Planning a PVP using PFS legal characters, looking for pregen builds


Pathfinder Society Roleplaying Guild

The Exchange ***** Venture-Agent, Kentucky—Lexington

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I normally run the PVP Arena fights at GenCon. I'm looking to add some pregens this year so people don't have time to build a character can join in the fun.

If people are interested in working together on some theoretical optimization of 12th level PFS legal characters using no more than 108,000 gp and require no more than 50 prestige points plus no use of any boons or scenario/module specific features. I'd love to hear some of the builds.

*****

Are they allowed to make wand/scroll purchases using prestige points?

The Exchange ***** Venture-Agent, Kentucky—Lexington

Yea, the 50 PP can be done with any legal action. Purchase wands. Purchase titles. Retrain HP, feats, and levels for example.

*****

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This character is a straight sorcerer focused on leaving people standing around dazed and then dropping stuff like cloudkill or sirocco on them or dropping them in unpleasant pits. He comes with a wand using imp familiar.

I am not sure how much prebuffing these combats allow but his stat block includes the benefit of Mage Armour, Shield, Heightened Awareness, See Invisibility, Heroism, Non-Detection, Elemental Body 1 (small earth elemental), Life Bubble and Overland Flight.

He has eaten a blood boiling pill. He drops his handy haversack and other used gear before polymorphing, re-equipping it afterwards. He would generally use a scroll of freedom of movement before any fight. If not possible he relies on his lesser talisman.

He has cast Mage Armour, Shield and Heroism on his familiar.

Arena Sorcerer:

Male human sorcerer 12
N Small humanoid (human)
Init +16, +20 with heightened awareness; Senses darkvision 60 ft.; Perception +17

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Defense
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AC 25, touch 13, flat-footed 23 (+4 armor, +2 Dex, +4 natural, +4 shield, +1 size)
hp 101 (12d6+51)
Fort +15, Ref +14, Will +17; +2 alchemical bonus vs. cold effects
Life Bubble

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Offense
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Speed 20 ft., burrow 20 ft., fly 40 ft. (good); earth glide
Melee (M) dagger +6/+1 (1d4-1/19-20) or
slam +8 (1d6-1)

Sorcerer Spells Known (CL 12th; concentration +24)

6th (4/day)—repulsion (DC 25), sirocco[APG] (DC 29), true seeing
5th (5 of 7/day)—cloudkill (DC 24), icy prison[UM] (DC 28), life bubble[APG] (DC 24), overland flight
4th (8/day)—acid pit[APG] (DC 23), black tentacles, dimension door, dragon's breath[APG] (DC 27), elemental body I, emergency force sphere, greater invisibility
3rd (5 of 8/day)—chain of perdition[UC], daylight, dispel magic, fireball (DC 26), heroism, nondetection, protection from energy
2nd (7 of 8/day)—aggressive thundercloud[ACG] (DC 25), burning arc (DC 25), burst of radiance (DC 25), false life, glitterdust (DC 21), invisibility, mirror image, see invisibility
1st (4 of 9/day)—ear-piercing scream[UM] (DC 24), feather fall, identify, mage armor, magic missile, shield, snowball[UW], vanish[APG] (DC 20)
0 (at will)—acid splash, dancing lights, detect magic, mage hand, mending, message, open/close (DC 19), prestidigitation, read magic
Bloodline Arcane

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Statistics
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Str 9, Dex 14, Con 16, Int 12, Wis 12, Cha 28
Base Atk +6; CMB +6; CMD 16

Feats Additional Traits, Alertness, Dazing Spell[APG], Eschew Materials, Greater Spell Focus (evocation), Improved Familiar, Noble Scion of War[ISWG], Persistent Spell[APG], Spell Focus (evocation), Toughness

Traits fate's favored, magical lineage (dragons breath), reactionary, wayang spell hunter (fireball)

Skills Bluff +18, Fly +20, Knowledge (arcana) +9, Knowledge (nobility) +11, Knowledge (planes) +9, Perception +17, Sense Motive +19, Spellcraft +13, Use Magic Device +29

Languages Common, Tien

Special Qualities arcane bond (Arcane Familiar, imp), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (4/day), new arcana, school power (evocation)

Prestige Purchases potion of remove blindness/deafness, scroll of anti-incorporeal shell (x2), scroll of enchantment foil, scroll of freedom of movement (2), scroll of ride the waves, wand of heightened awareness (50 charges), wand of shield (50 charges)

Mundane Gear alchemist's fire (4), blood-boiling pill, dagger, smoked goggles, non detection components (200gp), true seeing components (500gp), spell component pouch

Magical Gear belt of mighty constitution +4, circlet of persuasion, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone (perception), cracked pale green prism ioun stone (saves), fog-cutting lenses, handy haversack, headband of alluring charisma +6, lesser talisman of freedom, lucky horseshoe, robe of arcane heritage

Imp Familiar:

Arcane Familiar CR –
Imp (Pathfinder RPG Bestiary 78)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +18

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Defense
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AC 31, touch 16, flat-footed 27 (+4 armor, +3 Dex, +1 dodge, +7 natural, +4 shield, +2 size)
hp 50 (3d10); fast healing 2
Fort +6, Ref +9, Will +11
Defensive Abilities improved evasion; DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 17

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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee sting +13 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)

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Statistics
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Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 14
Base Atk +6; CMB +9; CMD 18

Feats Dodge, Weapon Finesse

[b]Skills Acrobatics +11 (+7 to jump), Bluff +10, Fly +23, Knowledge (arcana) +10, Knowledge (planes) +10, Perception +18, Sense Motive +18, Spellcraft +14, Stealth +13, Use Magic Device +20

Languages Common, Infernal

Special Qualities change shape (boar, giant spider, rat or raven; beast shape I), empathic link

Prestige purchases wand of comprehend languages (50 charges), wand of cure light wounds (50 charges), wand of deja vu (50 charges), wand of faerie fire (50 charges), wand of grease (50 charges), wand of ill omen (50 charges), wand of obscuring mist (50 charges), wand of silent image (50 charges), wand of vanish (50 charges)

Other Gear cracked magenta prism ioun stone (UMD), handy haversack, masterwork tool (UMD)

The Exchange ***** Venture-Agent, Kentucky—Lexington

2 rounds of buffing, animal companion/familiar can't take actions during buff rounds but you can. Awesome build man!

*****

Hmm, two rounds of buffing might make me tempted to take quicken spell. It probably means the blood boiling pill goes. I would anticipate dropping overland flight and greater invisibility in that case, there isn't really the time to mess around with equipment for elemental body.

Maybe drop non-detection instead of greater invisibility and have the familiar vanish him and have him keep doing it. That might let him get other buffs up while staying out of sight of people with see invisibility hopefully.

What is the arena environment like?

The Exchange ***** Venture-Agent, Kentucky—Lexington

Arena environment changes every year, isn't known before the event, and sometimes/often have traps (pits etc), hazards (acid pits), or boon areas (like healing columns in open space).

*****

Here goes with a level 12 Oracle plus animal companion. She has used her FCB to increase the effect of her primal companion revelation to give him +2 effective levels. The FAQ limits animal companion HD to character level +1 which he is still well within.

Two buffs rounds are taken up with Divine Power, Quickened Barkskin and Quickened Shield of Faith. The fourth buff depends on the situation but the stat block assumes Aspect of the Wolf. All are spell shared with her companion using Improved Spell Sharing combined with the Horsemasters Saddle.

If there is plenty of space then Righteous Might can be used but other options include spells such as air walk, life bubble, aura of doom etc.

She has spent 5pp retraining a feat at level 12 into Expanded Arcana for two extra level 5 spells known. She can buy a bunch of low level wands and level 3-4 scrolls to expand her abilities as she still has most of her prestige available.

The Powerless Prophecy curse means she has improved uncanny dodge but cannot act in surprise rounds.

Her companion has the bodyguard feat, was raised by halflings and is wearing +1 benevolent armour for +5AC seven times per round. For this reason she will not normally grab in melee if her rider is present. Friend to the Animals grants her a +8 bonus to all saves as well as to all animals within 30' of her master.

Arena Oracle:

Female nagaji oracle (spirit guide) 12
N Medium humanoid (reptilian)
Init +17; Senses low-light vision, scent; Perception +11

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Defense
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AC 41, touch 22, flat-footed 33 (+9 armor, +4 deflection, +8 Dex, +6 natural, +4 shield)
hp 111 (12d8+48)
Fort +13, Ref +18, Will +15 (+7 bonus vs. mind-affecting effects); +2 vs. mind-affecting effects and poison
Defensive Abilities improved uncanny dodge

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Offense
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Speed 30 ft.
Melee mwk cold iron morningstar +19/+19/+14 (1d8+9)

Oracle (Spirit Guide) Spells Known (CL 12th; concentration +23)

6th (4/day)—mass cure moderate wounds, heal, litany of madness[UC], stone tell
5th (6/day)—aspect of the wolf[APG], mass cure light wounds, flame strike (DC 23), life bubble[APG] (DC 23), righteous might, wall of stone
4th (8/day)—air walk, aura of doom[UM] (DC 22), cure critical wounds, divine power, freedom of movement, grove of respite[APG], hallucinogenic smoke (DC 22), moonstruck[APG] (DC 22)
3rd (8/day)—channel vigor, cure serious wounds, daylight, dispel magic, invisibility purge, rage, speak with plants
2nd (8/day)—barkskin, burst of radiance (DC 20), cure moderate wounds, dust of twilight[APG] (DC 20), grace[APG], pilfering hand[UC], resist energy, suppress charms and compulsions
1st (8/day)—barbed chains (DC 19), charm animal (DC 19), cure light wounds, divine favor, fumbletongue[UM] (DC 19), liberating command[UC], obscuring mist, shield of faith
0 (at will)—create water, detect magic, grasp, guidance, mending, purify food and drink (DC 18), read magic, spark[APG] (DC 18), stabilize
Mystery Lunar
S spirit magic spell; Spirit Nature Wandering Spirit

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Statistics
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Str 18, Dex 11, Con 16, Int 10, Wis 12, Cha 26
Base Atk +9; CMB +19 (+21 trip); CMD 27

Feats Expanded Arcana[APG], Expanded Arcana[APG], Improved Spell Sharing[ACG], Noble Scion of War[ISWG], Quicken Spell, Steadfast Personality[ACG]

Traits fate's favored, hermean paragon (steaming sea)

Skills Handle Animal +12 (+14 vs. reptiles), Perception +11, Ride +14, Sense Motive +16, Spellcraft +4, Use Magic Device +21

Languages Common, Nagaji

Special Qualities bonded spirit, bonded spirit hex (friend to the animals [30 ft.]), oracle's curse (powerless prophecy), resistant, revelations (primal companion, prophetic armor), serpent's sense, spirit (), storm burst

Gear celestial armor, +2 heavy steel shield, mwk cold iron morningstar, belt of mighty constitution +2, circlet of persuasion, cloak of resistance +3, cracked pale green prism ioun stone (saves), fog-cutting lenses, headband of alluring charisma +4, lucky horseshoe

Tiger Companion:

N Large animal
Init +6; Senses low-light vision, scent; Perception +6

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Defense
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AC 39, touch 19, flat-footed 33 (+4 armor, +4 deflection, +6 Dex, +16 natural, -1 size)
hp 114 (12d8+60)
Fort +22, Ref +24, Will +18 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion

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Offense
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Speed 40 ft.
Melee bite +21 (1d8+22 plus grab), 2 claws +21 (1d6+22 plus grab)
These values include power attack. He can trip as a swift action once per round at +24
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +21, 1d6+22 plus grab)

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Statistics
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Str 30, Dex 23, Con 18, Int 3, Wis 15, Cha 10
Base Atk +9; CMB +22 (+26 grapple, +24 trip); CMD 40 (44 vs. trip)

Feats Extra Item Slot (saddle), Additional Traits, Bodyguard[APG], Combat Reflexes, Iron Will, Power Attack

Traits adopted, fate's favored, helpful

Tricks Aid, Air Walk, Attack, Attack any Target, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Hunt, Seek, Stay, Work

Skills Acrobatics +21 (+25 to jump), Climb +19, Escape Artist +7, Perception +6, Stealth +6, Swim +19

Special Qualities devotion

Gear +1 benevolent darkleaf cloth studded leather, amulet of mighty fists +1, horsemaster's saddle[UE], lucky horseshoe[OA]

Liberty's Edge **** Venture-Lieutenant, Denmark—Copenhagen aka the Diviner

I'll try building a bloodrager. Should be fairly simple to use.

