
Ashe |

@ Fury also assuming your using jotun grip you need to ask the DM if he is in favor of using it how it should work which is using bigger weapons, by RAW it only lets you use a great sword as a in one hand as for the ways hands work in pathfinder once you go to a large greatsword it is considered I guess a 3 handed weapon and can't be used.

Fury of the Tempest |

@Fury The Irongrip gauntlets (from monster codex) reduce large weapon penalties...
...Effortless Lace(giantslayers handbook) magic item which would reduce their penalty by tying a pretty ribbon to them.
Irontip Gaunlets? Hmmmm, possibility. The Effortless Lace is a good idea as well. I do have 'Lighten Weapon' from Kobold in order to have the penalty at -2, but if Irontip gives me -2 at least, and Effortless Lace stacks with it, then I won't actually need the feat, which would be pretty neat honesty.
Then again from the sounds of it, I might have to take Lighten Weapon still even if I can reduce the penalty down without using it, as otherwise I won't be able to use a Large 2hd Weapon, Jotungrip's only lets me wield 2hd weapons in 1 hand, not reduce the catogries it takes to wield a large weapon.
I assume you have levels in Titan mauler to access that combo, if you do you might consider asking whether the Jotungrip's ability letting you treat two hand weapons as one handed for the sake of power attack, wielding and other crap
Yeah, I got 2 levels in Titan Mauler. Check the Additional notes, i have the class break-down on display there. I do hope I'll be allowed to use effortless lace with Joutngrip as I will be wielding the weapons in a single hand... though because of the Dragon-Fury PrC, I'm able to Power Attack with both weapons as if I was wielding them 2hd. So I can do tons and tons of damage!

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rorek55 wrote:** spoiler omitted **I'm getting 2 off on the point buy, could you break down the stats for me?
I think you mean courageous not curious on the falchion. You also don't need EWP for a falchion (not sure where you would have gotten a second feat at lvl one anyway, maybe racial heritage?) Given the x3 maybe you mean Falcata. If so, where did the bonus feat come from?
I think I figured out most everything else you listed.
Yes on the weapon that was a derp by me and I always get the falcata and falchion confused, the bonus feat is the half elf alt. racial for swapping out adaptability for ancestral arms
stats-
Str: 16 +3+5+6+2(half elf +2, +5 tome, +6 belt+3 levels)
Dex: 14 +6
Con: 16 +4+2+6 (+4 tome, +2 levels+6 belt)
int: 10
Wis: 10 +6
cha: 10
before any bonuses, I made a mistake and had intended to purchase a +2 inherent for my wisdom, but forgot to change the stats when I went back and changed my purchases
Barbarian 20 Invulnerable rager/urban barbarian
Half elf,
Str: 32
Dex: 20
Con: 28
Int: 10
Wis: 16
Cha: 10
Feats:
1-Power attack, exotic weapon prof. Falcata (18-20x3)
3- Intimidating Prowess
5- Raging Vitality
7- combat reflexes
9- Extra rage power
11- Extra rage power
13- Extra rage power
15- Extra Rage
17- Dazing Assault
19- Cornugon smash
Rage powers-
2- Lesser beast totem
4- Superstitious
6- Beast totem
8- unexpected strike (renewed vigor?)
9- Reckless Abandon
10- Greater beast totem
11- Eater of Magic
12- Come and get me
13- Knockback (renewed Vitality?)
14- Witch hunter
16- Spell Sunder
18- Surge of strength
20- Ghost Rager
+5 Courageous , furious, keen Falchion (16-20x3 2d4) 200k
+5 Manual of gainful exercise 137000
+4 Manual of Bodily Health 110000
+6 Belt of Physical Perfection 144000
+6 Headband of Wisdom 36000
+5 cloak of Resistance 25000
Ring of Regeneration 90000
Ring of Freedom of Movement 40000
Winged boots-16000
Hand of Glory 8500
Ring of Evasion 20000
Assuming raging-
Offense:
To hit:+43 20+16+7 (power attack an reckless abandon are a wash)
Damage: 2d4+55? 16-20x3 25(str)+7(weapon)+18(pa) +5(with hunter, at 20, what DOESN'T have some type of magic?)
30ft movement
Defense:
HP:345 (465 while raging) (PFS)(d12+10)
AC: who cares I will assuredly get hit. (taking something like, -8 ac from rage and rage powers alone here)
Other Defense-
DR10/-
Saves while raging-
Fort:+32 (12+5+15(con) Ref:+16 Will:+26
I just have 80k left to spend by my calculations

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So looking more into the SLA's and Qucken it will be your call, The FAQ states that all SP abilities from bloodlines, domains, Mysteries have a spell level. So this lets it work by raw becase these abilities have a spell level and as long as it is a 6th level or less it will work with Quicken at level 20, the debate is over the fluff text because it has that "duplicates a spell" in it. So your call. I have seen both sides, the RAW camp saying it works with any of these b/c of the FAQ and the I guess RAI camp saying it only works with things that mimic a spell so up to you :) I won't be heartbroken if you say no. I will probably still use it with timestop so either way.
That's a bit funny. It's rules text I quoted, not flavor text. The RAW crowd should be all over it as not working, as the rule as written says "must". And the RAI crowd should be the ones saying ignore what's written, I think they meant....
In any either case, I think the FAQ makes a compelling argument for treating it as a spell of a certain level, despite the fact that it scales up way better than a first level spell. It's certainly not more powerful than a 6th level spell, even with your very creative stacking.
Just so I know what I'm approving, it gives you a +12 total morale bonus to attacks, damage, and will saves for 1+1d4 rounds, and you can do it as a swift action three times a day plus 4 other times a day.
Bottom line, I'll side with the interpretation of the FAQ that allows Quickened SLA to be used.

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@GM: please review the character and let me know if there's anything to change. Also your feedback will be appreciated.
Edit: sorry but I don't have Hero Lab.
I'll input her tomorrow, tonight I'm too sick. No problem, I don't really expect people to have HL, it just makes it easier to double-check the math. 20th level characters can be crazy, and trying to look over the likely bunches of submissions without the additional help seems like it would take away from prepping the crawls.

