Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.
This stone chamber is filled with a roar every dozen heartbeats, similar to the sounds of surf, but amplified. A large pool of water fills the southern half of the chamber and extends shallow fingers almost to the northern wall. Bug is the only one with a clear view, Rena needs to make perception check at a minus 4 to see anything. there rest of the party just sees the others backs.
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
"If you want a bath, there's that water elemental with the serpent toy inside, I guess that would count huh? No? Why are you looking at me like that bug?"
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Less joking, more walking. Let's not waste Quiz's spell.
Xavier was the killjoy as always. The serious one. But since these 4 had been thrown together he'd been trying very hard to keep everyone alive. Considering the risks they took, he was doing a good job.
Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip
He will take a look below water to check for issues, but will generally swim on the surface where he can get air (I assume water breathing has expired, if it has not, he will swim under water).
When Bug dips under water he is free from making a save. Rena, Quiz and Xavier need to make will saves as fine golden dust covers the tunnel passage. Your eyes begin to burn as they water.
Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip
Bug will pop his head above water and speak. "Hey guys, there's something swimming in here. I can't see it though. Not sure what to do. " then seeing what happened out there "Ooh shiny!"
Bug when you pop your head up you can see the cold, black eyes, of a creature that is not quite alive. Its bluish-green skin slick with moisture and stinking of brine and the muck of the tidal flats. Its hands and feet are webbed, and its facial features are blunted by the smooth, frog-like skin that covers them. It makes no sound in the water its has unkempt hair and barnacle-encrusted body. It has a nasty looking trident, a wand case strapped around chest, along with several pieces of jewelry.
plus 1 pt constitution damage as your lungs begin to fill with salt water.
Drowning Touch (Ex):
The touch of a sea-sworn causes the lungs of a living creature to fill with salt water, dealing 1 point of Constitution damage. Creatures with the aquatic or water sub-types, creatures that do not need to breathe, and creatures which can breathe water are all immune to this special attack.
Two of the bludgeoning attacks hit they hit at half damage but even those hits look a tad bit weaker as some of the damage appears to have been absorbed by the creature.
damage tracker:
Bug Hit
24/2 = 12 - DR 5= 7HP
23/2 =11 - DR 5= 6 HP
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
I'm thinking of summoning a flanking partner for bug, but I don't want to waste resources if Bug can kill it by round 3. Mind you the summons will stick around for 8 mins so maybe its no big deal if Bug does kill this thing quickly as I doubt we will stay out if trouble for long.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Xavier's eyes widen as he sees the 'thing' spring out at bug.
Let me through!
BTW! We are still invisible unless we attack correct?
The war priest pushes foreward (to the square immediately north of Bug, which threatens the creature) and uses his DETECT ALIGNMENT to see if it could be a target for his Smite.
Detect Alignment:
Detect Alignment (Sp)
At 3rd level, a champion of the faith can detect his opposed alignment. As a move action, the champion of the faith can focus on a single item or creature within 60 feet and determine whether it possesses the opposed alignment, as detect chaos/evil/good/law, learning the strength of the aura as if he had studied it for 3 rounds. The champion of the faith does not detect alignment in any other object or creature when using this ability in this way. This ability replaces the bonus feat gained at 3rd level.
If the duration is cool, I should still be invisible
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
No the will save is just to negate blindness. We're lit up like a christmas tree. See teh spell description. Oh and I'm just going to assume somebody told Quiz what's going on, and that he has a rough idea where the water is (well he can hear the splashing). Sadly it looks like it will be impossible to flank the thing unless it moves, too bad I was hoping to help Bug pulverize it.
"Some undead thingy in the water? What we need is a Hound Archon, with er, ahm, Gills! Yeah that out to do it!"
Quiz starts muttering something in a spidery incomprehensible language and he points vaguely in the direction of the splashing and snaps his fingers muttering, "Over there will do nicely!"
So Quiz uses 4 Arcane Resevoir points to Summons a Hound Archon, with a 1-pt evolution: gills and +4str/con. As far as I can tell it can also breathe air normally too - nothing in the stat block says it can't.
Gills (Ex):
Source: Advanced Player's Guide
An eidolon has gills and can breathe underwater indefinitely.