*****

Here you go, a fairly straight forward half orc fighter archer with the mutagenic warrior archetype. Stat block assumes he has spent two rounds activating wings and drinking his mutagen. He has invested in UMD and a lot of scrolls and wands bought with prestige.

Archer Fighter:

Half-orc fighter (mutation warrior) 12 (Pathfinder RPG Advanced Class Guide 93)
N Medium humanoid (human, orc)
Init +16; Senses darkvision 60 ft.; Perception +21

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Defense
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AC 33, touch 18, flat-footed 25 (+9 armor, +8 Dex, +4 natural, +2 shield)
hp 124 (12d10+48)
Fort +17, Ref +20, Will +15 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +4 and one size larger to resist effects of wind
Defensive Abilities sacred tattoo[APG]

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Offense
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Speed 30 ft., fly 60ft.

Melee spiked gauntlet +17/+12/+7 (1d4+4)

Ranged
+2 adaptive composite longbow +24/+24/+19/+14 (1d8+20/×3) or
mwk composite longbow +23/+23/+18/+13 (1d8+17/×3)
These numbers assume rapid shot and deadly aim are active. They do not include point-blank shot or haste.

Special Attacks weapon trainings (bows +4, armed bravery)

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Statistics
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Str 18, Dex 30, Con 16, Int 10, Wis 10, Cha 7
Base Atk +12; CMB +17; CMD 36 (40 vs. disarm, 40 vs. sunder)

Feats Additional Traits, Deadly Aim, Endurance, Improved Initiative, Improved Precise Shot, Iron Will, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Use Magic Device), Weapon Focus (longbow), Weapon Specialization (longbow)

Traits dangerously curious, eyes and ears of the city, fate's favored, hermean paragon (steaming sea)

Skills Fly +18, Perception +21, Stealth +20, Use Magic Device +22

Languages Common, Orc, Shadowtongue

SQ mutagen (+6/+4/-2, +4 natural armor, 120 minutes), mutagen discoveries (greater mutagen, wings[UM]), orc blood

Prestige purchases potion of displacement, potion of heroism, scroll of barkskin (x5), scroll of channel vigor (x2), scroll of countless eyes (x2), scroll of dimension door, scroll of dimensional anchor, scroll of freedom of movement, scroll of greater invisibility, scroll of invisibility (x5), scroll of invisibility purge (x2), scroll of life bubble, scroll of mirror image (x5), scroll of monstrous physique i (x2), scroll of resist energy (x5), scroll of ride the waves, scroll of see invisibility (x5), wand of cure light wounds (50 charges), wand of divine favour, wand of faerie fire (50 charges), wand of gravity bow (50 charges), wand of mage armor (50 charges), wand of obscuring mist (50 charges), wand of shield (50 charges), wand of shield of faith (50 charges)

Weapons and armour adamantine durable arrow (20), cold iron durable arrow (50), mwk silver durable arrow (50), celestial armor, +1 buckler, +2 adaptive composite longbow, blunt arrows[APG] (20), mwk composite longbow (+3 Str), spiked gauntlet

Other gear mutagen (greater)[APG] belt of physical perfection +2, boots of speed, cloak of resistance +3, cracked magenta prism ioun stone (UMD), cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), eyes of the eagle, gloves of dueling[APG], goz mask[ISWG], lesser talisman of freedom[OA]

*****

And here is a fairly straight forward bloodrager. The goal is to always be flying, always be moving, always make people come to you so they provoke opportunity attacks.

He has a lot of scrolls from the bloodrager list and should make active use of them. Prebuffs are normally Channel Vigour (for will saves) and a Cats Grace scroll. On bloodraging he normally adds Mirror Image (for 1d4+4 images). If he suspects he is dealing with large enemies or others with reach weapons then Long Arm and Enlarge Person are good picks.

He should probably look to get Shield up asap and maybe See Invisibility. Likewise potions of Good Hope and maybe Displacement. His AC isn't great, he is pretty reliant on Mirror Image but his saves are fairly strong. Reflex is an issue but its difficult to increase much more without a lot of other sacrifices.

His is dumber than a bag of rocks so is largely ineffective if the arena requires any sort of skill challenge.

Bloodrager:

Nagaji bloodrager (steelblood) 12 (Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Bestiary 4 199)

N Medium humanoid (reptilian)
Init +11; Senses low-light vision; Perception +21

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Defense
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AC 27, touch 14, flat-footed 23 (+12 armor, +1 deflection, +3 Dex, +1 dodge, +1 insight, +1 natural, -2 rage)
hp 172 (12d10+96)
Fort +21, Ref +14 (+1 bonus vs. trample attacks), Will +20; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison, +4 and one size larger to resist effects of wind
Defensive Abilities blood sanctuary; Resist acid 10, cold 10

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Offense
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Speed 30 ft., fly 60 ft. (good); wings of heaven

Melee +3 adamantine lucerne hammer +23/+18/+13 (1d12+30) or
. . chakram +18/+13/+8 (1d8+18) or
. . cold iron lucerne hammer +20/+15/+10 (1d12+27) or
. . greatsword +19/+14/+9 (2d6+27/19-20) or
. . heavy pick +19/+14/+9 (1d6+18/×4) or
. . warhammer +19/+14/+9 (1d8+18/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 adamantine lucerne hammer, 10 ft. with cold iron lucerne hammer)

These include the effect of rage and power attack.

Special Attacks angelic attacks, blood casting, greater bloodrage (29 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 12th; concentration +15)
. . 3rd (2/day)—channel vigor, fireball (DC 16), slow (DC 16), stinking cloud (DC 16)
. . 2nd (3/day)—cat's grace, glitterdust (DC 15), mirror image, resist energy, scorching ray, see invisibility
. . 1st (3/day)—blade lash[ACG], bless, cheetah's spirit, enlarge person (DC 14), feather fall, long arm[ACG], shield
. . Bloodline Celestial

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Statistics
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Str 30, Dex 18, Con 24, Int 5, Wis 10, Cha 16
Base Atk +12; CMB +20; CMD 37 (38 vs. overrun)

Feats Combat Reflexes, Dodge, Eschew Materials, Improved Initiative, Iron Will, Mobility, Power Attack, Raging Vitality[APG], Spring Attack, Weapon Focus (lucerne hammer)

Traits fate's favored, hermean paragon (steaming sea)

Skills Bluff +9, Fly +9, Intimidate +9, Perception +21; Racial Modifiers +2 Perception
Languages Common, Nagaji

SQ armor training 2, blood deflection, celestial resistances, conviction, indomitable stance, resistant, serpent's sense

Prestige purchases oil of daylight, potion of displacement, potion of gaseous form, potion of good hope, potion of remove blindness/deafness, scroll of bear's endurance (x5), scroll of cat's grace (x5), scroll of channel vigor (x4), scroll of glitterdust (x5), scroll of fly (x2), scroll of false life (x5), scroll of heroism (x2), scroll of mirror image (x5), scroll of protection from energy (x2), scroll of ride the waves, scroll of see invisibility (x5), scroll of slow (x2), scroll of stinking cloud (x2), scroll of stone call (x5), scroll of vitriolic mist, scroll of wind wall (x2), wand of long arm (50 charges), wand of mage armor (50 charges), wand of shield (50 charges)

Magical equipment potion of darkvision, potion of lesser restoration (2), belt of giant strength +4, boots of speed, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dusty rose prism ioun stone, eyes of the eagle, goz mask[ISWG], headband of alluring charisma +2, ioun torch, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], ring of protection +1

Weapons and armour +3 full plate, +3 adamantine lucerne hammer[APG], chakram[APG] (10), cold iron lucerne hammer[APG], greatsword, heavy pick, Warhammer

The Exchange ***

andreww wrote:
hermean paragon

What do you mean you weren't bullied as a child!? I thought this was a shared experience every agent had.

*****

Ragoz wrote:
andreww wrote:
hermean paragon
What do you mean you weren't bullied as a child!? I thought this was a shared experience every agent had.

Never, we are paragons of our kind!

At least those of us who don't need a regional trait are.

*****

Last one for now, this time a melee inquisitor who flies around on her animal companion shouting angrily at people and making them run away. Blistering Invective is used for area effect intimidate or she can hit people in the face and use Cornugon Smash. Four times per day she can roll twice for intimidate and take the better result. The thug level increases the duration of intimidate by 1 round and if you get 4+ you can instead frighten the target for 1 round.

The Roc is largely an Inquisitor delivery device, flank provider and AC booster although when fully buffed he can be quite dangerous. He normally has +4 con for extra survivability and +4 dex from totem beast. With pack flanking and outflank they are both getting +4 to hit providing they both threaten the enemy. The menacing property is pushing that to +6.

Starting buffs tend to be extended spell shared shield of faith and channel vigour (for will saves and +6 competence to intimidate). She also uses hunters tactics, normally for an extra +4 con. Early encounter extra buffs should normally focus on divine favour, heroism, greater invisibility, freedom of movement or wrath depending on the situation.

She has enough UMD to automatically activate wands and has a decent chance at a lot of scrolls. With 14 Int and 18 Wis it doesn't matter which casting stat they are working off she just needs to hit the DC20+CL.

Wearing heavy armour means she loses the benefit of Stalwart but the number of fort or will saves which have partial effects you care about are few and far between and the better AC is probably needed as a primarily melee character.

Inquisitor:

Female half-orc inquisitor (sacred huntsmaster) of Gorum 11/rogue (thug) 1 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 135)
N Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +24

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Defense
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AC 29, touch 16, flat-footed 28 (+12 armor, +4 deflection, +1 Dex, +1 insight, +1 natural)
hp 114 (12d8+51)
Fort +17, Ref +12, Will +22; +4 and one size larger to resist effects of wind
Defensive Abilities sacred tattoo[APG], stalwart

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Offense
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Speed 30 ft. (20 ft. in armor)

Melee +1 menacing falchion +19/+14 (2d4+19/18-20) or
. . mwk gladius +19/+14 (1d6+12/19-20) or
. . mwk falchion +19/+14 (2d4+18/18-20)
Ranged mwk composite longbow +11/+6 (1d8+6/×3)
Special Attacks bane (11 rounds/day), sneak attack +1d6

Her melee attack values includes an effective +6 for flanking. Being mounted will give her an extra +1 assuming her targets are medium or if she is above them. It also includes power attack. The attack value is fairly low however Bane will add +2/2d6, Divine Favour +4/4 and Wrath +3/3 so it can stack up quite quickly. Melee damage should always have the +1d6 for sneak attack as she gains flanking via Pack Tactics.

Normally she will attack after her companion so enemies may also be grappled, reducing their AC by a further two.

