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You've been a band of adventurers for over two decades now, your lives have been on the lines countless times. There was a fourth, he died during the defense of Helms crest, a ridge just before the long revered and forgotten Sniverfliben stronghold.
During the battle your troupe of four were separated and your fourth member was slain, only his bloodied clothes were found and his heirloom sword which she carried.
Your divine caster tried to resurrect her, but to no avail, even the miracle that you guys performed did nothing.
Your Arcane caster withdrew from the world and now he's called the troupe together for something exciting, it's been years since you last adventured together, and the mundane life while pleasing just doesn't get the adrenaline going like your old comrades and the perils you faced and sought out.
-Party Creation-
One Divine
One Arcane
One "other"
no 3rd party materials, standard wealth, lvl 20. I'll run applications until we have the three man group filled to my liking.
Ideally applicants will talk with each other first and coordinate to make the most optimal group they can out of these three.
I plan on running it loose (ie I may occasionally use roll20.net for position critical things, but for the most part expect some give to the exactness of the rules)
While I want optimized characters, please no gross abuses like Tetori grappler of doom. Characters should all be well rounded and able to have a chance of doing things to lvl 20 encounters without anyone else with them.
This may also involve mythic rules from the playtest set so that there is progress beyond lvl 20, I haven't decided yet. The world will be "galorion" but not exact, it'll be my own modifications with my experience from PFS and just in general role playing.
-Character Generation-
25pt buy, Core races + Aasimar and Tiefling. (if you play aasimar or tiefling, I hope to see no more than one of these and it will impact interactions usually in a negative way)
Starting Wealth 900,000. (Some of the fourths gear was discovered after the battle, a good chunk of it spent to find her.)

hustonj |
I could do a pure grunt. I'm thinking a dex-based two-weapon warrior with Agile enhanced weapons to gain Dex to damage instead of Strength (That's the right name for that enhancement, isn't it? I'll have to look it up to double-check.), and an assortment of critical hit feats to go with the high-threat, concentrated focus weaponry.
Might not play so well with the Magus, though.
Character loses a lot of the flexibility of a straight fighter, but can be an excellent damage dealer.
Alternately, I could forego much damage and build a no-archetype Fighter specialized with combat maneuvers. Such a character specializes in battlefield control and preventing the opposition from being able to do things to the party. Creatures with natural weapons are a pretty big weakness for such a build, though.

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This is what the character could look liked
(i have still 4 feats to choose) and of course equipment to buy
Female Elf Magus 20 (Staff Master / Hexcrafter)
Init +3; Senses Perception +20, Low-light Vision, Keen Senses
==DEFENSE==
AC 19, touch 13, flat-footed 16 (+6 armor, +3 dex)
hp 8 (20d8)
SR 0
Fort +12, Ref +9, Will +11
Armor Elven Chain, Light
Defensive Abilities Elven Immunities (PFCR 22), Arcane Focus (PFARG 22), Quarterstaff Defense (PFUM 9)
==OFFENSE==
Spd 30 ft/x4
Melee Quarterstaff +21/+16/+11 (1d6+7) 20/x2 CM +1; monk, double
==STATISTICS==
Str 20, Dex 16, Con 10, Int 18, Wis 8, Cha 10
BAB +15, CMB +20, CMD +33
Feats Arcane Strike (PFCR 118), Armor Proficiency (LIGHT) (PFCR 118), Empower Spell (PFCR 122), Enforcer (PFAPG 159), Extra Arcana (PFUM 149), Intensified Spell (PFAPG 163), Power Attack (PFCR 131), Quarterstaff Master (PFUM 154), Rime Spell (PFUM 155), Weapon Focus (Quarterstaff) (PFCR 136-137)
Skills Acrobatics +8, Bluff +3, Craft (calligraphy) +8, Diplomacy +3, Disable Device +18, Fly +6, Intimidate +23, Knowledge (arcana) +15, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (planes) +15, Perception +20, Spellcraft +8 [Identify properties of magic items +10], Stealth +20
SQ Elven Magic (PFCR 22)
SU Greater Spell Access (PFUM 13), Knowledge Pool (PFUM 12), Arcane Pool [14] (PFUM 9), Spellstrike (PFUM 10), True Magus (PFUM 13)
MC Extra Spells (PFUM), Hex (PFUM), Magus Arcana (PFUM 10 - 12), Magus Spells (PFUM 9)
Arcana Arcane Accuracy, Familiar, Lingering Pain, Reflection, Accursed Strike, Accurate strike
Hex Healing, Slumber, Ice Tomb, Dire Prophecy
Traits Magical Lineage (Magic) (PFAPG 329), Metamagic Master
Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan

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I notice in abilities it says monk of four winds, I'm assuming it's a typo since you're a martial artist.
Also your Jingassa is a head slot item and so is your wisdom headband. I'm not 100% but you might have 17 feats rather than 16 (since you took two +2 attributes as human you give up the bonus feat) Other than that it looks correct otherwise!

