
baldwin the merciful |

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.

Warpriest |

Crap. I'm gonna be heavy!
Rough Build but I may change feats.
Champion of The Faith Warpriest
1-Aura, Blessings (Good,Destruction), focus weapon: Bastard Sword, orisons, sacred weapon (Good aligned), Fey Touched, Desperate Battler
2-Fervor 1d6
3-Detect EvilPower Attack
4-Smite Evil 1/day
5-Fervor 2d6, Divine Protection
6-Vital Strike
Basically I am thinking a Heavy Armor and Mountain of HP Tank.
Fey Touched means when I use Fevor to LOH I get 2d6+4hp
Divine Protection adds CHA to saves (Currently F9/R4/W9 with no gear)
Combat wise is pretty standard Wpn Fcs: Bastard Sword, Desperate Battler to up my to hit.
Power Attack, and Vital Strike means Roll 2d10+6 for damage

drbuzzard |

Here's the
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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.

drbuzzard |

OK, this time with feeling.
Brawler
Human (Shoanti) Brawler (Mutagenic Mauler) 6
N Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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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
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Offense
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Speed 30 ft.
Melee unarmed strike +13/+8 (1d8+8)
Ranged sling +8 (1d4+4)
Special Attacks brawler's flurry
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Statistics
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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
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Special Abilities
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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.

Captain Johnson |

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.
Gnome Arcanist 6
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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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)
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Offense
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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
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Statistics
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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
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Special Abilities
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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.
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Gerard Nisroc |

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.

baldwin the merciful |

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.
Looks like the skill monkey is needed.

Gerard Nisroc |

Looks like an over-sized, Large +1 Repeating Heavy Crossbow wielding Elven Investigator.
10, 18, 12, 16, 12, 10 - buy (10, 16, 13, 14, 12, 10 / +2 Dex, +2 Int, -2 Con, +1 Con @4th)
Exotic Weapon Prof - Heavy Repeating Crossbow
Point Blank Shot
Precise Shot
+1 Large Heavy Repeating Crossbow - 3100 gp?
Bracers of Falcon's Aim - 4000 gp
Muleback Cords - 1000 gp
+1 Mithral Shirt - 2100 gp