
Raventhorn |

Ive had this idea for a while now and letting you know never made this kind of character before but I really like the idea and maybe this is the best place to show him off
One question on AOO I assume I will need your feat AOO to have this character operate effectively because if you miss he then gets an AOO am I correct?
UNNAMED HERO CR 4
Male Human Monk (Master of Many Styles) 5
LN Medium Humanoid (Human)
Init +2; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 18, touch 17, flat-footed 16. . (+1 armor, +2 Dex)
hp 35 (5d8+5)
Fort +5, Ref +6, Will +8
Defensive Abilities Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed Strike +7 (1d8+4/20/x2)
Special Attacks Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 13, Int 10, Wis 18, Cha 10
Base Atk +3; CMB +8; CMD 23
Feats Combat Style Master, Deflect Arrows, Improved Unarmed Strike, Monk Weapon Proficiencies, Panther Style (1/round), Snake Fang, Snake Style, Stunning Fist (5/day) (DC 16)
Skills Acrobatics +10, Climb +11, Escape Artist +10, Perception +11, Sense Motive +14, Stealth +8, Swim +7
Languages Common
SQ AC Bonus +5, Fast Movement (+10'), Fuse Style (2 styles) (Ex), High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Bracers of Armor, +1, Potion of Barkskin +2 (2), Potion of Cure Light Wounds (8)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Style Master May switch styles as a free action
Deflect Arrows Deflect an incoming arrow once per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
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
High Jump (+5) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (5/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
1 feat is left over to take the AOO feat if needed which I believe i do lol
Please send me some feedback :)

The Producer |

Will we gain gold during this game or reset our ammo? If not, I'll need to change my sheet to buy extra ammo. I can make a thrower type who does damage with Strength if everyone thinks that necessary. A barbarian hurler or something like that.
Each successful match you'll earn an increasing percentage of your wealth by level. You all start a little elevated. Consider it a signing bonus. Between matches you'll be able to resupply and replenish expendables. Keep track of ammo.
Also, Twang, what's a "Fighter Barbarian?"

Raventhorn |

Ok considered it added, panther style will come in later but yea main focus is the snake style. So does it look like Jun Yu is complete?
Jun Yu CR 4
Male Human Monk (Master of Many Styles) 5
LN Medium Humanoid (Human)
Init +2; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 18, touch 17, flat-footed 16. . (+1 armor, +2 Dex)
hp 47 (5d8+5)+2 Favored Class bonus
Fort +5, Ref +6, Will +8
Defensive Abilities Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed Strike +7 (1d8+4/20/x2)
Special Attacks Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 13, Int 10, Wis 18, Cha 10
Base Atk +3; CMB +8; CMD 23
Feats Attack of Opputunity,Combat Style Master, Deflect Arrows, Improved Unarmed Strike, Monk Weapon Proficiencies, Panther Style (1/round), Snake Fang, Snake Style, Stunning Fist (5/day) (DC 16)
Skills Acrobatics +10, Climb +11, Escape Artist +10, Perception +11, Sense Motive +14, Stealth +8, Swim +7
Languages Common
SQ AC Bonus +5, Fast Movement (+10'), Fuse Style (2 styles) (Ex), High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Bracers of Armor, +1, Potion of Barkskin +2 (2), Potion of Cure Light Wounds (8)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Style Master May switch styles as a free action
Deflect Arrows Deflect an incoming arrow once per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
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
High Jump (+5) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (5/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

The Producer |

Twang, Weapon Focus and Weapon Specialization do not apply to both Longbows and Composite Longbows. Pick one or the other (unless the Longbow entry is a typo).
Assuming you have a second composite longbow, and not a longbow, your total wealth spent appears to be 11,850 gp. Please notate remaining funds, or spend them.
Also, please check your carrying capacity. You have a Strength of 10 and a lot of gear to lug around. It may reduce your speed if you're over your light load.

