
TarkXT |

Right so to answer a demand for people to do this I'm opening up a brief game for four players to playtest the ACG classes.
I plan on doing this in a series of steps for the characters starting at level 3 then 7 then 11 and finally ending at 16.
Each level will have three consecutive encounters of ramping up difficulty before moving on.
It'll be quick and dirty and not much roleplaying is expected if any. Simply a brief description of the scenario and away you go.
Character building
20pt. buy, 2 traits.
I need to see your character at level 3 first for application but you'll need to also be able to bump it up to the levels above.
I'll close this in three days from now running with whoever actually submits a character.
And we'll go once I have a fairly balanced group.
I'll toss in a 5th "npc" character to balance things if we end up with an oddly balanced group.

Arae Garven |

Dotting for slayer and great justice!
Edit: Any martial types that want to coordinate teamwork feats?
I'm eyeing Outflank at the moment, although I think the combo of Paired Opportunitist, Broken Wing Gambit and maybe Sieze the Moment if a swashbuckler makes it in could be truly brutal.
Edit2: how do we do Hp?

Boris the slayer |

Having never played The Witcher, this picture fits like a glove. Here's Boris, the slayer.
Picture - http://vnmedia.ign.com/witchervault.ign.com/images/lethoart.jpg
Sheet - http://www.myth-weavers.com/sheetview.php?sheetid=715673
My improved initiative will probably be changed for something else, maybe a teamwork feat if someone wants to coordinate.

Kertuffle |

I'd like to submit Thunar, an itinerant human gambler who is deadly with his fists. aka a Brawler.
STR 15, DEX 14, CON 13, INT 14, WIS 12, CHA 12
Male Human Varisian with the Eye for Talent alternate racial trait from Advanced Race Guide. +2 bonus is added to Strength.
Traits: Fast Talker, Vagabond Child (Sleight of Hand)
Favored Class is Brawler and the Favored Bonus goes into hit points
Brawler Level 1: Martial Maneuvers 1/day, Unarmed Strike (d8), Combat Reflexes
Brawler Level 2: Bonus Feat (Combat Expertise), Brawler's Flurry (Two Weapon Fighting)
Brawler Level 3: Maneuver Training 1 (Disarm +1), Snake Style
SKILLS (21 ranks)
Sense Motive 3r+3+1+2+2=11
Bluff 3r+3+1+1=8
Pr/Gambling 3r+3+1=7
Perception 3r+3+1=7
Sleight of Hand 3r+3+2+1=9
Acrobatics 3r+3+2=8
Handle Animal 1r+3+1=5
K/Dungeoneering 1r+3+2=6
K/History 1r+3+2=6
HIT POINTS 10 +2d10 + 6 = 16 +2d10
Languages: Common, Varisian, Azlant, Aklo
How much starting money?

GM Coluber |

Here's a Warpriest of Norgorber. I purposefully went with a deity with a sub-optimal favoured weapon to see how much it does or does not cripple the character.
Half-Orc Warpriest 3
N Medium humanoid (human, orc)
Init +1; Senses Perception +3; Darkvision 60 ft.
-Defense---------------------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +1 dodge, +1 dex)
hp ?? (3d8+3)
Fort +4, Ref +2, Will +5;
-Offense---------------------------------
Spd 20 ft.
Melee: +1 Short Sword +8 (1d6+4/19-20)
Spells Prepared (caster level 3rd, concentration +6)
1st (4/day, DC 13) Burning Disarm, Cure Light Wounds, Divine Favor, Murderous Command.
0 (DC 12) Detect Magic, Detect Poison, Guidance, Stabilize.
Blessings: Charm, Trickery
-Statistics------------------------------
Str 16, Dex 13, Con 12, Int 10, Wis 15, Cha 13
Base Atk +2; CMB +5; CMD 16;
Feats: Weapon Focus (Short Sword), Dodge, Improved Unarmed Strike, Crane Style, TBA
Skills: Diplomacy +5, Intimidate +7, Knowledge (religion) +4, Sense Motive +6, Acrobatics -3.
Traits: Charming, Dirty Fighter
Languages: Common, Orc.
Combat Gear: +1 Short Sword, Banded Mail, Holy Symbol (wooden), Potion of Cure Moderate Wounds (8), 339 gp.
Special Abilities: Channel Energy 1d6 (4/day, DC 12), Copycat (4/day), Charming Presence(4/day, DC 13), Orc Ferocity.
@Arae: I'm absolutely up for Outflank, though I don't really have enough feats or skillpoints to qualify for Paired Opportunists or Broken Wing Gambit.