Ashe |

Almost ready to repost build but it will be a +14 bonus that can be done 9 times a day. Its 3+Cha, and 3 can be swith yest. The robes of arcane heritage adds +4 to bloodline ability making me count as level 22 cut in half for +11 and then +3 from courages when raging. Taking Community Minded instead of Optimistic Gambler as Gambler is a campaign trait and the other is reginal. It adds +2 to the duration making it last a static 3 rounds, but I also have a Ring of Lingering Blood magic which will extend the duration of an ongoing spell for 2 round for the low cost of one rage round. So nice. Thanks looking forward to kicking some mythic but :)

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PvP? Encounters per day? Buffing rules?
Is that MMM on SRD or have a preview available somewhere? I have a feeling it doesn't follow monster creation guidelines.
PVP, but only in sanctioned PVP matches. There will be rules for how to set up the challenge, determining prizes, etc. PVP will not be allowed in matches where you enter as a group, barring mental manipulation by the enemies.
More than one, less than ten encounters per day. Single encounters are boring and heavily favor the PCs. Once you enter the arena, you are not allowed to leave until the crawl is complete. Exiting the arena by any means other than expulsion by the enemy means forfeiture. If an enemy expels you and you have a means of retuning within the next three rounds, you must do so or forfeit the crawl.
It was sent out to kickstarter backers for preview and won't be out for some time. From what I've read so far, they have been pretty good about monster creation rules(in fact, I'm a bit worried a few of these builds will just plow right through them: I'll have to work to keep things challenging), but have the added flexibility of Mythic abilities to spice things up. I would prefer player do not attempt to obtain a copy of the book; we will be using strict Knowledge rules. The crawl postings will have a general description, plus list the toughest two to three CRs in the crawl to help you decide what to take on.

Seth86 |

here is Ikit, lvl20 alchemist!
Ikit
Male counterpoised ratfolk alchemist (plague bringer) 20 (Pathfinder Player Companion: Champions of Balance, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 150, 153)
N Small humanoid (ratfolk)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +29
--------------------
Defense
--------------------
AC 31, touch 18, flat-footed 24 (+8 armor, +6 Dex, +1 dodge, +5 natural, +1 size)
hp 205 (20d8+102); fast healing 5, regeneration 1
Fort +22, Ref +24, Will +15; +3 resistance bonus vs. poison
Defensive Abilities fortification 75%; DR 10/adamantine; Immune bleeds, cold, disease, nonlethal damage, paralysis, sleep; Resist acid 30, electricity 30, fire 30, sonic 30; SR 25
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (average)
Melee rod of shadows +20/+15/+10 (1d4+4)
Ranged bomb +26/+21/+16 (10d6+9 Fire) or
. . concussive bomb +26/+21/+16 (10d4+9 Sonic) or
. . inferno bomb +26/+21/+16 () or
. . plague bomb +26/+21/+16 () or
. . smoke bomb +26/+21/+16 ()
Special Attacks bomb 29/day (10d6+9 fire, DC 29)
Alchemist (Plague Bringer) Extracts Prepared (CL 20th; concentration +29)
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 20, Int 28, Wis 18, Cha 16
Base Atk +15; CMB +16; CMD 34
Feats Brew Potion, Bullseye Shot, Close-quarters Thrower[UC], Clustered Shots[UC], Dodge, Extra Discovery[APG], Extra Discovery[APG], Mobility, Point-blank Shot, Precise Shot, Throw Anything, Weapon Focus (bomb)
Traits reactionary, swamp rebel
Skills Acrobatics +7 (+3 to jump), Appraise +32, Climb +22, Craft (alchemy) +36 (+56 to create alchemical items), Disable Device +32, Fly +37, Heal +17, Knowledge (arcana) +32, Knowledge (nature) +32, Perception +29, Spellcraft +32, Stealth +34, Survival +22, Swim +22, Use Magic Device +23; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device, rodent empathy
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Gnoll, Goblin, Orc, Undercommon
SQ alchemy (alchemy crafting +20), cornered fury, discoveries (breath weapon bomb, concussive bomb, explosive bomb, fast bombs, fast healing, greater plague bomb, inferno bomb, lingering plague, lingering spirit, mummification, plague bomb, precise bombs, preserve organs, preserve organs, preserve organs, smoke bomb, sticky poison), plague vial, poison use, smite bias, swift alchemy
Combat Gear ring of invisibility; Other Gear +4 acid resistance, greater electricity resistance, greater fire resistance, greater poison resistan, rod of shadows, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, handy haversack, headband of mental superiority +6, muleback cords, ring of regeneration, wings of flying, alchemist's lab, bedroll, belt pouch, hip flask, masterwork thieves' tools, spider's silk rope (100 ft.), tent, small, trail rations (7), 329 gp, 5 sp, 6 cp
--------------------
Special Abilities
--------------------
Alchemy +20 (Su) +20 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 10d6+9 (29/day, DC 29) (Su) Thrown Splash Weapon deals 10d6+9 fire damage.
Breath Weapon Bomb Breath weapon: 15-foot cone, bomb damage to all creatures (Ref save for half).
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.
Benefit: You can spend a move action to steady your shot. When yo
Close-Quarters Thrower (Bomb) Attacks with selected weapons do not provoke attacks of opportunity
Clustered Shots Total damage from full-round ranged attacks before applying DR
Concussive Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Average) You can fly!
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Plague Bomb ( 20 rounds) Smoke bomb duplicates greater contagion.
Immunity to Bleeds You are immune to bleeds.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Inferno Bomb (20 rds) (Su) Smoke bombs also deal 6d6 fire dam/rd and moves 10 ft on your turn, as incendiary cloud.
Instant Alchemy (Ex) Constructing alchemical items only requires a full-round action.
Lingering Plague Targets affected by your disease must save again one round later or double duration.
Lingering Spirit The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damag
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
Plague Bomb (20 rds) (Su) The effects of the smoke created by an alchemist's bomb duplicates the effects of contagion instead of fog cloud, filling an area equal to twice the bomb's splash area for 1 round per level. An alchemist must be at least 8th level and m
Plague Vial (200 minutes, DC 29) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (9 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Preserve Organs 75% 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
Regeneration 1 Heal HP quickly and cannot die.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Ring of regeneration Heal 1 point of damage and 1 point of nonlethal damage per round.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Smite Bias (1/day) +3 to hit, +20 to damage when used vs. CE, CG, LE or LG foes.
Smoke Bomb (20 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Spell Resistance (25) You have Spell Resistance.
Sticky Poison (9 uses) (Su) Any poison the alchemist creates is sticky–when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