It is worth remembering that crits provoke from her AC (and vice versa) and that Wrath grants you improved critical against the target for all of your attacks. The companion wont be able to take these if grappling but I expect freedom of movement to be everywhere so he probably wont be.

Inquisitor Spell-Like Abilities (CL 11th; concentration +15)
. . At will—detect alignment, discern lies (11 rounds/day)

Inquisitor (Sacred Huntsmaster) Spells Known (CL 11th; concentration +15)

. . 4th (3/day)—freedom of movement, greater invisibility, spell immunity
. . 3rd (5/day)—channel vigor, cure serious wounds, dispel magic, invisibility purge, greater magic weapon, second wind
. . 2nd (5/day)—blistering invective[UC] (DC 16), delay poison, holy ice weapon[ACG], invisibility, remove paralysis, resist energy, see invisibility, surmount affliction[UM]
. . 1st (6/day)—barbed chains (DC 15), cure light wounds, divine favor, ear-piercing scream[UM] (DC 15), fallback strategy, remove fear, shield of faith, shield of fortification[ACG], wrath[APG]
. . 0 (at will)—brand[APG] (DC 14), create water, detect magic, guidance, read magic, stabilize
. . Domain Reformation inquisition

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Statistics
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Str 22, Dex 12, Con 18, Int 14, Wis 18, Cha 7
Base Atk +8; CMB +14; CMD 30

Feats Combat Expertise, Cornugon Smash, Heavy Armor Proficiency, Improved Spell Sharing[ACG], Intimidating Prowess, Outflank[APG], Pack Flanking[ACG], Power Attack, Totem Beast

Traits fate's favored, pragmatic activator

Skills Acrobatics -4 (-8 to jump), Bluff +4, Climb +5, Handle Animal +10, Intimidate +40, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +17, Perception +24, Ride +15 (+17 to stay in the saddle), Sense Motive +26, Spellcraft +6, Survival +12, Swim +5, Use Magic Device +21

Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Orc, Protean, Terran, Tien, Triaxian, Undercommon

SQ animal companion (roc), animal focus (11 minutes/day), animal focuses, awaken discontent, frightening, hunter tactics, improved empathic link, monster lore +4, orc blood, stern gaze +5, track +5

Prestige purchases potion of displacement, potion of fly, potion of gaseous form, potion of good hope, potion of remove blindness/deafness, scroll of countless eyes (x2), scroll of death ward, scroll of dimension door, scroll of dimensional anchor, scroll of freedom of movement, scroll of greater (x2) invisibility, scroll of heroism (x2), scroll of invisibility (x5), scroll of invisibility purge (x2), scroll of life bubble, scroll of mirror image (x5), scroll of monstrous physique ii, wand of cure light wounds, wand of lead blades (50 charges), wand of long arm (50 charges), wand of longstrider (50 charges), wand of mage armor (50 charges), wand of obscuring mist (50 charges), wand of shield (50 charges)

Weapons and armour durable arrows (50), +3 holy reliquary full plate, +1 menacing falchion, mwk composite longbow (+6 Str), mwk gladius[UC], mwk falchion

Magical Gear lesser extend metamagic rod, amulet of natural armor +1, belt of giant strength +4, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone (UMD, Sense Motive, Ride, Intimidate), cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dusty rose prism ioun stone, elixir of thundering voice[ACG], eyes of the eagle, goz mask[ISWG], headband of inspired wisdom +2, lucky horseshoe[OA]

Mundane gear masterwork tool (UMD, Ride, Intimidate)

Companion:

Animal Companion CR –
Roc (Pathfinder RPG Bestiary 236) N Large animal
Init +7; Senses low-light vision; Perception +5

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Defense
--------------------
AC 38, touch 20, flat-footed 31 (+4 armor, +4 deflection, +7 Dex, +14 natural, -1 size)
hp 85 (9d8+45)
Fort +12, Ref +15, Will +14 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +18 (1d8+7), 2 talons +18 (1d6+7 plus grab)
Space 10 ft.; Reach 10 ft.

Attack values include an effective +6 for flanking. While he can grab on talon attacks you often wont want him to as Bodyguard allows him to give out +5AC.

--------------------
Statistics
--------------------
Str 23, Dex 24, Con 18, Int 3, Wis 13, Cha 11
Base Atk +6; CMB +21 (+25 grapple), includes flanking; CMD 34

Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Improved Spell Sharing[ACG], Iron Will, Outflank[APG], Pack Flanking[ACG], Toughness

Traits adopted, fate's favored, helpful

Tricks Aid, Attack, Attack, Attack Any Target, Bombard, Break Out, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Maneuver (Grapple)

Skills Acrobatics +11 (+7 to jump), Bluff +6, Fly +17, Intimidate +6, Perception +5

SQ aid, animal focus, attack any target, bombard, break out, combat riding, devotion, exclusive, flank, maneuver

Gear +1 benevolent darkleaf cloth studded leather, amulet of mighty fists +1, beast-bond brand[UE], lucky horseshoe[OA], exotic military saddle, masterwork tool (fly)

*****

I lied, here's one last entrant, your classic Kitsune enchantment sorcerer. This one has gone down the psychic bloodline route rather than fey which gives access to many better spells and makes casting while polymorphed not an issue.

Pre-fight buffs are quickened mage armour and shield, polymorph (small earth elemental) and overland flight. Assuming there is a ground to hide in she should start off by earth gliding out of sight to drop some more buffs. Heroism, Nondetection, Mirror Image, See Invisibility and/or Greater Invisibility are all useful additions.

If earth glide is not an option then Mirror Image is a crucial first defence, her AC is OK but still very hittable. Wall of Force can hold off martial types and archers to buy her time and never be afraid to drop emergency force sphere. She doesn't have dimension door so if she cannot earth glide she needs to dismiss it or use a scroll (pick up several with prestige).

Offensively she can brutalise arcane casters with Feeblemind, rendering them largely irrelevant. Martial characters are subject to persistent Unadulterated Loathing which lasts for days and nauseates them if they are within 60' of her. They can then be picked off at leisure. Confusion can leave her enemies fighting each other. Quickened True Strike followed by Pilfering Hand will disarm most opponents. Mass Suggestion could easily get multiple contestants to leave or surrender.

Her HP are quite low for this level and her saves are not brilliant which means she really needs to be very proactive with her defences and careful with positioning. I haven't bothered to list prestige purchases, they should be fairly apparent by now. Make sure to pick up scrolls of See Invisibility as I ran out of spells known for it. Make sure to keep any potions, scrolls or wands in the polymorphic pouch.

Her familiar cannot earthglide with her so he stays behind once combat begins so she doesn't have the benefit of the alertness feat.

Kitsune Enchanter:

Kitsune sorcerer 12 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Bestiary 4 175)
N Small humanoid (kitsune, shapechanger)
Init +14; Senses darkvision 60 ft.; Perception +18

--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 25 (+4 armor, +2 deflection, +2 Dex, +4 natural, +4 shield, +1 size)
hp 98 (12d6+48)
Fort +15, Ref +13, Will +16; +4 vs. mind-affecting

--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft., fly 40 ft. (good); earth glide
Melee slam +5 (1d6-2)

Spell-Like Abilities (CL 12th; concentration +21)
. . 3/day—dancing lights

Sorcerer Spells Known (CL 12th; concentration +21)
. . 6th (4/day)—ego whip IV[OA] (DC 31), intellect fortress III[OA], mind thrust VI[OA] (DC 25), psychic crush II[OA] (DC 25), mass suggestion (DC 31)
. . 5th (7/day)—ego whip III[OA] (DC 30), feeblemind (DC 30), id insinuation IV[OA] (DC 30), intellect fortress II[OA], mind thrust V[OA] (DC 24), overland flight, polymorph, psychic crush I[OA] (DC 24), wall of force
. . 4th (8/day)—confusion (DC 29), ego whip II[OA] (DC 29), emergency force sphere, id insinuation III[OA] (DC 29), intellect fortress I[OA], greater invisibility, mind thrust IV[OA] (DC 23)
. . 3rd (8/day)—dispel magic, ego whip I[OA] (DC 28), heroism, id insinuation II[OA] (DC 28), mind thrust III[OA] (DC 22), nondetection, unadulterated loathing[UM] (DC 28)
. . 2nd (8/day)—blindness/deafness (DC 21), glitterdust (DC 21), hideous laughter (DC 27), id insinuation I[OA] (DC 27), mind thrust II[OA] (DC 21), mirror image, pilfering hand[UC], resist energy
. . 1st (9/day)—charm person (DC 26), feather fall, grease, mage armor, magic missile, mind thrust I[OA] (DC 20), shield, true strike, vanish[APG] (DC 20)
. . 0 (at will)—arcane mark, detect magic, detect poison, ghost sound (DC 19), mage hand, mending, open/close (DC 19), prestidigitation, read magic
. . Bloodline Psychic

--------------------
Statistics
--------------------
Str 7, Dex 14, Con 18, Int 12, Wis 12, Cha 28
Base Atk +6; CMB +3; CMD 17

Feats Eschew Materials, Expanded Arcana[APG], Greater Spell Focus (enchantment), Logical Spell[OA], Noble Scion of War[ISWG], Persistent Spell[APG], Quicken Spell, Spell Focus (enchantment)

Traits fate's favored, hermean paragon (steaming sea)

Skills Acrobatics +2 (-2 to jump), Bluff +16, Diplomacy +12, Disguise +12, Fly +18, Intimidate +16, Perception +18, Sense Motive +16, Spellcraft +5, Use Magic Device +23

Languages Common, Sylvan, Tien

SQ bloodline arcana (use thought and emotion components instead of verbal and somatic), change shape, kitsune magic, undercasting prodigy

Combat Gear potion of remove fear (5); Other Gear belt of mighty constitution +4, circlet of persuasion, cloak of resistance +4, cracked pale green prism ioun stone (saves), eyes of the eagle, headband of alluring charisma +6, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], page of spell knowledge (blindness/deafness)[UE], page of spell knowledge (charm person)[UE], page of spell knowledge (grease)[UE], page of spell knowledge (true strike)[UE], polymorphic pouch[UE], ring of protection +2, diamond dust (worth 250 gp), 300 gp


Loving the builds andreww, there's some great concepts and equipment choices in those stats!

If nobody does one before me, I'll see if I can put together a Half-Orc Invulnerable Rager Barbarian with Superstition as an anti-caster build.

Grand Lodge ***

Oh, I have a few ideas! I'll see what I can put in for a 12th level Kineticist build.....

Grand Lodge

PaliPyro in the works.

*****

Here goes another one, this time a stealth focused Rogue. I fully admit that I never play rogues so this may well be terrible. I went with Sylph, not an ideal choice for an arena character given the con penalty but I wanted a persistent means of flight. Aasimar would be better but isn't an option as a boon race.

The main combat approach for this character is to remain in stealth as much as feasibly possible. Her AC and saves are far from great but I wanted to use a reach weapon given she has to take combat reflexes for shadowdancer. She should always be moving, and always be flying. With the fly skill unlock she can turn 45' and ascend without sacrificing any movement. This makes her far more mobile than most flyers although her fly speed is only 35',

In most rounds she should stealth to an enemy and attack. She can stealth at full speed and can stealth if there is dim light nearby. In normal or brightly lit conditions she relies on hellcat stealth. Full on darkness is the worst option for her, she should uses daylight in that case.

Scout lets her get sneak attack in if she moves at least 10', she can also do so if unobserved due to stealth. There is sometimes table variation over spring attack and stealth as the stealth rules are less than ideal. If she is already engaged with an enemy and able to sneak attack then she can withdraw using her move action to create more distance. She will often want to apply hampered to prevent enemies from reaching her.