Bigger Club |
20th level, well this is certainly a rare opportunity.
I do have one character idea that I have been waiting to use but needs to start bit higher so I have not been able to. Well regardless I would like an to know if it is cool before I go trough the rather extensive task of building something to 20th level with gear, since playing in "golarion" the character will be Evil because of the inherint Evil aspect of undead in that setting.
So a Mystic Theurge necromancer, I would say while being arcane and divine, it would fall in the other role most likely since the minions will be doing meatshield task, naturally it is still a caster but not excatly the same thing as dedicated full caster. Not perfectly sure what arcane class to use but Juju Oracle will be the divine part.

hustonj |
The Two-Weapon Warrior should look something like the spoilers show (there are ALWAYS other choices which could be made):
Point Race Level Gear
2 12 S 12 S 12 +1 S 18 +4
13 17 D 19 D 24 +7 D 30 +10
5 14 C 14 C 14 +2 C 20 +5
5 14 I 14 I 14 +2 I 14 +2
0 10 W 10 W 10 +0 W 14 +2
0 10 H 10 H 10 +0 H 10 +0
Init +10
Speed 30'
BAB +20 Melee +25 Finesse/Ranged +31 (+1 Competence)
Standard attack options:
One Weapon:
Slimy or Loud +38
Bow +32
Two-Weapon:
Slimy/Loud +38/+38
Full attack options:
One Weapon:
Slimy (solo) +38/+33/+28/+23
Loud (solo) +38/+33/+28/+23
Bow +32/+27/+22/+17
Two-Weapon:
Slimy/Loud +42/+42/+37/+37/+32/+32/+27
CMB 25 Finesse 31; +2 for Kukris + weapon enhancement
(BAB 20, +4 Strength, +10 Dexterity, +1 Competence)
Weapons:
Slimy deals 1d4+19+1d6 acid auto-crit on 15+ for 2 Critical Feat effects and 2d4+38+2d10 acid additional damage
Loud deals 1d4+19+1d6 electric auto-crit on 15+ for 2 Critical Feat effects and 2d4+38+2d8 sonic additional damage
Bow deals 1d8+5 threat for x3 & 2 Critical Feat effects (verify threat at +4)
Adamantine Kukris are -4 to hit and do only 1d4+8, but still auto-crit on 15+ for 2 Critical Feat effects and an additional 2d4+16 damage
Kukri is +2 attack, +4 damage, auto-crit on threat for x3, cannot be disarmed
Two-Weapon is +1 Shield AC, free Disarm or Sunder if both hit, no penalties if off-hand is light, REND if both hit for 1d10+15 additional damage once per round, attack with both as standard, take AOOs with both as single AOO
Two-Weapon Full Attack is +4 attack, +4 damage, +5 Dodge AC
AC 46~40 T 32~27 F 30
(+8 Armor, +5 Deflection, +10 Dexterity, +5 Dodge [two-weapon full attack], +1 Insight, +1 Luck, +5 Natural Armor, +1 Shield [two-weapons in hand])
CMD 56~51 (+2 for Kukri feats, +weapon enhancements)
(BAB +20, Strength +4, Dexterity +10, Deflection +5, Dodge [two-weapon full attack) +5, Insight +1, Luck +1)
HP 224 (10 @ level 1, 6 @ 19 levels, +5 Con)
Fort +22 (Constitution +5, Resistance +4, Competence +1)
Ref +21 (Dexterity +10, Resistance +4, Competence +1)
Will +15 (Wisdom +2, Resistance +4, Competence +1, Iron Will +2)
Otherworldly Kimono (+2 additional resistance if creature trapped)
H Weapon Finesse -
1 Weapon Focus 1 (Kukri)
F1 Two-Weapon Fighting -
F2 Combat Reflexes -
3 Two-Weapon Defense (two-weapon)
F4 Weapon SPecialization 4 (Kukri)
5 Double Slice (two-weapon)
F6 Improved Two-Weapon Fighting 6 (two-weapon)
7 Iron Will
F8 Greater Weapon Focus 8 (Kukri)
9 Improved Critical 8 (Kukri)
F10Critical Focus 9
11 Greater Two-Weapon Fighting 11 (Improved two-weapon, two-weapon)
F12Greater Weapon Specialization 12
13 Bleeding Critical 11 (Critical FOcus)
F14Penetrating Strike 12
15 Staggering Critical 13 (Critical Focus)
F16Greater Penetrating Strike 16
17 Critical Mastery 14 (2 Criticals)
F18Stunning Critical 17 (Staggering Critical, Critical FOcus)
19 Pin down 11 (CR)
F20Two-Weapon Rend (Double Slice, 11, two-weapon)
I overspent on the budget (of course) so I need to review that and make some choices that could drop the numbers listed above.
kukri (Slimy), +5 Agile, Corrosive Burst (+8 weapon) 131,308 (Adamantine)
Kukri (Loud), +5 Agile, Shock, Thundering (+8 weapon) 131,308 (Adamantine)
Ring of Protection +5 50,000
Ring of Regeneration 90,000
Amulet of Natural Armor +5 50,000
Belt of Physical Perfection 144,000
Bracers of Armor +8 64,000
Comfort's Cloak 15,600
Eyes of the Dragon 110,000
Gloves of Dueling 15,000
Headband of Inspired Wisdom +4 16,000
Jingasa of the Fortunate Soldier 5,000
Otherworldly Kimono 67,000
Tremor Boots 10,000
Unfettered Shirt 10,000
Blood Resevoir of Physical Prowess 2,000
Campfire Bead 720
Efficient Quiver 1,800
Handy Haversack 2,000
Ioun Stone, Dusty Rose 5,000 (+1 insight to AC)
Ioun Stone, Pale Green, 30,000 (+1 Competence to attacks, saves, skill checks, ability checks)
Ioun Torch 75
+1 Adaptive, Conserving Composite Longbow Strength +1 9,500
Adamantine Kukri (x2) 12,016
60 normal arrows 3
972,330 - The Eyse of the Dragon would more than cover the difference, but Darkvision for 120' and Blindsense are kinda hard to just say no to!
I have at least one friend who would recommend throwing away all the AC pieces for other stuff, because pretty much anything that tries to hit you at this point will.
No, I've not spent skill points or picked traits, yet.
Just putting something out there to base conversations upon. The combat maneuver guy would be easily as capable, just with a different focus.