drbuzzard |

I submit Wu Cheng, Brawler/Fighter/Monk
Disciple of Irori. Traveler of the world. Once upon a time, a simple monk from Tien, but after much meandering and fighting along the way, he saw the truth of greatness through self perfection. Eventually he worked hard enough that the god deigned to notice him and appoint him his disciple, and sometimes champion.
Wu Cheng
Azlanti brawler (mutagenic mauler) 15/fighter (weapon master) 3/monk (master of many styles) 2 (Pathfinder RPG Advanced Class Guide 23, 86, Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Ultimate Combat 59)
LG Medium humanoid
Init +15; Senses Perception +35
--------------------
Defense
--------------------
AC 46, touch 25, flat-footed 39 (+9 armor, +5 deflection, +6 Dex, +1 dodge, +1 insight, +2 luck, +5 natural, +7 shield)
hp 262 (20 HD; 2d8+18d10+140)
Fort +30, Ref +31, Will +25; +4 vs. effects that cause you to lose your grip on weapons, +1 bonus vs. effects targetting a Unarmed strike held by you
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +44/+39/+34/+29 (2d8+28/19-20) or
. . unarmed strike flurry of blows +42/+42/+37/+37/+32/+32/+27 (2d8+28/19-20)
Special Attacks brawler's flurry, brawler's strike (cold iron, good, magic, silver), close weapon mastery, knockout 2/day (DC 30), maneuver training (grapple +4, trip +3, dirty trick +2, awesome blow +1), stunning fist (17/day, DC 25), weapon training
--------------------
Statistics
--------------------
Str 36, Dex 28, Con 22, Int 10, Wis 20, Cha 8
Base Atk +19; CMB +32 (+33 awesome blow, +34 dirty trick, +38 grapple, +35 trip); CMD 61 (62 vs. awesome blow, 63 vs. dirty trick, 66 vs. disarm, 80 vs. grapple, 66 vs. sunder, 79 vs. trip)
Feats Blind-fight, Combat Style Master[UC], Dazing Assault[APG], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Greater Penetrating Strike, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Critical (unarmed strike), Improved Initiative, Improved Iron Will, Improved Unarmed Strike, Iron Will, Master Craftsman, Murderer's Circle[UC], Penetrating Strike, Performance Weapon Mastery[UC], Power Attack, Pummeling Charge[ACG], Pummeling Style[ACG], Stunning Fist, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits fate's favored, mizu ki hikari rebel
Skills Acrobatics +34, Appraise +2, Bluff +1, Climb +23, Craft (armor) +11, Diplomacy +1, Disguise +1, Escape Artist +11, Fly +11, Heal +7, Intimidate +1, Knowledge (dungeoneering) +20, Knowledge (local) +20, Perception +35, Ride +15, Sense Motive +16, Stealth +11, Survival +7, Swim +24
Languages Azlanti, Common
SQ brawler's cunning, fuse style, martial training, mutagen (+6/+4/-2, +4 natural armor, 150 minutes), mutagen damage bonus, mutagen discoveries (greater mutagen, spontaneous healing), weapon guard
Combat Gear jingasa of the fortunate soldier, mutagen (greater); Other Gear +5 brawling glamered impervious mithral chain shirt, +5 impervious mithral heavy steel shield, dusty rose prism ioun stone, amulet of mighty fists +5, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, eyes of the eagle, gloves of dueling, headband of inspired wisdom +6, manual of gainful exercise +5, manual of quickness of action +4, ring of evasion, ring of protection +5, stone of good luck (luckstone), winged boots, 24,180 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Brawler's Flurry +17/+17/+12/+12/+7/+7/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Style Master May switch styles as a free action
Dazing Assault (DC 29) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Dragon Ferocity +6, 1d4+13 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalt
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Knockout (2/day, DC 30) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Master Craftsman (Craft [armor]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Murderer's Circle When you make a performance combat check after a critical, move 5 feet
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 150 minutes.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Penetrating Strike (Ignore DR 10/Any or DR 5/-) Ignore up to 5 points of DR/?.
Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style As full-rd act, make normal full attack or flurry, adding all dmg together into 1 hit.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Stunning Fist (17/day, DC 25) You can stun an opponent with an unarmed attack.
Weapon Guard +1: Unarmed strike (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Unarmed strike (Ex) +3 to hit and damage with your chosen weapon.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.
The amulet is actually Might Fists +5/Natural Armor +5, but I don't know of a way to do that in HL, so I just added in the cost of a +50% AoNA and added in an enhancement bonus to natural armor.
Above stats are without anything running. In combat you can expect pummeling style, dragon style, and power attack. That will change his flurry to :
+37/+37/+32/+32/+27/+27/+22 2d8+49 19-20x2
he can also imbibe his mutagen to get that up to
+40/+40/+35/+35/+30/+30/+25 2d8+57 19-20x2

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Movin |
Looking at it again I see that this particular game game as a thought experiment in general. As it appears that Ashe has cornered the market on maximum melee combat modifiers between AC saves and attack damage while doing the rage thing I feel concerned with the level of rules manipulation involved in this particular game.
In order to even compete With the level of manipulations I see with a beast like Ashe's submission Caster tricks like the Simaculrum wish machine and Blood money abuse with high strength creatures to effectively craft limitless wealth would be needed to keep up.
At that point fights would come down to listing off each PC's various immunities and seeing who gets to go first on Initiative.
Adding Leadership to the pile just makes the required level of rules manipulaton crank further as with Leadership the AM BARBARIAN build comes to full fruition.
I'm a bit lost where the bar is set on how far is too far here.

Movin |
No save instantaneous failure spells withheld I can't see many ways that Pc could be taken down without rule twisting just as hard.
Never mind his attack mods did you notice his weapon has at will harm? and he has negative energy affinity? Because Fast healing 150/- is something I can't see being over come very easily.
That weapon is an abominable bending of the Pathfidner item creation rules. And I am struggling to think of a martial build that would not need to dip into the exact same type of shenannigans to keep up.
Perhaps a human fighter grapple master with an item of at will Anti-magic field (due to human fighers FCB of a untyped bonus to two combat maneuver checks of choice.) but that is pretty much it. The same could be said for any character of this level not slated to fight in an AMF. full casters get to ignore that threat with Aroden's spellbane but wthout that up they are just as screwed.
I'm just kind of wondering where the expected power level is supposed to be here. Insta-gibs are unfun for everyone but the wielder but that is all I'm seeing here. I wouldn't really care were this game not intended as PVP at some point.