She can stealth against opponents with blindsense or blindsight, negates tremorsense via flight and can get around scent with negate aroma.

Her other tactic is simply to hide and wait for the opposition to exhaust themselves against one another, emerging at the end to kill the survivors. Her bane is anyone with uncanny dodge so avoid barbarians and rogues.

For precombat buffs she drinks her mutagen, activates reduce person (she has mostly human) and begins to stealth.

Shadowdancer:
Female sylph fighter (mutation warrior) 3/unchained rogue 8/shadowdancer 1 (Pathfinder RPG Advanced Class Guide 93, Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 2 258, Pathfinder Unchained 20)
N Small outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +20

--------------------
Defense
--------------------
AC 26, touch 22, flat-footed 15 (+2 armor, +10 Dex, +1 dodge, +2 natural, +1 size)
hp 92 (12 HD; 9d8+3d10+26)
Fort +15, Ref +26, Will +12 (+1 vs. fear); +4 vs. [air] or [electricity] spells, or electricity damage, +4 and one size larger to resist effects of wind
Defensive Abilities danger sense +2, evasion

--------------------
Offense
--------------------
Speed 35 ft., fly 35 ft. (good)

Melee +3 adamantine elven branched spear +25/+20 (1d6+18/×3) or
. . mwk rapier +22/+17 (1d4/18-20)

I would have given her some more back up weapons, maybe a bow, but she is not far off medium encumbrance and ran out of money.

Space 5 ft.; Reach 5 ft. (10 ft. with +3 adamantine elven branched spear)

Special Attacks scout's charge, skirmisher, sneak attack (unchained) +4d6

--------------------
Statistics
--------------------
Str 10, Dex 30, Con 14, Int 16, Wis 10, Cha 7
Base Atk +9; CMB +9 (+25 trip); CMD 29

Feats Airy Step[ARG], Combat Reflexes, Dampen Presence, Dodge, Hellcat Stealth, Improved Trip, Mobility, Skill Focus (Stealth), Skill Focus (Use Magic Device), Spring Attack, Weapon Finesse, Weapon Focus (elven branched spear), Wings Of Air[ARG]

Traits fate's favored, freed slave (andoran)

Skills Acrobatics +30, Appraise +7, Disable Device +31, Escape Artist +25, Fly +31, Knowledge (local) +7, Perception +20, Perform (dance) +3, Sense Motive +15, Sleight of Hand +25, Stealth +46, Survival +0 (+2 to avoid becoming lost), Use Magic Device +21; Racial Modifiers +4 Stealth

Languages Auran, Common, Shadowtongue, Tien

SQ breeze-kissed[ARG], debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hide in plain sight, mostly human, mutagen (+4/-2, +2 natural armor, 30 minutes), rogue talents (combat trick, dampen presence, fast getaway[APG], fast stealth, unbalancing trick), trapfinding +4

She has an extra talent from the FCB.

Prestige purchase oil of daylight, potion of gaseous form, potion of good hope, potion of haste, potion of remove blindness/deafness, potion of water breathing, scroll of barkskin (x5), scroll of daylight (x2), scroll of dimension door, scroll of dimensional anchor, scroll of fog cloud (x5), scroll of freedom of movement, scroll of greater invisibility, scroll of life bubble, scroll of mirror image (x5), scroll of see invisibility (x5), scroll of stone call (x5), wand of cure light wounds, wand of entangle (50 charges), wand of faerie fire (50 charges), wand of long arm (50 charges), wand of negate aroma (50 charges), wand of obscuring mist (50 charges), wand of reduce person (50 charges), wand of shield (50 charges)

Magical equipment mutagen[APG], +1 shadow darkleaf cloth padded armor, +3 adamantine elven branched spear, mwk rapier, belt of physical might +2 (Dex, Con), boots of elvenkind, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone (umd), cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), eyes of the eagle, goz mask[ISWG], headband of vast intelligence +2, lesser talisman of freedom[OA], lucky horseshoe[OA], opalescent white pyramid ioun stone, ring of feather falling, wayfinder[ISWG]

Mundane equipment masterwork thieves' tools, shinobi shozoku

*****

OK, I was bored tonight so I knocked up another one. This time we have another Oracle but he is a face smashing melee Battle Oracle. Another character who is as dumb as a bag of rocks, don't bring him to a regular game.

He is pretty much going to run up into peoples faces and hit them hard. His own defences are decent, AC33 and mid teen saves and he also comes with a range of defensive options. His pre buffing tends to be righteous might, blessing of fervour (taking the AC initially), quickened shield of faith and quickened barkskin (these are included in the stat block).

His curse means he is always staggered in the first round so use it to set up some extra defences. Quickened obscuring mist together with air walk, shield of darkness, resist energy, thorn body or fickle winds are good choices. If you want more offence then quickened divine favour is adding +4/4. Channel vigour is always a great choice either for offence (haste letting you keep the AC bonus from BoF) or defensively for a huge bonus to saves.

He has quite a number of helpful swift action spells. Borrow Fortune (reroll a save but ill omen effect for the next two rounds), grace (move without provoking), second wind (heal if at quarter hp, use as an immediate if about to drop) and forceful strike (add 10d4 to a melee attack, don't use at the start of a full attack or you may knock them out of range).

His revelations allow him to always act in surprise rounds, give him loads of bonus feats, martial and heavy armour proficiency and an immediate action move twice per day. I took maneuver mastery for disarm as I expect lots of weapons users. In a regular game I would probably have taken trip as, even at this level, you still encounter plenty of non flying foes. I expect everyone in this to be flying or air walking. I am unclear if air walking people can be tripped, I suspect the answer is yes.

Battle Oracle:

Half-orc oracle (spirit guide) 12 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
N Large humanoid (human, orc)
Init +13 (roll 3 times); Senses darkvision 60 ft.; Perception +10

--------------------
Defense
--------------------
AC 33, touch 16, flat-footed 31 (+12 armor, +5 deflection, +2 dodge, +5 natural, -1 size)
hp 126 (12d8+63)
Fort +17, Ref +15, Will +18
Defensive Abilities improved uncanny dodge, sacred tattoo[APG]; DR 5/good

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)

Melee +3 adamantine greatsword +21/+16 (3d6+24/17-20)
Ranged mwk composite longbow +12/+7 (1d8+6/×3)
Space 10 ft.; Reach 10 ft.
This includes blessing of fervour, righteous might and power attack. You would normally expect him to have +4/4 from divine favour and an extra attack from the haste effect of channel vigour. With obscuring mist/fog cutting lenses or shield of darkness he is often attacking flat footed AC.

Oracle (Spirit Guide) Spells Known (CL 12th; concentration +19)

. . 6th (3/day)—mass bull's strength, mass cure moderate wounds, heal, ironwood
. . 5th (5/day)—cleanse[APG], mass cure light wounds, fickle winds[UM], flame strike (DC 19), righteous might, tree stride
. . 4th (7/day)—air walk, blessing of fervor[APG] (DC 18), cure critical wounds, death ward, forceful strike (DC 18), freedom of movement, thorn body[APG], wall of fire
. . 3rd (7/day)—borrow fortune[APG], channel vigor, cure serious wounds, dispel magic, invisibility purge, magic vestment, minor creation (wood items only), second wind, shield of darkness
. . 2nd (7/day)—admonishing ray, align weapon, barkskin, cure moderate wounds, delay poison, fog cloud, grace[APG], holy ice weapon[ACG], resist energy, silence (DC 16)
. . 1st (7/day)—cure light wounds, divine favor, enlarge person (DC 15), obscuring mist, remove fear, remove sickness[UM] (DC 15), shield of faith, shillelagh (DC 15), unbreakable heart[ISWG], unwelcome halo (DC 15)
. . 0 (at will)—create water, detect magic, detect poison, grasp, guidance, mending, purify food and drink (DC 14), spark[APG] (DC 14), stabilize
. . Mystery Battle
. . S spirit magic spell; Spirit Wood Wandering Spirit

He has added 9 extra spells known using the FCB.

--------------------
Statistics
--------------------
Str 26, Dex 10, Con 20, Int 7, Wis 14, Cha 18

Base Atk +9; CMB +18 (+30 disarm); CMD 35 (37 vs. disarm)

Feats Extra Revelation[APG], Extra Revelation[APG], Extra Revelation[APG], Greater Disarm, Greater Weapon Focus (greatsword), Improved Critical (greatsword), Improved Disarm, Noble Scion of War[ISWG], Power Attack, Quicken Spell, Weapon Focus (greatsword)

Traits fate's favored, hermean paragon (steaming sea)

Skills Acrobatics -5 (-9 to jump), Bluff +7, Diplomacy +7, Disguise +7, Intimidate +9, Perception +10, Survival +2 (+4 to avoid becoming lost), Use Magic Device +19

Languages Common, Orc

SQ bonded spirit, bonded spirit hex (verdant path), oracle's curse (powerless prophecy), orc blood, revelations (maneuver mastery [disarm], skill at arms, surprising charge 2/day, war sight, weapon mastery), spirit (), tree limb, woodland stride

Prestige purchases oil of daylight, potion of displacement, potion of gaseous form, potion of good hope, potion of haste, scroll of air walk, scroll of bestow grace (x5), scroll of countless eyes (x2), scroll of dimension door (x3), scroll of dimensional anchor, scroll of freedom of movement, scroll of heroism (x2), scroll of invisibility (x5), scroll of life bubble, scroll of mighty strength (x2), scroll of mirror image (x5), scroll of see invisibility (x5), scroll of stone call (x5), wand of entangle (50 charges), wand of lead blades (50 charges), wand of long arm (50 charges), wand of obscuring mist (50 charges), wand of shield (50 charges)

Weapons and armour [i]durable arrow (100), [/b]+3 full plate, +3 adamantine greatsword, mwk composite longbow (+6 Str)

Magical gear belt of giant strength +4, circlet of persuasion, cloak of resistance +5, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), fog-cutting lenses, headband of alluring charisma +2, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], pink rhomboid ioun stone (slotted), wayfinder[ISWG]

Special Abilities:

--------------------
Special Abilities
--------------------
Bonded Spirit Gain a wandering spirit each day.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Uncanny Dodge (Lv >= 16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Maneuver Mastery (Disarm) +3 (Ex) Selected maneuver uses your oracle level in place of BAB.
Noble Scion of War You are a member of a proud noble family.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sacred Tattoo +1 to all saves.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
Tree Limb (7/day) (Su) As swt act, turn arm into slam attack.
Verdant Path (Su) You can use air walk within 10' of a tree.
War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Grand Lodge

Here is the PaliPyro promised earlier. Normally dipping a Kineticist isn't the brightest idea because every two levels add to blast damage, but the stated build is level 12... so there's one level just hanging up there. This is a flying sniper build; the pure Fire Kineticist flies and has extended/extreme range. This allows a Composite blast to hit for 12d6+3 Fire damage at up to 480'. Kinetic Blade & Fist allow melee functions... all of which are Touch attacks.

The one level of Paladin allows heavy armor and shield (buckler, 'cause needs two free hands to Gather Energy) for a really brutal AC. Also Wand usage (Curing & Resist Energy).

Starting buffs are Potions of See Invisible and Cat's Grace. Initial actions would be to fly upwards/take cover and use the Wand of Energy Resistance five times, to cover Acid, Cold, Electricity, Fire and Sonic (if feasible).