The hound archon will cast Aid on itself this turn and then move as needed to get into combat.
Aid Temp HP:1d8 + 5 ⇒ (3) + 5 = 8
Hound Archon Statblock - stuff thats changed:
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 39 (6d10+6) + 12 = 51 HP
Fort +6, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15
OFFENSE (excluding aid)
Speed 40 ft.
Melee bite +10 (1d8+5), slam +10(1d4+2) or mwk greatsword +11/+5 (2d6+6), bite +5 (1d8+3)
Spell-Like Abilities (CL 6th)
Tracked Spells and HP, etc...:
Hound Archon = 59 HP, 8 minutes remaining
Aid on Hound Archon = 5 minutes remaining
Being blind is a nuisance ;) Is it reasonable for Quiz to assume 1. There is a fight with an aquatic creature, 2. The general location of the water?
You never really saw what the cave or terrain looked like due to the tunnel dimensions. You did hear Bug get in water but you have have no idea what is out there or what is going on...it could be in the water, on the water, or flying.
Xavier's eyes widen as he sees the 'thing' spring out at bug.
Let me through!
BTW! We are still invisible unless we attack correct?
The war priest pushes foreward (to the square immediately north of Bug, which threatens the creature) and uses his DETECT ALIGNMENT to see if it could be a target for his Smite.
** spoiler omitted **
If the duration is cool, I should still be invisible
[dice=Religion] 1d20+4
You are shining brightly with the glitterdust. Remember you are in a tight area you'll be squeezing to get by Rena (not Quiz since he is small) and once you get through Rena you fall into deep water.
Xavier, Religion check:
During the troubled times following Andoran’s break with Cheliax, Chelish necromancers created the sea-sworn to fill the need for ruthless and overpowering marines who would serve the navy tirelessly. “Volunteered” by their captains, these sailors and warriors were forced to undergo hideous rites culminating in their dying and being reborn
as undead monstrosities uniquely suited to making war at sea. Powerful swimmers without the need to breathe or eat, and nearly impossible to destroy in their natural element, these crack teams were the bane of Andoren ships, with just a handful of the fast-healing horrors capable of overrunning the mightiest frigates. Concerned that such effective troops might reach too far, the Chelish government ordered them anchored to their role with the “curse of the sea-sworn,” rendering them incapable of abandoning their ships or the sea. As further protection, the Chelish leaders frequently placed geas spells on the sea-sworn leaders, tasking them with policing their own and making sure that the undead sailors never strove to become more than what they were
intended as: cold, heartless tools of Chelish ambition.
religion:
SPECIAL ABILITIES
Curse of the Sea-Sworn (Ex) Sea-sworn function normally whenever in contact with salt water or aboard a vessel floating (or sunken) in salt water. A sea-sworn taken outside these conditions by any means quickly withers away, taking 2d6 points of damage per round.
Drowning Touch (Ex) The touch of a sea-sworn causes the lungs of a living creature to fill with salt water dealing 1 point of Constitution damage. Creatures with the aquatic or water sub-types, creatures that do not need to breathe, and creatures which can breathe water are all immune to this special attack.
Fast Healing (Ex) A sea-sworn gains fast healing 2 whenever
it is immersed in salt water to a depth of at least one quarter
of the creature’s height.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
So am I currently submerged? Or is it chest deep? An if so is WATER BREATHING still active? We had 2 hours duration and I would think so but that is not my call.
Your 2 hours is up by now between the journey over, scouting the doors/wall, several fights, periods of rest to study up on spells, and cautiously venturing onward.
The area nright after Rena is the water and it is deep so you are submerged unless you choose to swim...then make a swim check. If you are swimming tell me are you swimming on top of the water or below the water.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
As soon as Daniel hit the water he would have used a free action to drop his shield. DC to swim on top on Calm Water is 10. Upon hitting the water he would have used a Fervor SWIFT ACTION to cast AIR BUBBLE. As soon as his Knowledge revealed an Evil Undead he SMITES as a Free Action. Swim:1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Xavier manages to stay afloat as he hits the water and calls Undead. Heals in water. Touch drowns.