Ashe |

I would be curious as what you think Maddie would do, Because I'm immune to being dazed, staggered, stunned, paralyzed, or Petrified. To confirm a crit you have to roll a natural 20. I will have the full build posted tomorrow from work, its on my work computer and I stayed home today. Wife had her cast removed from ankle surgery.

Wildspeaker Ullder |
Backstory in the works but here is Wildspeaker Ullder
Male wildspeaker druid 20
CG Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +30
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Defense
--------------------
AC 26, touch 17, flat-footed 23 (+8 armor, +5 deflection, +3 Dex, +1 natural, -1 size)
hp 239 (20d8+136)
Fort +23, Ref +17, Will +24; +4 vs. fey and plant-targeted effects
Immune poison
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 mythic bane shock scythe +23/+18/+13 (2d6+30/×4 plus 1d6 electricity+2d6 vs. mythic subtype)
Space 10 ft.; Reach 10 ft.
Special Attacks wild shape at will
Druid Spells Prepared (CL 20th; concentration +27)
9th—shapechange, storm of vengeance (DC 27), summon nature's ally IX, world wave[APG]
8th—frightful aspect[UC], frightful aspect[UC], frightful aspect[UC], frightful aspect[UC]
7th—control weather, fire storm (DC 24), transmute metal to wood, vortex[APG] (DC 24)
6th—move earth, communal stoneskin[UC], summon nature's ally VI, terraform
5th—animal growth (DC 22), animal growth (DC 22), aspect of the wolf[APG], call lightning storm (DC 22)
4th—aspect of the stag[APG], aspect of the stag[APG], ice storm, strong jaw[APG] (DC 21), strong jaw[APG] (DC 21)
3rd—dominate animal (DC 20), greater longstrider[ACG], greater magic fang, resinous skin[UC], resinous skin[UC]
2nd—barkskin, bear's endurance, communal endure elements[UC], spider climb, summon nature's ally II
1st—call animal[APG], call animal[APG], cure light wounds, longstrider, pass without trace
0 (at will)—detect magic, light, read magic, stabilize
--------------------
Statistics
--------------------
Str 30, Dex 22, Con 22, Int 10, Wis 25, Cha 8
Base Atk +15; CMB +22; CMD 47
Feats Augment Summoning, Combat Casting, Divine Interference[UM], Natural Spell, Performance Weapon Mastery[UC], Planar Wild Shape[UC], Power Attack, Powerful Shape[UM], Savage Display[UC], Spell Focus (conjuration), Spell Penetration, Superior Summoning[UM], Wild Speech[UM]
Traits gifted adept, scholar of the great beyond
Skills Acrobatics +6 (+10 to jump), Climb +18, Fly +22, Handle Animal +14, Knowledge (nature) +10, Knowledge (planes) +9, Perception +30, Spellcraft +8, Survival +27, Swim +17; Racial Modifiers +2 Handle Animal
Languages Common, Common, Druidic
SQ a thousand faces, animal-minded, nature bond (scorpion, giant named animal companion), nature sense, timeless body, trackless step, wild empathy +21, woodland stride
Combat Gear ring of three wishes, scroll of communal protection from energy (CL 9th), staff of conjuration, wand of cure critical wounds; Other Gear +5 wild darkwood wooden armor, +3 mythic bane shock scythe, bag of holding iv, belt of physical perfection +6, cloak of resistance +5, headband of inspired wisdom +6, manual of gainful exercise +5, ring of protection +5, tome of understanding +5, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 1,310 gp
--------------------
Special Abilities
--------------------
A Thousand Faces (At will) (Su) Can change your appearance at will while in your normal form, as alter self.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal-Minded This race has a +2 racial bonus on Handle Animal and wild empathy checks.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Gifted Adept (Call Animal) A chosen spell gets +1 CL.
Immunity to Poison You are immune to poison.
Natural Spell You can cast spells while in Wild Shape.
Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality
Planar Wild Shape May add the celestial or fiendish template to your animal form
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Shape While in wild shape, you are treated as one size category larger
Savage Display Gain +2 on Performance checks and +1d6 on damage rolls
Scroll of communal protection from energy (CL 9th) Add this item to create a scroll with spells on it.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Timeless Body (Middle Age) (Ex) You no longer take ability score penalties from aging.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +21 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (At will) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Animal Companion
Giant scorpion (Pathfinder RPG Ultimate Magic)
N Large vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 28, touch 12, flat-footed 25 (+3 Dex, +16 natural, -1 size)
hp 131 (+48)
Fort +13, Ref +8, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +20 (1d6+9 plus grab), sting +20 (1d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 29, Dex 16, Con 16, Int —, Wis 10, Cha 2
Base Atk +12; CMB +22 (+26 grapple); CMD 35 (47 vs. trip)
Feats Multiattack
Skills Acrobatics +3 (+7 to jump)
SQ devotion, improved evasion, multiattack / extra attack
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Poison: Sting-injury (DC 21) (Ex) Poison—Injury; save Fort DC 21; freq 1/rd for 6 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.

![]() |

Don't base your build on Ashe's character, build your own. No one has been accepted or rejected as of yet. I've been too sick the past few days to do much of anything but sleep, so I haven't fully reviewed anything yet.
Submissions deadline for full characters is still Friday. Selections will be announced on Tuesday, since that's my usual day off and we can get off to a good start.

Movin |
*shrug* It seems very much like there will only be one champion regardless of us all playing nice together or not.
That being the case i will see if I can bang together a properly horrifying Arcanist in the next couple of days. School savant for divination or vanilla arcanist abusing the loop hole in the Void school to get the ability to drop peoples saves by 10 points without a save would be high considerations.
Though the Brownfur transmuter looks amazing for team based shenanigans. I wonder how any of you combat monsters would react were I to turn them into a Huge dragon with a +16str size modifier.
though I suppose depending on the reading of it I could just use Magic jar and overshadow the person in question, cast shapechange and release control of the the magic jar.