Wilma the Wild:

Female dwarf Paladin of Sarenrae 1/Piryokineticist 11 (CRB, Occult Adventures 10)
LG Medium humanoid (dwarf)
Init +5; Senses Darkvision 60 ft.; Perception +16

--------------------
Defense
--------------------
AC 38, touch 18, flat-footed 28 (+14 armor, +6 shield, +2 deflection, +5 Dex, +1 Dodge)
hp 170 (1d10 + 11d8 +72)
Fort +20, Ref +17, Will +15; +2 vs poisons, spells & spell-like abilities
Searing Flesh Immediate Action - anyone striking Wilma with an Unarmed Strike or natural attack takes 2 points of Fire damage. Grappling Wilma cause the attacker 4 points of Fire damage.

--------------------
Offense
--------------------
Speed 20 ft. (20 ft. in armor), Fly 60 ft.
Melee: spiked gauntlet 1d4 damage

Paladin Spell-Like Abilities: Smite Evil, 1/day. Detect Evil.
PyroKineticist Spell-Like Abilities:

Attack Abilities
...Kinetic Blast - 6d6 +3 +Elemental Overflow (Burn*2, max 6) + Fire's Fury (Burn*1, max 3). Range 30, Burn 0. Spell Resistance applies. Ranged Touch attack.
...Blue Flame Blast - 12d6 +3 +Elemental Overflow (Burn*2, max 6) + Fire's Fury (Burn*1, max 3). Range 30, Burn 2. Spell Resistance applies. Ranged Touch attack.

...Kinetic Blade - converts the two blasts above into a Melee Touch attack. All other details the same.
...Kinetic Fist- converts the two blasts above into a Melee Touch attack. Blast Fist → 1d4+(2d6 Fire damage), Burn 0. Blue Flame Fist → 1d4+(4d6 Fire damage), Burn 2. Resist Fire applies.

Modify the above with (only) one of these Infusions
...Extended Range - blast range 120', Burn 1.
...Extreme Range - blast range 480', Burn 2.
...Eruption - Range 120', 10' radius, extends 40' up from the ground DC21 Ref save for ½ dam, Burn 3.

Modify the above with this Infusions to Dispell Magic
...Unraveling - make caster level check (7) to perform a targeted dispel magic on foe. If no spell is targeted, the check will default to a spell protecting the foe from Fire; if that fails, apply to all spells/effects as per normal. Then apply ½ blast damage. Burn 3. Spell Resistance applies. Primary use: make foes flying via spells, potions, boots, etc plummet to the ground.

Ignore up to three points of Burn from Infusions (if Unraveling is not added to other Infusions, no burn.)

Metakinesis choose only one to increase blast/blade/fist damage
... Empower Blast (1.5 variable results/dmg), Burn 1
... Maximize Blast (all dice rolls maximized), Burn 2

Further Pyrokinetic special abilities

Fly Use of Greater Flame Jet allows Wilma to fly 60' as a move action, Burn 0. Vertical flight is 1/2 speed. Wilma can hover freely.

Elemental Overflow & Fire's Fury For every point of Burn Wilma takes, up to 3, she is +1 to hit with blasts/blade (not Fist) and +3 to damage.

Gather Energy As a move action, Gather Energy reduces a further 2 points of burn from an attack.

--------------------
Statistics
--------------------
Str 10, Dex 20, Con 22, Int 10, Wis 14, Cha 7
Base Attack +9; CMB +14; CMD 19
Ranged Attack +14

Feats Fey Foundling, Iron Will, Improved Iron Will, Dodge, Imrpoved Initiative, Lighting Reflexes

Traits Deft Dodger, Indominable Will

Skills Acrobatics -3, Diplomacy +2, Escape Artist +3, Fly +10, Handle Animal +2, Heal +6, Intimidate +2, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +16, Ride +3, Sense Motive +2, Spellcraft +4, Survival +12, Stealth +13, Use Magic Device +2

Languages Common & Dwarvish.

Prestige purchases Ring of Protection +2, Wand of Cure Moderate Wounds – 2d8 +3 (+2 Fey F), Wand of Resist Energy, Full Plate, Talisman of Life's Breath.

Weapons and Armor Full Plate→ +5 (w/spiked gauntlets), Buckler +5

Magical Gear Potion of See Invisible (x3), Potion of See Invisible (x3), Belt of Incredible Dexterity +4, Talisman of Freedom, Talisman Healing Power, Cloak of Protection +5, Ring of Feather Falling.

Mundane Gear Bandolier

General Notes
1. Fey Foundling give a +2 to any healing.
2. Talisman of Healing automatically gives 4d8 + 7 (+2 Fey F) when Wilma first drops below 1/2 total hit points. This includes Burn damage.
3. Talisman of Life's Breath automatically gives 5d8 + 9 (+2 Fey F) when Wilma first drops below 0 total hit points. This includes Burn damage.
4. Talisman of Freedom automatically enacts Freedom of Movement for three rounds the first time Wilma is entangled, grappled or paralyzed.

If the attack section is too complicated,I could go back and summarize a few typical attacks.

*****

Sadly potions of see invisibility are not legal as it's a personal spell.

*****

Here was have a frankly rather silly entry whose goal is to simply outlast everyone else until he is the last man standing. In effect, he tries not to be part of the contest until the very end, taking out the final opponent. His defences are great, high AC including high flat footed AC, uncanny dodge, and his lowest save is +21, 23 with good hope.

He weather the attacks of his enemies with prodigious amounts of healing. He has 14 uses of lay on hands per day. Each heals 7d6+14 damage. He has 10 uses of channel energy per day, each heals for 6d6+12. If he has divine bond active all of his healing increases by +9hp. If he channels and only affects himself (which will be most of the time), the healing is increased by 50%. He can exclude 7 targets from his channel.

His precombat buff routine will normally be to activate his holy vindictor shield ability and cast shield of faith. Early rounds should focus on some extra buffs, air walk, good hope, displacement, shield etc. His UMD is not great and oracle scrolls will need a caster level check to activate so they are not a guarantee. Once you have enough extra defences in place he should mostly take total defence for +6AC. He will be staggered in the first round of combat but you aren't attacking anyway so it doesn't really matter.

If an enemy does land a blow then misfortune can force a reroll. If hit anyway then the priority is to use a channel to re-establish the vindictors shield effect. Once you are down to the last one or two competitors drop some offensive buffs (divine favour and mighty strength will give +7/7 between them, holy sword is another +4/4) and try to wear down the last opposition.

One final note, most of the time he will not actually be wielding his sword. As he is using a heavy shield that hand is not available to lay on hands or cast spells. As such he mostly goes without a weapon although he technically threatens with his shield. He is obviously happy to treat others as allies to give them flank so they can dispose of opponents more easily. Once he draws his weapon he can no longer use lay on hands unless he drops it. he can retrieve it as a move action with the weapon cord.

Healer Paladin:

Nagaji holy vindicator 1/oracle (dual-cursed oracle) 1/paladin (hospitaler) 10 (Pathfinder RPG Advanced Player's Guide 42, 116, 263, Pathfinder RPG Bestiary 4 199, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (reptilian)
Init -2; Senses low-light vision; Perception +1
Aura courage (10 ft.), resolve (10 ft.)

--------------------
Defense
--------------------
AC 42, touch 26, flat-footed 35 (+9 armor, +2 deflection, +7 Dex, +1 insight, +2 natural, +6 sacred, +5 shield)
hp 133 (12 HD; 1d8+11d10+58)
Fort +23, Ref +21, Will +21; +2 vs. mind-affecting effects and poison, +2 vs. death, +4 and one size larger to resist effects of wind
Defensive Abilities uncanny dodge, vindicator's shield; Immune charm, disease, fear

--------------------
Offense
--------------------
Speed 25 ft., swim 25 ft.

Melee +1 holy reliquary adamantine longsword +16/+11/+6 (1d8+5/19-20)
This includes no bonuses nor power attack

Special Attacks channel positive energy 10/day (DC 21, 6d6), smite evil 2/day (+7 attack and AC, +10 damage)

Paladin Spell-Like Abilities (CL 10th; concentration +17)
. . At will—detect evil

Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +8)
. . 1st (5/day)—cure light wounds, obscuring mist, shield of faith
. . 0 (at will)—create water, detect magic, light, read magic
. . Mystery Lunar

Paladin (Hospitaler) Spells Prepared (CL 9th; concentration +16)
. . 3rd—angelic aspect, dispel magic
. . 2nd—martyr's bargain, resist energy (2)
. . 1st—divine favor (2), hero's defiance[APG], unwelcome halo (DC 18)

--------------------
Statistics
--------------------
Str 18, Dex 7, Con 18, Int 5, Wis 8, Cha 24
Base Atk +11; CMB +15; CMD 32

Feats Alignment Channel, Extra Revelation[APG], Fey Foundling[ISWG], Power Attack, Selective Channeling, Selfish Channel

Traits fate's favored, magical knack (paladin)

Skills Acrobatics -2 (-6 to jump), Knowledge (religion) +5, Perception +1, Survival -1 (+1 to avoid becoming lost), Swim +9, Use Magic Device +15

Languages Common, Nagaji

SQ divine bond (agathion spirit [2/day] 2/day), lay on hands 14/day (7d6), mercies (enfeebled, exhausted, fatigued), oracle's curses (deep one, powerless prophecy), resistant, revelations (misfortune[UM], prophetic armor), serpent's sense

Prestige purchase oil of daylight, potion of displacement, potion of fly, potion of good hope, potion of haste, potion of remove blindness/deafness, scroll of air walk, scroll of blessing of fervor, scroll of channel vigor (x2), scroll of darkvision (x5), scroll of death ward, scroll of dimensional anchor, scroll of freedom of movement, scroll of invisibility purge (x2), scroll of life bubble, scroll of mighty strength (x2), scroll of mirror image (x5), scroll of shield of wings (x2), wand of cure light wounds, wand of expeditious retreat (50 charges), wand of lead blades (50 charges), wand of long arm (50 charges), wand of obscuring mist (50 charges), wand of shield (50 charges)

Magical gear pearl of power (1st level), potion of barkskin +2, potion of darkvision, scroll of holy sword, belt of physical might +2 (Str, Con), bracers of the merciful knight[UE], cloak of resistance +2, cracked magenta prism ioun stone (umd), dusty rose prism ioun stone, goz mask[ISWG], lesser talisman of freedom[OA], lucky horseshoe[OA], phylactery of positive channeling, pink and green sphere ioun stone (slotted), wayfinder[ISWG]

Weapons and armour celestial armor, +3 holy reliquary heavy steel shield, +1 holy reliquary adamantine longsword, [i]

Mundane gear masterwork tool (umd), spell component pouch (5), weapon cord[APG], wooden holy symbol of Ragathiel (5)

Special Abilities:

--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Deep One Land speed reduced by 5 ft, but gain swim speed and other bonuses while underwater.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Agathion, 2/day) +9 (Su) As a standard action, lay on hands/channel/spells heal extra hp.
Fey Foundling Magical healing works better on you
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Enfeebled) (Su) Dispel any magical effects reducing one target ability score.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Paladin Channel Positive Energy 6d6 (10/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Selective Channeling Exclude targets from the area of your Channel Energy.
Selfish Channel Heal 50% more if you are the only one affected by your channel energy.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Smite Evil (2/day) (Su) +7 to hit, +10 to damage, +7 deflection bonus to AC when used.
Swim (25 feet) You have a Swim speed.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vindicator's Sacred Shield +6 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.

*****

Egil Firehair wrote:

Here is the PaliPyro promised earlier.

It looks interesting but I think there are a couple of issues.

It looks like you are getting your full dex to AC but are in full plate which limits it to +1.