Mark Sweetman |

Str: 11 +0
Dex: 16 +3
Con: 12 +1
Int: 13 +1
Wis: 14 +2
Cha: 14 +2
BAB +2, Fort/Ref +3, Will +1, 4 x 0th spells, 3 x 1st
Traits:
Fast-Talker: +1 to Bluff, and Bluff is class skill.
Helpful: when aid another, target gets +4 instead of +2
Skills: 4 + Int
Bluff; Handle Animal; Perception; Ride; Stealth
Feats:
1st: Combat Expertise
3rd: Improved Feint
3rd TW: Feint Partner
Class Features:
Weapon and Armor Proficiency: all simple weapons plus the longbow, scimitar, scythe, and shortbow. Hunters are proficient with light and medium armor but are prohibited from wearing heavy armor. Hunters are proficient with shields (except tower shields), but must use only those crafted from wood.
Animal Focus (Su): 1/day as swift action. Get a chosen bonus for 1 minute.
Animal Companion (Su): as Druid of same level.
Track (Ex): add ½ level to Survival to follow tracks.
Wild Empathy (Ex):
Hunter Tactics (Ex): companion is treated as having the same teamwork feats.
Animal Companion: Iz Bear
Small, 40ft move, +2 Nat Armor, Bite d4, 2 claws d3, Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6, low-light vision, scent.
3 HD, 2 BAB, 3 Fort/Ref, 1 Will, 3 Skills, 2 Feats, +2 Nat Armor, +1 Dex/Str

Kertuffle |

Thunar (ACG Playtest)
Human (Varisian) Brawler 3
CN Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 28 (3d10+6) assuming rolling a 6 for each d10
Fort +5, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Javelin +5 ranged (1d6+2/x2) and
Unarmed strike +5 melee (1d6+2/x2) or +3/+3 melee
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 13, Int 14, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 17; Disarm +6, CMD versu disarm 18
Feats Combat Expertise +/-1, Combat Reflexes (3 AoO/round), Improved Unarmed Strike (d6), Snake Style
SQ: Martial Maneuvers 1/day, Brawler's Flurry (Two Weapon Combat), Maneuver Training (+1 Disarm)
Traits Fast-Talker, Vagabond Child (urban) (Sleight of Hand)
Skills Acrobatics +8, Bluff +8, Handle Animal +5, Knowledge (dungeoneering) +6, Knowledge (history) +6, Perception +8, Profession (gambler) +7, Sense Motive +12, Sleight of Hand +9; Racial Modifiers +2 Sense Motive
Languages Aklo, Azlanti, Common, Varisian
Combat Gear Sunrod (2); Other Gear Mithral Chain shirt, Javelin (4), Cloak of resistance +1, Ioun stone (dark blue rhomboid, cracked), Backpack (empty), Belt pouch (empty), Nice Set of cards with a wooden storage box, Serpentfolk Guide to Self Defense Book in Aklo (a historical artifact, I spent 75gp of the starting money to obtain it), Waterskin, 415 GP
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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I don't have any feats available for Teamwork right now, but could use Martial Maneuvers class feature to pick it up if required. The teamwork feat I think would be usefull is Precise Strike.
What should we do if we find an error in the Guide? On the brawler table the bonus feat occurs at 2nd level and every THREE levels after whereas from the description it should occur at 2nd level and every TWO levels afterwards.

Arae Garven |

What should we do if we find an error in the Guide? On the brawler table the bonus feat occurs at 2nd level and every THREE levels after whereas from the description it should occur at 2nd level and every TWO levels afterwards.
In general, every time I've seen the two divert, table has subsequently been stated to trumph text.

RainyDayNinja RPG Superstar 2013 Top 16 |

Here's my build for an Elf Investigator
Elf Fighter 1/Investigator 2
NG Medium Humanoid (elf)
Init +5; Senses Perception +9(10 vs. traps)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 25 (1d10+2d8+5)
Fort +3(5 vs. poison), Ref +6, Will +4(6 vs. enchantment)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Elven Curved Blade +6 (1d10+7/18-20)
Ranged Javelin +5 (1d6+2)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 16, Wis 12, Cha 07
Base Atk +2; CMB +4; CMD 17
Feats Weapon Finesse, Power Attack, Furious Focus
Traits Clever Wordplay, Reactionary
Skills Diplomacy** +8, Disable Device*** +11, Knowledge (arcana)** +8, Knowledge (engineering)* +7, Knowledge (history)* +7, Knowledge (local)*** +9, Linguistics** +8, Perception*** +9(10 vs. traps), Sense Motive*** +7, Sleight of Hand*** +8
Languages Common, Elven, Jistka, Hallit, Varisian, Thassilonian, Ancient Osiriani
Combat Gear Chain shirt, Javelin (5), +1 Elven Curved Blade, Alchemist's Lab, Alchemist's Kit, Masterwork Thieves' Tools, Javelin x5, Alchemist's Fire x3, Formula Book (prepared extracts plus Disguise Self, Identify, Expeditious Retreat), 185gp
--------------------
Extracts Prepared
--------------------
1st - True Strike, Comprehend Languages, Detect Secret Doors
--------------------
Special Abilities
--------------------
Poison Use
Trapfinding
Inspiration (4/day)

TarkXT |

Alrighty here we go.
I've got a completed:
Warpriest (GM Coluber)
Slayer (Boris)
Thunar (Brawler)
Investigator (RainyDayNinja)
Hunter (Arae)
I think that's good enough. I'll toss in an NPC sorcerer to fill in the "full arcane" gap since we have a few divine casters already to over things.
As for the rest thanks for applying and I do encourage you to finish your characters and try another thread if it pops up.
As for those above go ahead and report to the discussion thread whilst I get things together. Probably starting officially tomorrow.