Nidoran Duran |

It's still a pretty rough draft that I have some money, skill points, spellbook expanding, and tidying up to do, plus a backstory, but 20th level characters are a pretty exhausting process I've been working on for a few days, and I wanted to mostly just get the core idea out there. The build is generally referred to as the "Eldritch Archer" and is a pretty fearsome beast that can cast swift action Disintegrate when one of its arrow attacks crit, but is also a self-sufficient buffing machine that can pump itself up to heights generally beyond what a full Fighter or Ranger could. Probably still won't be able to keep up with Ashe's character unless he gets really lucky, but still pretty nasty.
Lawful Good Medium Humanoid (Human)
Init +12; Senses; darkvision 60, arcane sight, see invisibility; Perception +26
------------------------------------------
DEFENSE
------------------------------------------
AC 33, touch 23, flatfooted 25 ( +8 Dex +5 Armor +5 Natural +5 Deflection)
HP 174
Fort +14, Ref +14, Will +11; SR 25, DR 10/evil, resist cold 15 acid 15 electricity 15
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft., Fly 60 ft.
Melee
+1 Greatsword +23/+18/+13/+8 (1d10+6) 19-20/x2
Ranged
Deadeye's Fury (+5 Thunderous Corrosive Burst Adaptive Greenwood Longbow of Endless Ammunition) +35/+30/+25/+20 (1d8+1d6 corrosive+16) 19-20/x3
Variables:
-On Critical, deal 2d8 sonic and 2d10 corrosive damage
-Rapid Shot: When full attacking, first attack hits twice
-Manyshot: Gain an extra attack at Full Bab with a -2 penalty to all attacks
-Point-Blank Shot: +1 to attack and damage roles within 30 feet
-Deadly Aim: -5/+10
-Adamantine, Holy and Axiomatic Arrows available when needed
-Gravity Bow: Arrow damage dice become 2d6.
Spellbook:
0th: All schools except Divination and Necromancy
1st: Burning Hands, Enlarge Person,Expeditious Retreat, Gravity Bow, Grease, Long Arm, Mage Armor, Vanish
2nd: Acid Arrow, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Flaming Sphere, Mirror Image, Owl's Wisdom
3rd: Dispel Magic, Daylight, Fireball, Haste, Lightning Bolt
4th: Ball Lightning, Globe of Invulnerability (Lesser), Minor Creation, Ice Storm
5th: Lightning Arc
6th: Chain Lightning, Chains of Fire, Disintegrate, Flesh to Stone, Heroism (Greater), Stone to Flesh
7th: Etheral Jaunt, Mage's Sword, Prismatic Spray
8th: Frightful Aspect, Stormbolts
9th: Etheralness, Meteor Swarm, Time Stop, Winds of Vengeance
Spells Prepared (CL 20th, Concentration +31, +24 to overcome SR))
9th, DC 28: Time Stop, Etherealness
8th, DC 27: Frightful Aspect, Stormbolts x2
7th, DC 26: Ethereal Jaunt, Mage's Sword, Prismatic Spray x2
6th, DC 25: Chains of Fire, Chain Lightning, Disintegrate x2, Heroism (Greater)
5th, DC 24: Lightning Arc x2, Dazing Burning Hands x4
4th, DC 23: Lesser Globe of Invulnerability x2, Ball Lightning x2, Ice Storm x2
3rd, DC 22: Dispel Magic, Haste x2, Lightning Bolt x2, Fireball
2nd, DC 21: Mirror Image x4, Flaming Sphere x2
1st, DC 20: Enlarge Person, Expeditious Retreat, Gravity Bow x3, Grease, Vanish
0th (infinite) DC 19: Dancing Lights, Mage Hand, Message, Prestidigitation
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 20 (13 +6 enhancement, +2 racial, +1 at 20), Dex 26 (16 +6 enhancement, +2 racial, +2 from Transmutation School, +1 at 4 and 8), Con 18 (10 +6 enhancement, +2 racial), Int 28 (16 +4 racial, +6 enhancement, +1 at 12 and 16), Wis 16 (10 +6 enhancement), Cha 14 (10 -2 racial, +6 enhancement)
Base Attack +17; CMB 23; CMD 39
Special qualities: Permanent effects of Arcane Sight, Comprehend Languages, See Invisibility, Tongues
Feats: Craft Wondrous Item, Clustered Shots, Dazing Spell, Deadly Aim, Dramatic Display, Greater Weapon Focus (Longbow), Hero's Display, Improved Initiative, Improved Precise Shot, Manyshot, Point-Blank Shot, Point-Blank Master, Precise Shot, Rapid Shot, Scribe Scroll, Snap Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow),
Traits: Magical Knack
Favoured Class: Wizard (5 HP)
Skills:
Acrobatics: +31 (20 ranks +3 class +8 Dex)
Appraise: +31 (20 ranks +3 class +9 Int)
Fly: +36 (20 ranks +3 class +8 Dex +5 competence)
Intimidate +25 (20 ranks +3 class +2 Cha)
Knowledge (Arcana) +22 (10 ranks +3 class +9 Int)
Knowledge (Dungeoneering) +22 (10 ranks +3 class +9 Int)
Knowledge (Loca) +22 (10 ranks +3 class +9 Int)
Knowledge (Nature) +22 (10 ranks +3 class +9 Int)
Knowledge (Planes) +22 (10 ranks +3 class +9 Int)
Knowledge (Religion) +22 (10 ranks +3 class +9 Int)
Perception: 26 (20 ranks +3 Wis +3 competence)
Perform (Dance) +22 (20 ranks +2 Cha)
Spellcraft: +31 (20 ranks +3 class +9 Int)
Stealth: +31 (20 ranks +3 class +8 dex)
Use Magical Device: +25 (20 ranks +3 class +2 Cha)
Languages: All
Equipment: Deadeye's Fury (+5 Thunderous Corrosive Burst Adaptive Greenwood Longbow of Endless Ammunition), +1 Greatsword, Belt of Physical Perfection +6, Headband of Mental Superiority +6, Robe of the Archmagi, Tunic of careful Casting, Bracers of Falcon's Aim, Annihilation Spectacles, Boots of Teleportation and Speed, Glove of Storing, Amulet of Natural Armor +5, Wings of Flying, Handy Haversack, Bag of Holding Type 4, Efficient Quiver, Ring of Wizardry Type 4, Ring of Protection +5, Spellbook, Lesser Rod of Quicken Spell, 100 +1 Holy Arrows, 100 +1 Axiomatic Arrows, 100 Adamantine Arrows, 3x Potion Sponge of Water Breathing, 1x Potion Sponge of Water Walk, 5x Potion of Remove Blindness/Deafness, 5x Potion of Remove Curse, 5x Potion of Remove Disease, 2x Potion of Resist Energy (for each type), 5x Potion of Neutralize Poision, 5x Potion of Flame Arrow, Orange Prism Ioun Stone
Current encumberance: ????
Money: 74,392
Carrying capacity:
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Wizard:
Arcane Bond: Bow.
Arcane School: Transmutation. Opposed schools are Divination and Necromancy.
Physical Enhancement: +2 to Dexterity.
Arcane Archer:
Enhance Arrows: Every non-magical arrow fired by an arcane archer gains +1 and one of the following elemental themed weapon qualities: flaming, frost, or shock.
Imbue Arrow: At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Seeker Arrow: At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.
Eldritch Knight:
- Spell Critical: At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.
Base human (9 RP) + Advanced Ability Score Modifiers (+2 Physical +4 Int -2 Cha) (4 RP) + Defensive Training, Greater (4 RP) + Lucky, Lesser (1 RP) = 18 RP
Character will be the chosen of Erastil; backstory can wait until tomorrow.