Loup Blanc |

Still drafting out details, but I've got an aasimar Crusader Cleric 5/Inheritor's Crusader 3/Monk (MoMS and Sohei) 2/Holy Vindicator 10. Holy warrior who adds Wisdom to to-hit as well as AC, almost full BAB, casts as a 16th-level cleric (1 short of 9th-level spells!), and channels 8d6. Pretty well-rounded and a good divine caster as well as damage dealer.

Loup Blanc |

Alright, here's my statblock so far. Haven't chosen spells yet, and mundane gear is yet to come, but this should give you an idea of the character.
Apedemak Sunpriest
Male aasimar (Shoanti) Cleric (Crusader) 5/Inheritor's Crusader 3/Monk (MoMS, Sohei) 2/Holy Vindicator 10
LG Medium outsider (native)
Init +5; Senses Perception +24, darkvision 60 ft.
- - - - -
DEFENSE
- - - - -
AC 43, touch 30, flat-footed 39, FFtouch 26 (+4 Dex, +10 Wis, +1 class, +8 armor, +5 natural armor, +5 deflection)
hp 216/216 (7d8+13d10+100+10)
Fort +24, Ref +17, Will +31
- - - - -
OFFENSE
- - - - -
Speed 30 ft.
Melee Inheritance +33 (1d8+11/19-20)
Melee Inheritance PA +33 (1d8+21/19-20)
Melee Inheritance Vital Strike +33 (4d8+11/19-20)
Melee Inheritance 2H PA Vital Strike +33 (4d8+29/19-20)
Ranged
Combat Options Channel Energy 8d6, Channel Smite, Crane Style, Improved Unarmed Strike, Power Attack (Furious Focus), Snake Style, Spontaneous Casting, Vital Strike (Improved, Greater)
- - - - -
STATISTICS
- - - - -
Str 22, Dex 18, Con 20, Int 10, Wis 30, Cha 22
Base Attack Bonus +17; CMB +22; CMD 36
Feats Alignment Channel, Channel Smite, Crane Style, Extra Channel, Furious Focus, Greater Vital Strike, Guided Hand, Improved Unarmed Strike, Improved Vital Strike, Iron Will, Power Attack, Quick Channeling, Shield Focus (light), Snake Style, Vital Strike, Weapon Focus (longsword)
Trained/Important Skills
Knowledge (religion) +15, 15 ranks
Perception +24, 14 ranks
Sense Motive +27, 15 ranks
Traits
Languages Celestial, Common
Equipment
Weapons
Inheritance, +5 bane (evil outsiders) glorious holy longsword
Other Gear
Amulet of natural armor +5 [Neck slot]
Belt of physical perfection +6 [Belt slot]
Bracers of armor +8 [Wrist slot]
Cloak of resistance +5 [Shoulders slot]
Headband of mental prowess (Wis&Cha) +6 [Headband slot]
Mantle of faith [Chest slot]
Monk's robe [Body slot]
Ring of freedom of movement [Ring slot 1]
Ring of protection +5 [Ring slot 2]
Shoes of the firewalker [Feet slot]
Wealth
16,685 gp