Only 1 Fervor left now. But I am gonna Nuke this thing! Current AC vs Smite Target 23. Saves 10/6/14 all my attacks bypass it's DR and concealment.
Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps
I officially hate this place... Quiznab, stay here. But remind me that I hate this place when I write the official report.. While she talks, she finds a cerulean colored extract. She swallows it...
Touch of the Sea. Swim +8, take 10 while distracted, move 30.
As soon as Daniel hit the water he would have used a free action to drop his shield. DC to swim on top on Calm Water is 10. Upon hitting the water he would have used a Fervor SWIFT ACTION to cast AIR BUBBLE. As soon as his Knowledge revealed an Evil Undead he SMITES as a Free Action.
[dice=Swim] 1d20+7-5
Xavier manages to stay afloat as he hits the water and calls Undead. Heals in water. Touch drowns.
Only 1 Fervor left now. But I am gonna Nuke this thing! Current AC vs Smite Target 23. Saves 10/6/14 all my attacks bypass it's DR and concealment.
Moves and squeezes by allies; swim would equal a second move action. Dropping shield free action, swift action is air bubble.
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
I was thinking about using quick study to swap some spells in, but no I'm blind I can't read a spell book.
Quiz gets a sandwidge out and a small canteen of coffee. The sandwidge has roast beef, melted cheese, tomato and lots of gravy, it takes like a slice of heaven. Unfortunately he spills the coffee and where it splashed looks suspicious. He hopes nobody noticed.
Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.
This is the private recruitment thread for Treasure of Chimera Cove.
I was asked to run a one shot game that featured characters from the ACG, so here's the private recruitment page. Sorry this particular game already filled. I would like to sample the playability of classes to see if they are over/underpowered.
Point Buy 20, plus your 4th level Stat bonus
No score below a 10, before racial adjustment.
Races: Core only
Classes: ACG only
Traits: 1 trait from the APG
Everyone’s base begins: At Level 6. Full HD for level 1 and 2, roll for levels 3 - 6. Reroll 1's.
Starting wealth: 16,000 gp. You can have no more than 5000 GP in any one item.
Alignment: No real alignment restrictions, except you must work well together.
Ability scores and Skills: Explain how you arrive at your ability scores and skill totals. This makes it easy for me, so I do not have to deconstructive builds.
I would like this to be relatively fast paced game especially since it is limited to this one shot.
Everyone post your class so the other know what who is involved.
Also, disclose your time zone, I'm in eastern.
I'll get the discussion and Game thread open soon. I won't start posting substance in the game till tomorrow, so everyone can get their character built.
brawler
Oni-Spawn Tiefling Brawler (Mutagenic Mauler) 6 (Pathfinder RPG Advanced Race Guide 0)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 57 (6d10+12)
Fort +8, Ref +8, Will +5; +2 bonus vs. sleep, paralysis, and stunning
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +12/+7 (1d8+14)
Special Attacks brawler's flurry
Spell-Like Abilities (CL 6th; concentration +5)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9 (+11 grapple); CMD 23
Feats Armor of the Pit[ARG], Dragon Style[UC], Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits indomitable faith, mizu ki hikari rebel
Skills Acrobatics +11, Climb +14, Craft (alchemy) +6, Disguise +1, Intimidate +5, Perception +10, Ride +6, Sense Motive +5, Swim +14
Languages Abyssal, Common
SQ brawler strike, close weapon mastery, knockout, mutagen, mutagen damage bonus, unarmed strike
Combat Gear mutagen, oil of bless weapon (2), potion of restoration, lesser, quick runner's shirt, wand of infernal healing (50 charges), alchemist's fire (4); Other Gear +1 brawling mithral chain shirt, belt of giant strength +2, boots of the cat, cloak of resistance +1, handy haversack, dungeoneering kit, deluxe, 540 gp
--------------------
Special Abilities
--------------------
Boots of the cat When falling, always land on feet and take the minimum damage.
Brawler Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 18) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min.