Madeleine "Maddie" Greyheart |

I would be curious as what you think Maddie would do, Because I'm immune to being dazed, staggered, stunned, paralyzed, or Petrified. To confirm a crit you have to roll a natural 20. I will have the full build posted tomorrow from work, its on my work computer and I stayed home today. Wife had her cast removed from ankle surgery.
I can't find your char's init so this is assuming Maddie can win initiative (+22).
Vision of madness is a melee touch attack. Archon's touch AC is listed as 25 (21). Maddie's modifier is +25 so barring a 1 she connects. Archon is now a very skilled character with a penalty of -10 on saves and to hit. His will save is +11. Overwhelming presence (DC 26) comes to mind. "Bow before me".It's just one of the possible scenarios. I didn't say it was a 100% sure thing, but I do see a chance there.

Madeleine "Maddie" Greyheart |

Ashe wrote:I would be curious as what you think Maddie would do, Because I'm immune to being dazed, staggered, stunned, paralyzed, or Petrified. To confirm a crit you have to roll a natural 20. I will have the full build posted tomorrow from work, its on my work computer and I stayed home today. Wife had her cast removed from ankle surgery.I can't find your char's init so this is assuming Maddie can win initiative (+22).
Vision of madness is a melee touch attack. Archon's touch AC is listed as 25 (21). Maddie's modifier is +25 so barring a 1 she connects. Archon is now a very skilled character with a penalty of -10 on saves and to hit. His will save is +11. Overwhelming presence (DC 26) comes to mind. "Bow before me".It's just one of the possible scenarios. I didn't say it was a 100% sure thing, but I do see a chance there.
Or, you know, unless Archaon has a way of seeing the invisible, Maddie could start with an Invisibility, Greater and have fun from there. Archaon's perception modifier is, what? +26 max? So Maddie moves in stealth, 20 + 19 =+39.
To hit her, Archaon has to see her first.
Movin |
@maddie.
Fairly sure i saw acheron had goggles of truesight. The only counter to which being mindblank. So yes he could likely see you.
In addtion he has that intelligent magic item tailor made to shore up his defenses in that aspect. Blindsight/sense.
Though with ranks in UMD you could get a wand of spectral hand or a magic item thst grants the same spell. Deliver your touch at greater ranges possibly increase the range on your kill spell as well.
I assume you plan on using the same qualifier as he did for touch of madness as a swift action?
Hrmmm.. taking the void school wizard school as an arcanist we could stack up to make a net -20 on someones saves with no save on their part. That is nasty right there.
Though divination schools auto nat20 on initiative is incredible. And time magic is always a fun theme to play with when running a high level caster.

Madeleine "Maddie" Greyheart |

@maddie.
Hrmmm.. taking the void school wizard school as an arcanist we could stack up to make a net -20 on someones saves with no save on their part. That is nasty right there.
Though divination schools auto nat20 on initiative is incredible. And time magic is always a fun theme to play with when running a high level caster.
Yup, vision of madness can be nasty indeed.
Maddie also knows a few spells that work well for a coordinated effort ("communal" spells, battlemind link, telepathic bond).I see a lot of potential there ;-)
Re: vision of madness and Q.SLA, I'm not really sure how that works so I'll wait for GM's verdict. If it's a yes, I'll have to rework Maddie's choice of feats a bit. Probably going to throw out Dazing Spell and change Magical Lineage to True Strike.

Ashe |

Done these games before happy to be the bench mark, Maddie there is a very good chance we will have no interaction in the first round in the areana, its probably a few hundred feet or so, but after I go my will save will be a 35 so still 25 with the debuff, don't worry I probably wont get in so you all are safe :)

Madeleine "Maddie" Greyheart |

Done these games before happy to be the bench mark, Maddie there is a very good chance we will have no interaction in the first round in the areana, its probably a few hundred feet or so, but after I go my will save will be a 35 so still 25 with the debuff, don't worry I probably wont get in so you all are safe :)
I'd rather have your character in... and on Maddie's side!

Pharnmournx |

Here is my submission, Pharnmournx. She and her familiar are pretty much finished (depending on feedback, I might decide to spend some more gold); I haven't done her cohort and followers yet, other than to make sure I could get all the crafting prerequisites in.