Fey foundling seems like a bit of a waste given you have a relatively small amount of healing. Lack of precise shot may well hurt given you will still often be shooting into melee. Even targeting touch take a -4 and then another -4 from potential cover starts to stack up. As your blast attack is only +14 as it is, going down to +6 effectively means you will struggle to hit many enemies, even those not set up to have a lot of touch AC.

Prestige purchases are limited to items costing 750gp sadly so there is some gear recalculation needed.

Wands and scrolls also default to the lowest spell level from the wizard, druid, psychic or cleric list meaning resist energy and cure moderate are both bought as spell level 2 ands for 4500gp.

I cannot tell if you have the stat boost from elemental overflow in there or not. Your HP may have that included but otherwise they don't seem right (you seem to have maximised them).

The Exchange ***

Tried thinking of an Anti-Magic Field build but I think it just get stuck with a bunch of arrows.

Then tried to figure out if I could get a psychic caster who could source severance both divine and arcane. You can probably just use scrolls but I wanted to naturally cast them. I think you just barely can't at this level without something like Samsaran.

I'll probably also end up throwing an Oracle of some kind in there if I find the time to make the stat block. It's a tremendously effective "tanky" class.

Someone needs to build some touch attack characters that's for sure.

*****

I was thinking about putting together a gunslinger. I will see what I can do.

Grand Lodge

andreww wrote:

It looks interesting but I think there are a couple of issues.

It looks like you are getting your full dex to AC but are in full plate which limits it to +1...

I don't have time right now, but I will look it over. Off the top of my head you are right about the Dex to Armor Class thing. D'oh!


Here's an entry for a Half-Orc Barbarian Invulnerable Rager.

The cornerstone of this build is rage cycling through use of Allnight. In combination with Superstition, Witch Hunter and Spell Sunder, it lets our combatant Sunder through most defensive spells and maintain extremely high saving throws, with a free action reroll on failed saving throws using Eater of Magic.

Pre-fight buffs are consuming Allnight and a potion of Fly, then using Haste from boots and entering a rage as a free action. Beyond that, strategy revolves around closing to melee with the enemy as quickly as possible in order to bring the pain before they have time to cast too many spells, cycling a rage as a free action whenever possible.

Offensively the focus is on melee damage to put the enemy down, and the greatsword attack sequence isn't counting Reckless Abandon or Haste to improve the attack bonus. Against extremely high AC enemies, the strategy would be to target any spells boosting defences by using the opening bonus Haste attack to perform a Strength Surge Spell Sunder (usually +41 with Haste and Reckless Abandon vs. DC 25 + CL to dispel, ignoring any miss chance caused by a spell or spell-like ability) against an ongoing effect on the target, dispelling things like Mirror Image, Barkskin or Shield of Faith. Note this provokes an attack of opportunity from the enemy, as the build does not include the Improved Sunder feat. Assuming free actions to cycle rage can occur between iterative attacks, this can possibly strip the opponent of multiple spells per round of full attacks, though many GMs limit free action rage cycling to once per round.

Defenses include strong saving throws against magic including rerolls (once per rage using Eater of Magic, once per day using Tenacious, once per day with +4 Luck using Lucky Horseshoe) on failed saves, generous amounts of hit points, and the option to use Combat Expertise with Improved Stalwart to increase the DR from 6/- to 14/- at the expense of -4 to hit. If Strength Surge is unused during the current rage, it can be used defensively to add +12 to CMD vs. a single combat maneuver instead. All favored class bonuses have been put towards increasing the saving throw bonus of Superstition via human heritage. There's just enough ranks in Use Magic Device to activate wands on anything but a natural 1, and skills already include the skill penalty of Allnight and ACP. Scrolls are a riskier proposition, but available if required, mainly to counter invisible or stealthed opponents.

Spoiler:
Half-Orc barbarian (Invulnerable Rager) 12 (Advanced Player's Guide)
N Medium humanoid (human, orc)
Init +10; Senses low-light vision, darkvision 60 ft.; Perception +16

--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 17 (+9 armor, +3 Dex, -2 rage)
hp 173 (12d12+84)
Fort +22, Ref +14, Will +17; +9 vs. spells and spell-like and supernatural abilities, +4 and one size larger to resist effects of wind
Defensive Abilities invulnerability, extreme endurance (hot); DR 6/-; Resist fire 3

--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good)
Melee +1 furious greatsword +24/+19/+14 (2d6+15/19-20)
These numbers assume rage is active. It does not include attack bonuses from haste or reckless abandon, or damage bonuses from witch hunter.

Special Attacks greater rage (29 rounds/day), rage powers (reckless abandon +4, superstition +9, witch hunter +4, spell sunder, strength surge +12, eater of magic)

--------------------
Statistics
--------------------
Str 26, Dex 16, Con 25, Int 14, Wis 16, Cha 8
Base Atk +12; CMB +20; CMD 31 (41 vs. disarm)
Feats endurance, diehard, combat expertise, stalwart, additional traits, raging vitality, improved stalwart
Traits fate's favored, hermean paragon (steaming sea), underlying principles, pragmatic activator
Skills Acrobatics +16, Fly +18, Intimidate +12, Perception +16, Spellcraft +12, Use Magic Device +18
Languages Common, Orc, Abyssal
SQ fast movement, orc blood, shaman's apprentice[ARG], dusksight[BoS], tenacious[HotS]

Prestige purchases potion of enlarge person, potion of feather step, potion of protection from evil, potion of remove fear, potion of remove sickness, potion of touch of the sea, potion of countless eyes, potion of displacement, potion of fly x3, potion of haste, potion of heroism, potion of gaseous form, potion of good hope, potion of protection from energy: fire, potion of remove blindness/deafness, scroll of glitterdust x5, scroll of mirror image x5, scroll of see invisibility x5, scroll of invisibility purge x2, scroll of wind wall x2, wand of divine favor, wand of lead blades, wand of faerie fire, wand of long arm, wand of obscuring mist, wand of shield

Weapons and armor +1 furious greatsword, +3 mithral breastplate

Other gear belt of physical perfection +2, headband of inspired wisdom +4, boots of speed, cloak of resistance +4, cracked magenta prism ioun stone (UMD), cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), cracked dusty rose prism ioun stone, goz mask[ISWG], lesser talisman of freedom[OA], lesser talisman of danger sense[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], pathfinder's kit, locked gauntlet, weapon cord, spring-loaded wrist sheath, allnight

Grand Lodge

Corrected version of Wilma the Wild.

PaliPyro:

Female dwarf Paladin of Sarenrae 1/Pyrokineticist 11 (FC)(CRB, Occult Adventures 10)
LG Medium humanoid (dwarf)
Init +5; Senses Darkvision 60 ft.; Perception +24

--------------------
Defense
--------------------

AC 34, touch 14, flat-footed 32 (+14 armor, +6 shield, +2 deflection, +1 Dex, +1 Dodge)
hp 148 (1d10 + 11d8 +72 +11)
Fort +21, Ref +20, Will +16; +2 vs poisons, spells & spell-like abilities
Searing Flesh Immediate Action - anyone striking Wilma with an Unarmed Strike or natural attack takes 2 points of Fire damage. Grappling Wilma cause the attacker 4 points of Fire damage.

--------------------
Offense
--------------------

Speed 20 ft. (20 ft. in armor), Fly 60 ft.
Melee: spiked gauntlet 1d4 damage
[b]Paladin
Spell-Like Abilities: Smite Evil, 1/day. Detect Evil.
PyroKineticist Spell-Like Abilities:
Attack Abilities
...Kinetic Blast - 6d6 +3 +Elemental Overflow (Burn*2, max 6) + Fire's Fury (Burn*1, max 3). Range 30, Burn 0. Spell Resistance applies. Ranged Touch attack.
...Blue Flame Blast - 12d6 +3 +Elemental Overflow (Burn*2, max 6) + Fire's Fury (Burn*1, max 3). Range 30, Burn 2. Spell Resistance applies. Ranged Touch attack.
...Kinetic Blade - converts the two blasts above into a Melee Touch attack. All other details the same.
...Kinetic Fist - converts the two blasts above into a Melee Touch attack. Blast Fist → 1d4+(2d6 Fire damage), Burn 0. Blue Flame Fist → 1d4+(4d6 Fire damage), Burn 2. Resist Fire applies.
Modify the above with (only) one of these Infusions
...Extended Range - blast range 120', Burn 1.
...Extreme Range - blast range 480', Burn 2.
...Eruption - Range 120', 10' radius, extends 40' up from the ground DC21 Ref save for ½ dam, Burn 3.
Modify the above with this Infusions to Dispell Magic
...Unraveling - make caster level check (7) to perform a targeted dispel magic on foe. If no spell is targeted, the check will default to a spell protecting the foe from Fire; if that fails, apply to all spells/effects as per normal. Then apply ½ blast damage. Burn 3. Spell Resistance applies.Primary use: make foes flying via spells, potions, boots, etc plummet to the ground.
Ignore up to three points of Burn from Infusions (if Unraveling is not added to other Infusions, no burn.)
Metakinesis choose only one to increase blast/blade/fist damage
...Empower Blast (1.5 variable results/dmg), Burn 1
...Maximize Blast (all dice rolls maximized), Burn 2
Further Pyrokinetic special abilities
Fly Use of Greater Flame Jet allows Wilma to fly 60' as a move action, Burn 0. Vertical flight is 1/2 speed. Wilma can hover freely.
Elemental Overflow & Fire's Fury For every point of Burn Wilma takes, up to 3, she is +1 to hit with blasts/blade (not Fist) and +3 to damage.
Gather Energy As a move action, Gather Energy reduces a further 2 points of burn from an attack.

--------------------
Statistics
--------------------

Str 10, Dex 20, Con 22, Int 10, Wis 14, Cha 6
Base Attack +9; CMB +11; CMD 24
Ranged Attack +14
Feats Point Blank, Precise Shot, Iron Will, Improved Iron Will, Dodge, Lighting Reflexes
Traits Deft Dodger, Indominable Will
Skills Acrobatics +5, Diplomacy +4, Escape Artist +5, Fly +13, Handle Animal +4, Heal +8, Intimidate +4, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +24, Ride +5, Sense Motive +4, Spellcraft +6, Survival +14, Stealth +13, Use Magic Device +4
Languages Common & Dwarvish.
Prestige purchases Wand of Cure Light Wounds – 1d8 +1, Wand of Entangle, Wand of Faerie Fire, Wand of Obscuring Mist, Wand of Remove Fear, Wand of Resist Energy, Full Plate → Masterwork, Buckler → Masterwork, Potion of Cat's Grace (x3)(duration 3 minutes), Potion of Heroism (x2)(duration 30 minutes), Potion of Invisibility (x3)(duration 3 minutes), Potion of Lesser Restoration, x3, Elixir of Vision (x2)(duration one hour)
Weapons and Armor Full Plate→ +5 (w/spiked gauntlets), Buckler +5
Magical Gear Belt of Incredible Dexterity +4, Cloak of Protection +5, Eyes of the Eagle, Handy Haversack, Ring of Feather Falling, Ring of Protection +2, Talisman of Freedom, Talisman Healing Power, Talisman of Life's Breath.
Mundane GearBandolier
General Notes
1. Talisman of Healing automatically gives 4d8 + 7 when Wilma first drops below 1/2 total hit points. This includes Burn damage.
2. Talisman of Life's Breath automatically gives 5d8 + 9 when Wilma first drops below 0 total hit points. This includes Burn damage.
3. Talisman of Freedom automatically enacts Freedom of Movement for three rounds the first time Wilma is entangled, grappled or paralyzed.

*****

Resist Energy has to be bought off the Wizard/Cleric/Druid list sadly and so is only available as a 2nd level Wand. It cannot be bought with PP. You can get 5 casts on a scroll for 2pp.