Mutagen Damage Bonus +2 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Brawler
Human (Shoanti) Brawler (Mutagenic Mauler) 6
N Medium humanoid (human)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +2 Dex, +1 deflection, +1 dodge)
hp 57 (6d10+12)
Fort +8, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +13/+8 (1d8+8)
Ranged sling +8 (1d4+4)
Special Attacks brawler's flurry
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +6; CMB +10 (+13 grapple); CMD 24 (31 vs. grapple, 30 vs. trip)
Feats Dodge, Dragon Style[UC], Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits indomitable faith
Skills Acrobatics +11, Climb +13, Craft (alchemy) +5, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (local) +4, Perception +9, Swim +13
Languages Common, Shoanti
SQ brawler strike, close weapon mastery, knockout, mutagen, mutagen damage bonus, unarmed strike
Combat Gear alchemist's fire (4); Other Gear +1 brawling mithral chain shirt, sling, belt of giant strength +2, boots of the cat, cloak of resistance +1, handy haversack, ioun torch ioun stone, ring of protection +1, alchemist's kit, dungeoneering kit, deluxe, 575 gp
--------------------
Special Abilities
--------------------
Boots of the cat When falling, always land on feet and take the minimum damage.
Brawler Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
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.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Knockout (1/day, DC 17) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min.
Mutagen Damage Bonus +2 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Since we have several martial characters, I'm curious to see how effective Threatening Illusion + Effortless Trickery is, especially since Arcanists can pump the DCs up quite high. Should make for some interesting RP opportunities since illusions are so flexible.
I've yet to deck him out with mundane gear, and I'm probably missing some important utility things from his spell book. I'll sort that out tomorrow.
build:
Quiznib
Gnome Arcanist 6
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 34 (6d6+6)
Fort +5, Ref +6, Will +7; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Gnome Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals Arcanist Spells Prepared (CL 6th; concentration +11):
. . 3rd—threat major image (DC 19)
. . 2nd—create pit{super}APG{/super} (DC 17), threat silent image (DC 18)
. . 1st—blurred movement, grease, silent image (DC 18), vanish{super}APG{/super} (DC 18)
. . 0 (at will)—acid splash, dancing lights, detect magic, detect poison, ghost sound (DC 17), message, resistance
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats Effortless Trickery, Spell Focus (illusion), Threatening Illusion
Traits magical lineage
Skills Knowledge (arcana) +16, Knowledge (history) +12, Knowledge (local) +12, Knowledge (planes) +12, Perception +6, Spellcraft +14, Stealth +12
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
SQ arcane reservoir, arcanist exploits (dimensional slide, potent magic, quick study), consume spells
Combat Gear potion of cure serious wounds, potion of fox's cunning, potion of levitate, scroll of daylight, scroll of haste (x2), wand of mage armor (50 charges), wand of mirror image (50 charges); Other Gear cloak of resistance +2, headband of vast intelligence +2, 150 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Magical Lineage (Major Image) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Scroll of daylight Add this item to create a scroll with spells on it.
Scroll of haste (x2) Add this item to create a scroll with spells on it.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Threatening Illusion One 5 ft square of illusion (figment) spell threatens foes. +1 Level.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of mirror image (50 charges) Add this item to create a wand of a chosen spell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
With a Will save of +9 before gear the enchantment stuff should not be an issue for Xavier.
Note: With a 15 wisdom he is not an offensive caster. So he will focus on buffing and condition removal.
Trying to identify the hole... range/archer? traps/skills?
Mysterious Avenger w/scorpion whips and two-weapon fighting (remember that scene at the end of Underworld)... Combat Patrol and get trip happy. Cool, but very little damage output themselves.
Over-sized Large Crossbow & Gravity Bow (magic) combo for 3d8.
Trying to identify the hole... range/archer? traps/skills?
Mysterious Avenger w/scorpion whips and two-weapon fighting (remember that scene at the end of Underworld)... Combat Patrol and get trip happy. Cool, but very little damage output themselves.
Over-sized Large Crossbow & Gravity Bow (magic) combo for 3d8.
As a suggestion, when considering the ACG classes, look over the archetypes. From my (admittedly fairly light outside of certain classes) perusal the archetypes often offer a substantial boost.
I'd be more than happy to throw in on either a wand of infernal healing or wand of CLW. The former is more cost effective per HP, but is fairly worthless in combat.