Ashe |

Here is Archaon I think he is all done now. Didn't do a cohort, sorry the backstory is a bit phoned in work got really busy.
Archaon, The Everchosen
Type: Humanoid (Elf)
Size: Medium,
Speed: Normal, Abilities;
Advanced: +2physicals,-2Int,+4cha (4RP)
Language: Standard
Advanced Strength (4RP)
Ferocity (4RP)
Hardy (3RP)
Elven Immunities (2RP)
Spell Resistance Greater (3RP)
Lucky Greater (4RP)
Negative Energy Affinity (-1RP)
Resist Level Drain (1RP)
Focused Study (4RP)
Gender M
Size M: Height: 6'5" 225lbs
Traits: Fates Favored, Community Minded, Dangerously Curious
Drawback: Zealous (-5attack, +2Damage if opponent does not worship Gorum)
Initiative: +8
Special Abilities:
•True Sight
•Bloodrage 51/51 Rounds
•Touch of Rage 9/9 Can Swift Action 3/3 Duration 3rounds
•DR 5/-
Bloodlines (Destined, Abyssal)
•Destined Strike 5/5 +10 insight to attack roll, free action
•Fated Bloodrager +5 Luck bonus to AC, Saves (Fates Favored makes it +6)
•Demon Resistance 10 Acid, Cold, Fire
•Abyssal Bloodrage
•Unstoppable: Crits Auto Confirm, Crits against Archaon need a natural 20 to confirm
•Victory or Death: Immune to paralysis, petrification, stunned, dazed, and staggered conditions.
--------------------
Defense
--------------------
AC 41(37), touch 25(21) , flat-footed 41(37)
(+11Armor,+4Dex,+5Natural,+5Deflection,+6Luck)
HP: 364 (10+114+240) / Rage: 464 / Rage, Divine Power, Power of Giants: 524
DR: 5/-
Base Saves Fort +34, Ref +23, Will +20(+34)(+4Enchantment while bloodraging)
--------------------
Offense
--------------------
Slayer of Kings +40/+35/+30/+25 2d6+26 17-20 x2
Slayer of Kings: Rage: Divine Power: Touch of Rage: Arcane Strike: Power Attack: Raging Brutality: Power of Giants
+65/+65/+60/+55/+50 3d6+104 17-20x2 3d6+80 is what’s multiplied on a Crit
Charge: +67 3d6+117
Ranged:
+1 Adaptive Endless Ammunition Long Bow +25/+20/+15/+10 1d8+20
Rage, Touch of Rage, Divine Power, Arcane Strike
+42/+42/+37/+32/+27 1d8+39
-------------------
Stats:
-------------------
Str:38, Dex:18, Con:28, Int:14, Wis:16, Cha:22
Rage: Str: 55, Con: 39
Feats:
Bonus: Skill Focus Survival, Skill Focus UMD, Skill Focus Spell Craft
1st: Arcane Strike (Retrained at level 4)
3rd: Eldritch Heritage Orc Bloodline
5th: Craft Arms and Armor
7th: Blooded Arcane Strike
9th: Craft Wondrous
11th Improved Critical
13th Raging Brutality
15th Improved Eldritch Heritage
17th: Greater Eldritch Heritage
19th Quicken Spell like ability
Bloodline Feats: Weapon Focus, Power Attack, Improved Initiative, Toughness, Leadership
Survival +32 (20ranks,3wis,3class,6feat)
U.M.D +36 (20ranks,6cha,3class,6feat,1trait)
Spell craft +31 (20ranks,2int,3class,6feat)
Perception +26 (20ranks,3wis,3class)
Craft Armor +15 (10ranks,2int,3class)
Craft Weapon +15 (10ranks,2int,3class)
K. Arcana +15 (10ranks,2int,3class)
Flying +19 (10ranks,4Dex,5Item)
-----------------
Gear: 22825gp
-----------------
Slayer of Kings Adamantine Impervious Transfomative Great Sword
+5 Furious, Courageous, Phase Locking, Heartseeker (Intelligent)
Speech, Telepathy, 120 Senses, Darkvision, Blindsense
Sword Can teleport 1/day: Teleports to awaiting Clone if slain.
Sword Can Fly 30ft
Int 18, Wis 10, Cha 10 EGO: 26
Special Purpose: Defeat Slay All
Harm At Will, Divine Power At Will
(Base Sword Crafted 102500gp +238500gp Intelligent Abilities)
+1 Adaptive Endless Ammunition Composite Longbow 9900gp
Mithral Breast Plate +5 Deathless (All Crafted19400gp)
Belt of Physical Superiority +6 (Str,Dex,Con) 72,000gp
Headband of Mental Superiority +6 (Int,Wis,Cha) 72000gp
+5 Cloak of Resistance and wings of flying 53000gp
Robe of Arcane Heritage 8000gp
True Sight Goggles 92400gp
Implanted Lavender and Green Ellipsoid 20000gp
Handy Haversack 1000gp
Ring of Protection +5 50000gp
Amulet of Natural Armor +5 25000gp
Used Book of Bodily Health (+4) 55000gp
Ring of Lingering Blood Magic 2000gp
Glove of Storing 5000gp Holds a Scroll of Time Stop
Scroll’s of Time Stop x5 19125gp
Scroll of Clone Used: Minions watch over and keep clone ready x2 6000gp
Scroll Form of Dragon III x3 9000gp
Scroll Winds of Vengeance x2 6350gp
Spells: Cast: 1st= 6, 2nd= 6, 3rd=4, 4th=3
Spells: Known:
1st: Shield, True Strike, Long Arm, Magic Missle, Feather Fall, Ice Armor, Endure Elements
2nd: Bulls Strength, See Invisibility, Scorching Ray, Mirror Image, Certain Grip, Blindness/Deafness, Acid Arrow
3rd: Protection From Energy, Vampiric Touch, Wind Wall, Resinous Skin, Fireball, Burst of Speed, Fly
4th: Freedom of Movement, Earth Glide, Black Tentacles, Stoneskin, Ride the Waves, Enervation
The true power lies in the sword. Gorum himself helped to poor the energy into the “Slayer of Kings.” It is the sword that chooses the next champion, the next to be the everchosen, but this Archaon is different, this one has mastered the blade he follows its will to slay all, but in his manner of choosing. It is his duty to bring war far and wide and honor Gorum. As longs as the Slayer of Kings gets its bloodshed it is pleased with Archaon.

