though! And I Am Keeping A Tally For Reference:
Non-spellcasting Solo Combatants
3 of 8
"Ferra of the Woods" by Ellioti
"Akita" by Just a Mort
"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
2 of 6
"The Gadget Genius and his Eidelon, Terminator" by Just a Mort
"John aka Aquaman" by Just a Mort
Teams For CTF
4 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
@Just a Mort
A personal thanks to you for all the work your doing. I'll throw you into the setting as one of the tournaments larger Financier's (unless you don't want me to.) Your right, I had planned on there being a cadre of priests around ready with Quickened Dimension Door and BoL, or raise dead if needed to prevent anyone from contracting a severe case of death. They're also offering a free CCW per contestant per day. (The arena is rolling in gold. very well off.)
@The Raven Black
Sorry for leaving you hanging. Addressing your buffing concerns, I expect contestants will get a 5 minute window just before each fight, useable for casting buffs if needed.
And combatants both spell and non-spell are only required to fight once each given tournament day, unless they decided to join both (hmm...), or also signed up for the Team CTF (No one did this year though, save for that one late entry group of players adventurers.)
Just a Mort |
I'll help you keep track, while I'm still awake and at a computer:
Non-spellcasting Solo Combatants
4 of 8
"Ferra of the Woods" by Ellioti
"Akita" by Just a Mort
"Colonel Carnage and his Grabby Snake" by andreww
"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
3 of 6
"The Gadget Genius and his Eidelon, Terminator" by Just a Mort
"Scorchio" by andreww
"John aka Aquaman" by Just a Mort
Teams For CTF
4 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
I don't mind being one of the Financiers. The problem is a lot of builds don't come online till 5+ which is why I have issues giving level 4 submissions. I thought since you stated range is 4-6, so you'd like some lower level ones. Glad to hear that Sir Griffinth will be fighting up else...there may be fatalities. Especially if it was any d8 class, or a d10 class that didn't have 14 con...
My builds may have vast power differences, that's because I'm building towards a theme, and the character will fulfill the theme, but how effective it actually is in combat is...questionable :) Sometimes the more fiddly bits there are, the less combat effective a character is.
master_marshmallow |
Well rounded party (the classicist team)
Switch-Hitter fighter 6
Initiative +3, Perception +11
HP 49 [6d10+12]
--------------------
Defense:
AC [26] (10 + 11 armor +1 shield +3 DEX +1 trait)
Fort +7 Reflex +6 Will +4 (6 versus fear)
--------------------
Offense:
melee +1 greatsword +12/6 (2d6+7/19-20x2)
- Power Attack +10/5 (2d6+13/18-20x2)
melee masterwork gauntlet +11/6 (d6+4/x2)
- Power Attack +9/4 (d6+8/x2)
ranged +1 composite longbow +9/4 (d8+4)
- Point-Blank Shot +10/+5 (d8+5/x3)
- Rapid Shot +7/+7/+2
- Point-Blank & Rapid Shot(s) +8/+8 (d8+5/x3)
--------------------
Statistics
STR 18 DEX 17 CON 14 INT 10 WIS 12 CHA 8
Feats: Power Attack, Point-Blank Shot, Precise Shot, Rapid Shot, Shield Gauntlet Style, Shield Gauntlet Attack, Shield Gauntlet Master, Advanced Weapon Training (Warrior Spirit)
Traits: Seeker, Defender of the Society
Skills: Perception +11, Intimidate +8, Survival +10
Weapon Training 1 (heavy blades)
Armor Training 2
Bravery +3
--------------------
Tactics
(S)he typically rolls lower in the initiative than her friends, including the wizard buffer, and the cleric. If there is no time to pre-buff, she takes a defensive stance in front of her weaker friends providing cover and waits until she has received the right spells to fight (Usually Barkskin, Shield of Faith, Fly, and/or Haste). (S)he uses perception if she has to, to identify the strongest target and will attack them using either of her/his main weapons. In later rounds she'll use Warrior Spirit to increase the power of whichever weapon she has equipped by adding an appropriate weapon enhancement, or the Training Property to grab an extra feat that could be useful. Short list includes: Keen, Deadly Aim, Furious Focus, [Elemental], Deflect Arrows, Death from Above (if flying), and Advanced Armor Training (Armor Specialization for +1 AC)
If disarmed somehow, she can punch using her gauntlets as armed weapons to do lethal damage.