Ony the Dog |

Alright, for Ony I was thinking he started his life pummeling the ever-loving, bejeesus out of people in a bar somewhere. Thematically speaking he would have started out as a reluctant adventurer, maybe even somewhat antagonistic to the others but as time, wealth and fame piled on, his opinions changed. In the end he blames himself for the death of the forth and might carry the sword as penance.
Mechanically, Ony switches between a highly mobile striker and an AC and saves tank. He is nearly as good at combat as a two-weapon fighter and probably deals more damage. Exploit Weakness allows him to increase his attack and ignore DR or gain a substantial AC bonus. His sheer number of Monk-rific feats allow his to deal even more damage, afflict foes with a wide number of vicious statuses and abuse any number of combat maneuvers. He lacks magical flight abilities but if he is within 15ft of his foe, you can expect absurd leap-and-grabs as he has a +56 to jumping and a CMB of 31 to grapple.
Edit: Make that 20ft with a +80 to jump, I forgot improved base movement.

Anyr |
Presenting Myria Taldani: A kind-hearted (yet paranoid) old Wizard, who carries the burden of an impossible quest.

Delkaneth |
never played @ that level before but Id be curious to tweak/advance this character up there and see how it turns out. Should fit very well into that 'other' category. Thinking it would end up some kind of Archaeologist/Lore Warden/Dark Delver combo, will see what I can put together tonight and tomorrow.

Paulicus |

I have two concepts I'd build for this if they fit the group:
1) A gnome sylvan-blooded sorcerer with boon companion and a T-rex companion because come on that's awesome! :D I'd pick a pretty generalist spell list (control/buffs/some DD and AoEs). Definitely taking effortless trickery feat though.
2) Human inquisitor of Hanspur. Built for skills, decent spells, and with a shield to make a tough target. I could also build him as a cleric, if a full caster would be more useful than a skill-guy. An older man who holds the Six River Freedoms in high regard, but likes to travel enough that he respects local laws (no good to get kicked out or locked up!). Protean subdomain.

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Don't worry about having a background, the most important part is to just present a character that mechanically you want to play, then you can come up with whatever background you want.
The idea is that this will be a challenging game and involve some epic fights, while I'm not telling you to min/max you certainly don't want to go with suboptimal choices.

Delkaneth |
so my idea of where the character would go at high levels was that he'd end up with an eclectic collection of gadgets a la james bond.....made the shopping more difficult than expected (so many items to choose from!).
Have to work out all the mechanics but his combat style is inspired by that final fight scene in The Mummy, where O'Connell just runs across the room shooting/hitting/slashing everything, always another weapon ready to grab and use. So he's two-weapon fighting with hand-axes he can swing or throw as needed, with a few different types of axes to meet any need. Throw in some wacky tricks like Sliding Axe Throw and enough skill points to know or do just about anything and he sounds pretty fun to me..........
I hope to have him finished up by tonight. He definitely wont be optimized but should be a pretty tough skill monkey!

Paulicus |

I'll build that sorcerer when I get a chance, then. Since the Fey bloodline gives me shapechange for free, I think I should be able to cast it on my T-rex companion. Dino -> dragon or elemental transformation!?!!
Delkaneth, I have a hard time holding back with all the nifty equipment out there. I know the feeling!