qwerty1971 |

My Submission for consideration...
Valgrim Ozemson
Warpriest 20
LG Medium humanoid (Half Orc)
Init: +8; Perception: +27
--------------------
Defense
--------------------
AC: 48 FF: 43, T: 22
HP: 265 (20d8+140+20+2)
Fort: +25, Ref: +16, Will: +23
--------------------
Offense
--------------------
Speed 20 ft.
Ranged: +17
Melee: +5 Adamantine Falchion +39 (2d8+27) /+5 Earth Breaker + 38 (2d8+23)
--------------------
--------------------
Str: 34, Dex: 14, Con: 24, Int: 14, Wis: 20, Cha: 14
BAB: +15; CMB: +27; CMD: 46
Languages: Common, Skald, Celestial, Orc, Infernal, Giant
--------------------
FEATS
--------------------
1st- Power Attack:
1st-Class Bonus: Weapon Focus: Falchion: +1 to attack rolls
3rd- Additional Traits:
3rd-Class bonus-Dodge: +1 AC bonus
5th-Weapon Specialization: +2 bonus on damage rolls
6th-Class Bonus-Improved Initiative: +4 to initiative checks
6th-FCB- Furious Focus: no penalty on Power Attack first attack
7th-Toughness: +20 Hit Points
9th- Shield Focus: +1 AC bonus to shield
9th- Mobility: +4 AC against attacks of opportunity from movement
11th-Shield Focus, Greater: +1 AC bonus to shield
12th-Class Bonus-Penetrating Strike: Your attacks ignore 5 points of damage reduction
12th-FCB-Dazzingly Display: perform a bewildering show of prowess as a full-round action
13th-Weapon Focus, Greater: +1 bonus to attack rolls
15th-Weapon Spec, Greater: +2 bonus on damage bonus
15th-Alignment Channel: Channel energy can heal or harm outsiders
17th-Lightening Reflexes: +2 Reflex
18th-Class Bonus-Improved Vital Strike: Deal three times the normal damage on a single attack
18th-FCB- Penetrating Strike, Greater: Your attacks ignore 10 points of damage reduction
19th-Weapon Focus: Earthbreaker: +1 to attack
Performance Feats:
*Dramatic Display: Gain +2 on performance combat checks, attack rolls, and combat maneuver checks.
*Savage Display: When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat check and gain a +1d6 bonus on damage rolls until the end of your next turn. This extra damage is not precision damage.
--------------------
Traits and Drawbacks
--------------------
Traits: Social-Looking for Work: Perception +1, added to class skill list
Trait: Combat- Armor Expert: 1 armor check penalty
Trait: Faith- Faith Fate's Favored: additional +1 Luck bonus when under a Luck bonus
Trait: Religion- Divine Warrior: +1 to Damage on divine affected Weapons
--------------------
--------------------
Favored class bonus- Bonus Combat Feats (6, 12, 18) / Hit Points x2
*Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. 13/day
1st-Blessings (Su)- Good- Holy Strike 1d6 bonus weapon damage vs evil; 1 minute per use.
*Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level)
1st-Blessing: Law (Su)- Axiomatic Strike 1d6 bonus weapon damage vs chaos; 1 minute per use
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).
*1st- Sacred Weapons (Su)- BAB = Warpriest lvl = 20; 2d8 damage; +5 magic bonus 20 rounds/day
*1st- Spontaneous Casting: Heal spells
*2nd- Fervor (Su)- a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. 7d6 heal, 10+/day . The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock.
*4th-Channel Energy (Su): DC 25
*7th- Sacred Armor +1 bonus; 8 minutes/day. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19).
*Aspect of War (Su): At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. After activating this ability, for 1 minute the warpriest treats his level as his base attack bonus, gains DR 10/—, and can move at his full normal speed regardless of the armor he is wearing or his encumbrance. In addition, the blessings he calls upon don’t count against his daily limit during this time.
Spells-
0-5 (DC17)
1-5+1 (DC18)
2-5+1 (DC19)
3-5+1 (DC20)
4-5+1 (DC21)
5-5+1 (DC22)
6- 5 (DC23)[/b]
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[spoiler=Racial Abilities ]
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Sacred Tattoo: +1 luck bonus on Saving Throws
City Raised: proficient with Whips and Longswords, +2 to Knowledge: Local
Shaman Assistant: Endurance Feat
Darkvision: 60ft
+2 racial bonus on Perception checks
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Climb: +14
Diplomacy: +21
Heal: +9
Intimidate: +21
Linguistics: +3
Perception: +27
Ride: +5
Sense Motive: +13
Spellcraft: +10
Stealth: +0
Survival: +9
Swim: +14
Knowledge: Religion: +12
Knowledge: Local: +10
Knowledge: Engineering: +6
Knowledge: Planes: +3
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*+5 Mithral O-Yoroi=35700
*+5 Keen Adm Falchion=75075
*+5 Darkwood Buckler=25203
*Cloak Res +5= 25000
*Belt Physical Might +6 STR/CON=90000
*Headband Mental Superiority +4 INT/WIS/CHA= 64000
*Ring of Prot +5=50000
*Amulet of Natural Armor +5=50000
*Ring of Feather Falling=2200
*Handy Haversack=2000
*Manual of Gainful Excersize+5=137500 (Read)
*Manual of Bodily Health+4=110000 (Read)
*Tome of Quickness of Action +2=55000 (Read)
*Tome of Understanding +2=55000 (Read)
*Dusty Rose Ioun Stone: +1 insight bonus to AC=5000
*Boots of Speed=12000
*Gloves of Dueling=15000
*Tunic of Deadly Might=6000
*Jingasa of the Fortunate Sodier=5000
*Spellguard Bracers=5000
2282 gp unspent
Backpack, Common [
Bedroll
Flint and Steel
Trail Rations (x5)
Rope (Hemp/50 ft.)
Waterskin (Filled)
Smoked Goggles
Earplugs
Messkit
Belt Pouch
Holy Symbol
Alchemist Fire (x5)
Anti Toxin (x3)
Anti Plague (x3)
Vermin Repellent (x3)
Hot/Cold Weather Gear
]
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Valgrim is of medium height but broad shouldered. He is a warpriest dedicated to Iomedae. Valgrim prefers to be thought of as a Paladin or Crusader and tends to act in that manner although he recognizes when bad things need killing. His divine magic is focused on buffing himself to make his defense and attack abilities better. He was abandoned by his parents near Jol, found by Ulfen commoners, taunted for his heritage and found acceptance in Lastwall when he fled Ulfen lands. Eventually he performed many noble acts in the service of Iomedae and was taken to the arena for more tests in her name.
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Personality
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Valgrim believes himself to be a holy warrior and acts accordingly until something deserves to perish. He carries himself in an honorable manner but not gullible to the realities of the world like some Paladins and Clerics behave. He is a loyal friend and a determined opponent.