--------------------
Gear (16,000)
+1 greatsword (2,350)
+1 Composite Longbow (STR +4) (2,800)
Sash of the War Champion (4,000)
+2 Full Plate (5,650)
+1 Cloak of Resistance (1,000)
200 gp
Teleporter(Conjuration) Blaster Wizard
Initiative +16, Perception +8
HP 29 [6d6+6]
--------------------
Defense:
AC [22] (10 + 4 armor +4 shield +4 DEX)
Fort +4 Reflex +7 Will +7
--------------------
Offense:
Cantrips DC 16
- Detect Magic
- Ray of Frost
- Prestidigitation
- Open/Close
1st Level Spells DC 17
Mage Armor (2)- Shield
- Grease (2)
2nd Level Spells DC 18
- Create Pit (2)
- Blur
- Mirror Image
- Glitterdust
3rd Level Spells DC 19
- Stinking Cloud
- Haste
- Fly
Shift (Su): 9/day (20 ft)
--------------------
Statistics
STR 8 DEX 18 CON 12 INT 22 WIS 11 CHA 8
Feats: Improved Initiative, (Alertness), Run, Heighten Spell, Preferred Spell (Snowball), Rime Spell
Traits: Warrior of Old, Magical Lineage (Snowball)
Skills: Perception +8, Spellcraft +15, any 4 Knowledges +15, Fly +13
Racial: +2 on initiative checks
Familiar: Hummingbird (3.5 Conjuration special) or Compsognathus resting on shoulder (+4 Initiative)
--------------------
Tactics
Usually plans to go first in combat, and assesses the enemies tactics by their gear. This may require a perception check on part of either the wizard or the familiar. Typically Haste is used to immediately strengthen the party and shift is used to get out of the line of enemy combat afterwards. If pre-buffing is allowed, it is assumed that Mage Armor is already active and/or Shield. Fly can be used on the wizard or fighter depending on the enemy composition. Once sufficient battlefield control is established, this wizard can spontaneously convert any spells slot 1st or above into a Rime Snowball dealing 5d6 points of cold damage and automatically entangling the opponent.
--------------------
Gear (16,000)
+2 Headband of Vast Intelligence (4,000)
Pearl of Power II (4,000)
Pearl of Power I (2, 2,000 [or 1,000 each])
Cloak of Resistance +1 (1,000)
3,000gp to be spent on scrolls, typically of utility spells useful as loot to the party, with the leftovers being straight gp.
More to come later, expect a Defense(Protection) cleric (possibly evangelist) and a character based on feinting and/or combat maneuvers.
Just a Mort |
Updating...
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
3 of 6
"The Gadget Genius and his Eidelon, Terminator" by Just a Mort
"Scorchio" by andreww
"John aka Aquaman" by Just a Mort
Teams For CTF
4 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
Master Marshmallow - teams require 4 people - we'll need 2 more dudes before your team qualifies.
master_marshmallow |
Updating...
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
3 of 6"The Gadget Genius and his Eidelon, Terminator" by Just a Mort
"Scorchio" by andreww
"John aka Aquaman" by Just a MortTeams For CTF
4 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 andrewwMaster Marshmallow - teams require 4 people - we'll need 2 more dudes before your team qualifies.
Just got back home
Writing up the rest.master_marshmallow |
Well rounded party (the classicist team)
Switch-Hitter fighter 6** spoiler omitted **...
Reach Cleric 6
HP 42 [6d8+12]
--------------------
Defense:
AC [24, 27, 30, or 31] (10 +8 armor +4 shield +2 DEX [+3 Deflection] [+3 or 4 Natural Armor])
Fort +9 Reflex +5 Will +10
--------------------
Offense:
Orisons DC 13
- Detect Magic
- Stabalize
- Bleed
- Guidance
1st Level Spells DC 14
- Shield (Domain)
- Shield of Faith (2)
- Divine Favor(2)
2nd Level Spells DC 15
- Barkskin (Domain)
Status- Ironskin (2)
- Bull's Strength
3rd Level Spells DC 16
- Barkskin (Domain)
- Dispel Magic (2)
- Remove Curse
Deflection Aura (Su): +2 Deflection bonus to AC and CMD to all allies within 20ft for 6 rounds, 1/day
Strength Surge (Sp): +2/+2 (doesn't stack with weapon enhancement) on melee attacks to touched ally (including self) for 1 round, 6/day
melee longspear (reach 10ft) +10 (d8+8/x3)
- Power Attack +10/+8 (AOO) (1d8+14/x3)
- Power Attack Divine Favor +13/+11 (1d8+17/x3)
- Power Attack Divine Favor Strength Surge +15/13 (1d8+19/x3)
- Power Attack Divine Favor Strength Surge Bull's Strength +17/15 (1d8+21/x3)
--------------------
Statistics
STR 18 DEX 14 CON 14 INT 7 WIS 16 CHA 9
Feats: Combat Reflexes; Flagbearer; Power Attack; Furious Focus
Traits: Fate's Favored, Seeker
Skills: Perception +13, Spellcraft +7
Domains: Protection (Defense), Strength
Resistance +2
--------------------
Tactics
If pre-buffing is allowed, this cleric casts Barkskin and Shield of Faith on her/himself and potentially also on her/his fighter friend. Ironskin can be used in combat if (s)he feels the extra boost is needed for AC. I guess that wizard guy is a person too, if they need it. Shield is a better spell to start with in combat as is Shield of Faith, if it can't be cast first. For the most part, this is a standard reach build, standing 10ft away from the enemy and swinging with Power Attack and Combat Reflexes up to 3 times per round. The Standard action is spent either buffing or healing, and the buff options are plentiful and versatile. If desired, Enlarge Person can be prepared instead of the second Barkskin in order to maximize range on Combat Reflexes with the longspear. Allies within 30ft automatically get +1/+1 Morale on to hit and damage thanks to Flagbearer, including the cleric which makes spells like Bless and Heroism redundant and unnecessary.