Grand Lodge

Sigh, you are correct. As Wilma is at 40pp, she goes to 42 and takes in 2 scrolls of Resist energy, x5.

Two Buff rounds
1 Drink Potion of Cat's Grace
2 Drink Potion of Heroism

Beginning Actions
Fly up/to cover & use Wand of Resist Energy to cover the all five energy types (if feasible).

Combat Style
Snipe opponents from 120'/480'

*****

Here we go with Captain Andoran, a straight up Brawler who likes to hit people with his shield. If need be he can also throw it at people. Basic combat tactic is to get into peoples faces and hit them over and over again. Every time he successfully shield bashes he can either bull rush or disarm for free, using his attack roll as the CMB check. If he bull rushes someone into a solid object they fall prone. He can only use one or the other in any one round. If he criticals he gets an extra free attack at the same modifier.

Defensively his AC is decent for his level, his saves are reasonable, I would have liked to fit in Iron Will. I initially went with some style shenanigans but I don't believe they work with his shield bashes.

He saves a lot of cash using Shield Master as it means he doesn't have to enchant his shield separately for attack and damage. It did mean he had to take two weapon fighting to qualify for it.

Pre combat buffs are to use his mutagen and drink a potion of fly.

Captain Andoran:

Human brawler (mutagenic mauler, shield champion) 12 (Pathfinder RPG Advanced Class Guide 23, 86, 86)
N Medium humanoid (human)
Init +6; Senses darkvision 30 ft., low-light vision; Perception +18

--------------------
Defense
--------------------
AC 37, touch 17, flat-footed 32 (+6 armor, +1 deflection, +5 Dex, +1 insight, +4 natural, +9 shield)
hp 112 (12d10+36)
Fort +17, Ref +21, Will +15; +4 and one size larger to resist effects of wind
Defensive Abilities fortification 25%

--------------------
Offense
--------------------
Speed 40 ft., climb 15 ft., fly 60 ft. (good)

Melee
. . +5 heavy spiked shield bash +28/+23/+18 (3d6+23/19-20) or
. . +5 heavy spiked shield bash flurry of blows +26/+26/+21/+21/+16 (3d6+23/19-20) or
. . unarmed strike +23/+18/+13 (2d6+13) or
. . unarmed strike flurry of blows +21/+21/+16/+16/+11 (2d6+13)

These numbers include the benefit of mutagen but not power attack. The shield uses his unarmed strike damage and he is wielding it in two hands. He can flurry with the shield as it is part of the close weapon group.

Special Attacks brawler's flurry, close weapon mastery, knockout 2/day (DC 26), throw shield

--------------------
Statistics
--------------------
Str 30, Dex 20, Con 14, Int 5, Wis 14, Cha 7
Base Atk +12; CMB +24; CMD 39

Feats Bashing Finish[APG], Critical Focus, Greater Shield Focus, Improved Critical (shield, heavy), Improved Shield Bash, Improved Unarmed Strike, Lunge, Power Attack, Shield Focus, Shield Master, Shield Slam, Shield Snag, Two-weapon Fighting

Traits fate's favored, freed slave (andoran)

Skills Acrobatics +19 (+23 to jump), Climb +21 (+25 to catch yourself on wall or slope when falling if you have a shield equipped), Escape Artist +8, Fly +10, Perception +18, Sense Motive +6, Survival +2 (+4 to avoid becoming lost), Swim +13

Languages Common

SQ brawler's cunning, martial training, mutagen (+6/+4/-2, +4 natural armor, 120 minutes), mutagen damage bonus, mutagen discoveries (greater mutagen, preserve organs[UM]), returning shield

Equipment:

Prestige purchases oil of daylight, potion of communal darkvision, potion of countless eyes, potion of cure serious wounds (3), potion of displacement (2), potion of fly (2), potion of free swim, potion of gaseous form, potion of good hope (2), potion of haste, potion of heroism, potion of magic circle against evil, potion of remove blindness/deafness

Magical Gear elixir of spirit sight, elixir of tumbling, mutagen (greater)[APG], potion of barkskin +2, potion of bear's endurance, potion of cat's grace, potion of enlarge person (4), potion of invisibility, belt of giant strength +4, boots of speed, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dusty rose prism ioun stone, eyes of the eagle, goz mask[ISWG], headband of inspired wisdom +2, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], ring of protection +1, wayfinder[ISWG]

Weapons and armour +2 mithral kikko armour, +5 shield spikes heavy steel shield, mwk shield spikes heavy steel shield,

Special Abilities:

Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +10/+10/+5/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Climb (15 feet) You have a Climb speed.
Close Weapon Mastery (Ex) Weapons of the close group deal damage as unarmed strike at -4 levels.
Critical Focus +4 to confirm critical hits.
Darkvision (30 feet) You can see in the dark (black and white only).
Fly (60 feet, Good) You can fly!
Fortification 25% You have a chance to negate critical hits on attacks.
Greater Mutagen (Su) +4 nat AC, +6/+4 on two physical attributes, -2 on two mental attributes.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (2/day, DC 26) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mutagen (DC 13) (Su) Mutagen adds +6/+4/-2 to physical/mental attributes, and +4 nat. armor for 120 minutes.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.

Liberty's Edge **** Venture-Lieutenant, Denmark—Copenhagen aka the Diviner

And here is my Bloodrager. It is a simple brute that uses spells to enhance his ability to dish out alot of damage.

Bloodrager:
Male nagaji bloodrager (steelblood, crossblooded rager) 12
N Medium humanoid (reptilian)
Init +11; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 29, touch 22, flat-footed 28 (+11 armor, +1 deflection, +1 Dex, +2 natural, +4 luck, +1 dodge, -2 bloodrage)
hp 172 (12d10+96)
Fort +26, Ref +17, Will +15 (+4 bonus vs. mind-affecting effects); +2 vs. mind-affecting effects and poison

Defensive Abilities blood sanctuary

--------------------
Offense
--------------------
Speed 50 ft.
Melee +1 furious adamantine greatsword +29/+29/+25/+20 (2d4+35)

Bloodrager Spells Known (CL 12th; concentration +20)

3rd (2/day)—Force Hook Charge, Heroism, Keen Edge, Monstrous Physique
2nd (3/day)—Blur, Instant Weapon, Mirror Image, See Invisibility
1st (3/day)—Shield, Longarm, Protection from Chaos, Ray of Enfeeblement, Shocking Grasp, Touch of the Sea, Unerring Weapon

Bloodlines Arcana, Destined

--------------------
Statistics
--------------------
Str 28, Dex 12, Con 24, Int 5, Wis 10, Cha 18
Base Atk +12; CMB +18 (+20 trip); CMD 26

Feats Noble Scion of War[ISWG], Steadfast Personality[ACG], arcane strike, blooded arcane strike, raging vitality, power attack, iron will, improved initiative.

Traits fate's favored, reactionary

Skills Handle Animal +11 (+13 vs. reptiles), Perception +11, Ride +14, Sense Motive +16, Spellcraft +4, Use Magic Device +20

Languages Common, Nagaji

Special Qualities Bloodrage 30rds/day, Greater Bloodrage, Blood Sanctuary, Blood Casting, Eschew Materials, Destined Strike 5/day, Fated Bloodrager, Greater Arcane Bloodrage, Defy Death

Gear full plate +2, adamantine falchion +1 furious, belt of giant strength +2, circlet of persuasion, cloak of resistance +3, fog-cutting lenses, headband of alluring charisma +2, flawed silver spindle ioun stone (divine favor), cracked pale green prism ioun stone (saves), cracked pale green prism ioun stone (to hit), cracked dusty rose prism, amulet of natural armor +1, ring of protection +1, lesser metamagic rod of encouraging spell, lesser metamagic rod of quicken spell

Tactics:

The statistics assume the following things.

You have cast a Beneficial Heroism.
You have activated your flawed silver spindle ioun stone.
You have entered a Bloodrage and chosen to casts Haste upon yourself using the Greater Arcane Bloodrage power.

Remember that you can cast up to a level 2 spell upon yourself when you enter a bloodrage.

And that you have one charge on your lesser quicken rod once the fight begin. And that your spell Force Hook Charge has the potential to give you a full attack.

*****

Here goes with a touch attack using character. Professor Wiggins holds the Chair in Applied Magical Studies at the Arcanimaium in Absalom by day. Generally considered a mild mannered, rather disorganised professor she has a horror of actually ever seeing a student and has been know to hide herself in the library for days on end to avoid holding actual tutorials.

By night however she is the Terror that Stalks the Roofs. Unseen, unheard, unknown, it is said the Terror strikes at those who abuse their power, slipping past any guards, traps or magical defences to strike down tyrants and criminals alike.

Professor Wiggins attends the event in her social identity, appearing confused at to how or why she is there. Her social talents are largely irrelevant but it allows her to use social grace. I would have dumped strength more aggressively but carrying capacity became an issue and you cannot afford to be in medium encumbrance.

Her combat preparations generally involve casting monstrous physique 1 to turn into a pukwudgie (I would use 2 but I cannot find a tiny monstrous humanoid) and shield. Monstrous physique lets you keep all of your equipment and it resizes with you. Early on you might want to cast some of heroism, fly, mirror image, greater invisibility and haste. Nondetection can help avoid see invisibility but I wouldn't rely on greater invis as a workable tactic at this level.

The basic combat tactic is to stay out of melee and make as many ranged attacks as possible. You can give up your first attack to feint the opponent. You can also target flat footed if your familiar keeps dropping obscuring mists. She cannot fail to activate a wand. All of your attacks are targeting touch AC. Energy resistance will be your bane and there isn't much you can do about it other than mixing up which energy types you use. The gloves are fixed to acid damage, your bolts do cold or electrical and you can add extra fire, cold or electrical damage.

I would have liked to squeeze in Skill Focus Bluff but there just weren't enough feats. You could try to juggle around enough cash for the Mask of Stony Demeanour but it's quite expensive.

Professor Wiggins:

Female human (Garundi) vigilante (warlock) 12 (Pathfinder RPG Ultimate Intrigue 9, 60, Ultimate Wilderness 212)
CG Small humanoid (human)
Init +7; Senses darkvision 60 ft.; Perception +25

--------------------
Defense
--------------------
AC 34, touch 20, flat-footed 27 (+9 armor, +2 deflection, +7 Dex, +1 natural, +4 shield, +1 size)
hp 111 (12d8+48)
Fort +13, Ref +21, Will +16; +4 and one size larger to resist effects of wind

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Offense
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Speed 30 ft.

Melee

. . touch mystic bolt +9/+9/+6/+6 (1d6+6 cold or electricity plus 1d6 acid plus 1d6 cold, fire or electricity) or
. . 2 claws +6 (1d4+3 plus 1d6 acid)

Ranged

. . touch mystic bolt +13/+13/+13/+8/+8 (1d6+6 cold or electricity plus 1d6 acid plus 1d6 cold, fire or electricity)

These include rapid shot, two weapon fighting and monstrous physique 1. They do not include point blank shot or any other potential buffs such as haste or heroism. If feinting then she loses the first attack but all attacks are versus flat footed touch then if successful. She can feint at range leaving the target flat footed to all of your attacks until the start of her next turn. It will also be flat footed to other opponents melee attacks.