--------------------
Gear (16,000)
+2 Chainmail (4,300)
+1 longspear (2,305)
Pearl of Power I (3) (6,000)
Metamagic Rod, Lesser Reach (3,000)
395 gp
Expect an Unchained Rogue or Slayer in the morning.
master_marshmallow |
Fun Character- Dragonsoul Half-Elf Slayer 6
Initiative +5, Perception +9
HP 49 [6d10+12]
--------------------
Defense:
AC [20] (10 +5 armor +5 DEX)
Fort +8 Reflex +11 Will +2
--------------------
Offense:
melee dagger(s) +10/10/7 (d4+4/19-20x2) and (d4+3/19-20x2 off)
melee long lash kobold tail attachment (Reach 10 ft) +7 (d6/x2)
full attack +10/10/7/7
(haste) +13/11/11/8/8
Studied Target (Move Action, 2 targets) +2
Sneak Attack 3d6
--------------------
Statistics
STR 14 DEX 20 CON 14 INT 8 WIS 10 CHA 12
Feats: Racial Heritage (Kobold), Two-Weapon Feint, Tail Terror, Weapon Finesse, Greater Feint, Two-Weapon Fighting
Traits: Adopted-Kobold (Golden Scales, +2 to Bluff and Diplomacy); River Rat
Skills: Perception +9, Bluff +12, Stealth +14, Diplomacy +12, Intimidate +10
Slayer Talents: Ranger Combat Style (2, Deceptive Style), Finesse Rogue
--------------------
Tactics
This monstrosity is probably the closest we'll ever get to a dragonkin/dragonborn race. I wanted to play with adding in the tail slap for added damage, considering you're giving up your first attack to feint every turn. That said, they're flat footed for the rest of the turn which means your low attack bonus can still hit and you get sneak attack off. He likes buffs from the cleric and wizard too, obviously.
--------------------
Gear (16,000)
+1 Darkleaf Cloth Leather Lamellar (1,810)
+1 dagger (2) 4,604 (2,302 each)
+1 Training (Accomplished Sneak Attacker) razored kobold tail attachment (8,315)
+1 Cloak of Resistance (1,000)
283 gp[/b]
I just saw the bit about the rest of the loot not being for the PCs, that's my bad, but still important to note the leftovers in case something happens. I also didn't take the favored class on any of my guys I don't think, so assume it's all going into HP.
Just a Mort |
Magical combatant:
LN Human Magus 4(dual talented)
Init +5; Perception +0
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16
hp 35
Fort +6, Ref +5, Will +6;
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Offense
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Speed 30 ft.
Melee Scimitar +8(1d6+4)
No ranged.
Spells known (CL 4th; concentration +7)
. . At will—Acid Splash, Read Magic, Detect Magic, Light
Lv 1 spells: Shield, Shocking grasp (×3)
Lv 2 spells: Mirror Image, Glitterdust
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Statistics
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Str 13, Dex 18, Con 14, Int 14, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Weapon Finesse, Dervish Dance
Traits Armour Master, Gifted Adept(Shocking grasp)
Skills Spellcraft +10, Knowledge Arcana +10, Knowledge planes +10, Perception +4, Acrobatics +8, Knowledge local +7, Knowledge Dungeoneering +10
Languages Common, Draconic, Infernal, Abyssal
Gear MW scimitar, mithril breastplate, wand of infernal healing
Longbow, 100 arrows, cestus
Arcane pool (5 points)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Spell combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Magus Arcana
Arcane Accuracy
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Spell Recall
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Background
Lightning is a cadet from the Quadiran school of blades and magic and looks to garner some real combat experience in the tournament. Her specialty is the "Lightning Slash", a devastating scimitar strike infused with lightning, hence her usename.
Tactics
She prebuffs with shield and mirror image then attempts to blind her foe with glitterdust (DC 15 will save). If her foe is blinded, she will walk in and use shocking grasp (with spell combat). If her foe is not blinded, she will make her attacks, then 5 ft stwp out to use shocking grasp and hold the charge so she does not need to cast defensively. She uses arcane accuracy to grant her attack bonuses if she has a held shocking grasp charge or is using spell combat, to reduce the spell combat penalties. If she cannot hit her opponent pwith her scimitar twice in a row, she uses melee touch attacks to deliver shocking grasp, using her arcane pool points to recall more shocking grasps. Her shocking grasp does 5d6 due to gifted adept.