Special Attacks frightening appearance, startling appearance

Vigilante (Warlock) Spells Prepared (CL 12th; concentration +16)

. . 4th—emergency force sphere, enervation, greater invisibility (2)
. . 3rd—daylight, fly (2), haste, nondetection
. . 2nd—false life, glitterdust (2, DC 16), invisibility, mirror image (2)
. . 1st—feather fall, grease, magic missile (2), shield (2)
. . 0 (at will)—dancing lights, detect magic, mage hand, open/close (DC 14), prestidigitation

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Statistics
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Str 12, Dex 24, Con 16, Int 18, Wis 14, Cha 7
Base Atk +9; CMB +9; CMD 28

Feats Alertness, Arcane Strike, Improved Familiar, Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot, Ranged Feint[UI], Rapid Shot, Two-weapon Fighting

Traits cunning liar (Absalom), fate's favored

Skills Acrobatics +25, Appraise +8, Bluff +27 (+33 to to appear knowledgeable in Appraise, Craft (all), and Knowledge (all)), Disable Device +23, Disguise +17 (+37 to appear as part of polite society while in your social identity), Escape Artist +15, Fly +8, Intimidate -2 (+2 in your area of renown while in your vigilante identity), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nobility) +8, Linguistics +7, Perception +25, Sense Motive +25, Sleight of Hand +9, Spellcraft +8, Stealth +24, Use Magic Device +17

Languages Abyssal, Ancient Osiriani, Common, Daemonic, Infernal, Osiriani, Polyglot, Thassilonian, Tien

SQ dual identity, loyal bodyguard, mystic bolts, mystic bolts (mystic bolt [cold][UI], mystic bolt [electricity][UI]), shield master, social grace, social talents (feign innocence[UI], gossip collector[UI], hidden magic, renown[UI], social grace[UI], well-known expert), vigilante talents (arcane striker[UI], cunning feint[UI], Arcane Familiar, Lyrakien [Protector][UI])

Gear deliquescent gloves[UE], potion of darkvision, celestial armor, belt of physical might +2 (Dex, Con), boots of elvenkind, cloak of resistance +3, cracked magenta prism ioun stone, cracked magenta prism ioun stone, cracked pale green prism ioun stone (saves), eyes of the eagle, goz mask[ISWG], headband of vast intelligence +4, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], ring of protection +2, vest of escape, masterwork thieves' tools, masterwork tool (perception, umd, bluff) warlock starting spellbook

Special Abilities:

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Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Striker (flaming, frost, shock, thundering) (Su) Can add a weapon property to you weapon when you activate Arcane Strike.
Cunning Feint (Disguise Req'd) (Ex) Feint as move action, or as 1st att in a full att. Success denies target Dex to AC vs. all attacks for 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Feign Innocence (Ex) Social identity is protected in area of renown, as innocence.
Frightening Appearance (DC 14) (Ex) Free action when att unaware, demoralize check vs. foe and allies in 10 ft. Target is also frightened 1 rd (Will neg).
Gossip Collector (Ex) Gather info in 1d2 hours (faster in area of renown). Beat DC by 20 means instantly known.
Hidden Magic (Ex) As standard action hide auras of carried magic items as per greater magic aura.
Mystic Bolt (Cold) 1d6+3 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolt (Electricity) 1d6+3 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolts (Su) Make attacks with one or more elements.
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.
Ranged Feint Feint with a ranged weapon
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Disguise) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Sense Motive) +4 circumstance bonus to selected skill while in your social identity.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Well-Known Expert (Ex) Can take 10 on aid another for Appraise/Craft/Know, aided ally can retry Know check. Aid another bonus increases to +3.

Familiar:
Arcane Familiar CR –
Lyrakien (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +18

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Defense
--------------------
AC 22, touch 16, flat-footed 18 (+4 Dex, +6 natural, +2 size)
hp 55 (3d10+3)
Fort +5, Ref +12, Will +11
Defensive Abilities improved evasion; DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17

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Offense
--------------------
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +8 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, starlight blast

Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement

. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)

. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)

. . 1/week—commune (6 questions, CL 12th)

--------------------
Statistics
--------------------
Str 5, Dex 19, Con 12, Int 15, Wis 17, Cha 20
Base Atk +9; CMB +11; CMD 18

Feats Agile Maneuvers, Improved Initiative

Skills Acrobatics +19, Appraise +3, Bluff +20, Diplomacy +11, Disable Device +14, Disguise +17, Escape Artist +5, Fly +20, Knowledge () +8, Linguistics +5, Perception +18, Perform () +11, Sense Motive +18, Sleight of Hand +5, Spellcraft +5, Stealth +30, Use Magic Device +19

Languages Celestial, Draconic, Infernal; speak with animal (same kind only), speak with master, truespeech

SQ empathic link, traveler's friend

Other Gear cracked magenta prism ioun stone handy haversack containing oil of daylight, potion of darkvision, potion of good hope, potion of haste, potion of heroism, potion of remove blindness/deafness, scroll of blink (x2), scroll of death ward (x2), scroll of dimension door (x2), scroll of dimensional anchor (x2), scroll of echolocation, scroll of enervation (x3), scroll of eyes of the void, scroll of fly (x2), scroll of freedom of movement (x2), scroll of life bubble (x2), scroll of monstrous physique ii, scroll of see invisibility (x5), scroll of wall of ice, wand of heightened awareness (50 charges), wand of longstrider (50 charges), wand of obscuring mist (50 charges), wand of shield (50 charges), wand of vanish (50 charges)

--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (80 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of Its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (17) You have Spell Resistance.
Starlight Blast (1/1d4 rounds, DC 12) (Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG (Ref neg.)
Traveler's Friend (1/day) (Su) Listening to lyraken's performance removes the effects of exhaustion and fatigue.
Truespeech (Su) Speak with any creature that has a language.

*****

Gencon is approaching so I thought I would throw up another entry for consideration. Ariadne is a highly experienced chemist, arcane researcher and hunter of monsters. She spends her time studying the effects of her various concoctions on anyone unfortunate enough to fall into her sphere of influence. Comfortable operating alone she relishes the opportunity to test herself against some of the society's finest.

Combat preparations involve drinking her greater mutagen and a combined channel vigour (for will saves) and monstrous physique 1 extract using her admixture vial. She also drinks two potions, good hope and shield of faith. She enhances the shield of faith to caster level 12 with the enhance potion discovery. Potion glutton lets her drink potions as a swift action. Depending on the nature of the actions required she may also activate her eversmoking bottle. She wears the Goz Mask allowing her to see through the smoke and as such she will often be targeting flat footed AC if enemies cannot see her.

Once combat begins she should drink her combined barkskin/shield extract as well as additional potions as needed. Good choices to enhance include protection from energy, haste, nondetection (use with greater invis), displacement and greater magic fang.

In combat she seeks out heavily armoured foes to bomb them senseless. She can also happily mix it up in melee. She has the bow to fall back on if she runs out of bombs but it is definitely a tertiary option.

Ariadne:

Ariadne
Female half-orc alchemist (grenadier) 12 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
N Small humanoid (human, orc)
Init +15; Senses darkvision 60 ft.; Perception +24

Defense
AC 37, touch 23, flat-footed 29 (+9 armor, +4 deflection, +8 Dex, +5 natural, +1 size)
hp 123 (12d8+60)
Fort +22, Ref +26, Will +20; +4 and one size larger to resist effects of wind
Defensive Abilities sacred tattoo[APG]

Offense
Speed 20 ft., swim 30 ft.
Melee bite +22 (1d6+11), 4 claws +22 (1d4+11)

Ranged +1 composite longbow +21/+21/+16 (1d6+5/×3) or

. . bomb +21/+21/+16 (6d6+13 fire) or
. . force bomb +21/+21/+16 (6d4+13 force) or
. . frost bomb +21/+21/+16 (6d6+13 cold)

All of her FCB's have gone into increasing her bomb damage. Stats include rapid shot and good hope.

Special Attacks bomb 17/day (6d6+11 fire, DC 21), staggering blast (bomb critical hits stagger for 1d4+1 rounds, DC21 fortitude reduces it to 1 round)

Alchemist (Grenadier) Extracts Prepared (CL 12th)
. . 4th—combined barkskin/shield, echolocation[UM], freedom of movement, greater invisibility
. . 3rd—channel vigor (2), combined long arm/targeted bomb admixture[ACG], monstrous physique I[UM] (2)
. . 2nd—barkskin (2), delay poison, false life, resist energy, see invisibility
. . 1st—expeditious retreat (2), shield (3), targeted bomb admixture[UC] (2)

Statistics
Str 14, Dex 28, Con 20, Int 20, Wis 12, Cha 5
Base Atk +9; CMB +13; CMD 33

Feats Alertness, Extra Discovery[APG], Martial Weapon Proficiency (longbow), Point-Blank Shot, Potion Glutton, Precise Shot, Rapid Shot, Throw Anything, Weapon Finesse

Traits fate's favored, freed slave (andoran)

Skills Acrobatics +9 (+5 to jump), Appraise +7, Bluff +5, Climb +2, Craft (alchemy) +22 (+34 to create alchemical items), Diplomacy -1, Disable Device +26, Disguise -1, Escape Artist +21, Fly +26, Heal +3, Intimidate +5, Knowledge (arcana) +22, Perception +24, Ride +9, Sense Motive +19, Spellcraft +22, Stealth +25, Survival +3, Swim +10

Languages Abyssal, Common, Draconic, Giant, Orc, Thassilonian, Varisian

SQ alchemical weapon (attach alchemical weapon to a piece of ammunition as a swift action), alchemy (alchemy crafting +12), dragon sight (120' darkvision, lost while in Charda form), directed blast (bomb in a 20' cone from you), discoveries (combine extracts, enhance potion, fast bombs, force bomb, frost bomb, greater mutagen, precise bombs [5 squares], tumor familiar[greensting scorpion), mutagen (+6/+4/-2, +4 natural armor, 120 minutes), orc blood, swift alchemy

Prestige Purchases oil of daylight, potion of ablative barrier, potion of burrow, potion of cure serious wounds (3), potion of countless eyes, potion of displacement, potion of fly, potion of gaseous form, potion of good hope, potion of haste, potion of magic circle against chaos, potion of magic circle against evil, potion of magic circle against good, potion of magic circle against law, potion of magic fang, greater +1, potion of nondetection, potion of protection from acid, potion of protection from cold, potion of protection from electricity, potion of protection from fire, potion of protection from sonic, potion of remove blindness/deafness, potion of water breathing

Combat Gear mutagen (greater)[APG], potion of barkskin +2, [potion of cat's grace, potion of shield of faith +2

Mundane Gear acid (6), alchemist's fire (6), artoku's fire (6), liquid ice[APG] (6) - all crafted at one third cost; masterwork thieves' tools, masterwork tool (perception)

Armour and weapons [/b]celestial armor, +1 composite longbow (+2 Str)

Magic Items admixture vial[UE], agile amulet of mighty fists, belt of physical perfection +2, cloak of resistance +4, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), eversmoking bottle, goz mask[ISWG], handy haversack, headband of vast intelligence +4, alchemist starting formula book

Special Abilities:

Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 6d6+11 (17/day, DC 21) (Su) Thrown Splash Weapon deals 6d6+11 fire damage.
Combine Extracts Place two formulae into one extract.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enhance Potion (5/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Force Bomb (DC 21) (Su) Bombs deal 1d4 damage per die and knock foes prone (Ref neg.)
Frost Bomb (DC 21) (Su) Bomb deals cold damage and staggers foe next round (Fort neg).
Greater Mutagen (Su) +4 nat AC, +6/+4 on two physical attributes, -2 on two mental attributes for 120 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion Glutton Drinking a potion, elixir, etc. is a swift action that does not provoke an AoO.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
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.
Sacred Tattoo +1 luck bonus to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Staggering Blast (DC 21) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Swim (30 feet) You have a Swim speed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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