Raventhorn |

Woops just saw requirements for AOO fixed myself now have 12 con and 11 int which was orginal stats in first place :)
Jun Yu was abandoned on the steps of a temple and adopted and raised by the monks who lived there Jun Yu took to their martial style and excelled. At the age of 14 he traveled to a neighboring temple and soon learned their own style and incorporated it into his own unique style. He now travels the world in search of other worthy styles of martial prowess to adapt for his own means and perhaps a worthy opponent.
JUN YU CR 4
Male Human Monk (Master of Many Styles) 5
LN Medium Humanoid (Human)
Init +2; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 18, touch 17, flat-footed 16. . (+1 armor, +2 Dex)
hp 47 (5d8+5)
Fort +5, Ref +6, Will +8
Defensive Abilities Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed Strike +7 (1d8+4/20/x2)
Special Attacks Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 12, Int 11, Wis 18, Cha 10
Base Atk +3; CMB +8; CMD 23
Feats Attacks of Opportunity,Combat Style Master, Deflect Arrows, Improved Unarmed Strike, Monk Weapon Proficiencies, Panther Style (1/round), Snake Fang, Snake Style, Stunning Fist (5/day) (DC 16)
Skills Acrobatics +10, Climb +11, Escape Artist +10, Perception +11, Sense Motive +14, Stealth +8, Swim +7
Languages Common
SQ AC Bonus +5, Fast Movement (+10'), Fuse Style (2 styles) (Ex), High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Bracers of Armor, +1, Potion of Barkskin +2 (2), Potion of Cure Light Wounds (8)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Attack of Opportunity Able to use Attack of Opportunity
Combat Style Master May switch styles as a free action
Deflect Arrows Deflect an incoming arrow once per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
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
High Jump (+5) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (5/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

Twang Slugbitter |

I'll go over the money and carrying capacity, adding notations to the sheet to make sure of the numbers.
Twang does carry a spare bow in case his is sundered. An error on the noted type might explain the money. I'll double check. EDIT: I'm fairly certain the extra 150 gold was to make the Mithril Shirt masterwork so I could enchant it. Is the shirt considered masterwork already? I did not see that in the description.
I was unaware that Wpn Focus and Specialization didn't apply to both types of longbows. I always assumed the end of the weapon description meant they did stack.
http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/longb ow-composite
If that refers to some other feats I'm unaware of, I'll fix that on the sheet too. I'll probably try to make sure both weapons are composite just so we don't have to worry about ranges changing if a weapon is sundered.

The Producer |

Mithral armor includes the masterwork cost, as per the entry on mithril items.
Apologies about the bows, I somehow missed that bit, tacked onto the end of the wepon description.
Feel free to save unspent money. It can be used to purchase other items in the future, when you win matches and gain gold.

Raventhorn |

Spoiler with fixed gold= 156 gold
JUN YU CR 4
Male Human Monk (Master of Many Styles) 5
LN Medium Humanoid (Human)
Init +2; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 18, touch 17, flat-footed 16. . (+1 armor, +2 Dex)
hp 47 (5d8+5)
Fort +5, Ref +6, Will +8
Defensive Abilities Evasion; Immune disease
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed Strike +7 (1d8+4/20/x2)
Special Attacks Ki Strike, Magic
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14, Con 12, Int 11, Wis 18, Cha 10
Base Atk +3; CMB +8; CMD 23
Feats Combat Style Master, Deflect Arrows, Improved Unarmed Strike, Monk Weapon Proficiencies, Panther Style (1/round), Snake Fang, Snake Style, Stunning Fist (5/day) (DC 16)
Skills Acrobatics +10, Climb +11, Escape Artist +10, Heal +6, Perception +11, Sense Motive +14, Stealth +8, Swim +7
Languages Common
SQ AC Bonus +5, Fast Movement (+10'), Fuse Style (2 styles) (Ex), High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Bracers of Armor, +1, Healer's kit (10 uses), Potion of Barkskin +2 (2), Potion of Cure Light Wounds (8), Pouch, belt (empty), Pouch, belt (empty), Pouch, belt (empty), Pouch, belt (empty), Pouch, belt (empty), Shaving Kit, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Style Master May switch styles as a free action
Deflect Arrows Deflect an incoming arrow once per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
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
High Jump (+5) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (5/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

The Announcer |

"Seems the contestants are piling in after the holidays wind down! Early entrants, Yark Flayschildren and Jhok "The Reaper" are now joined by Dumb Karl (living up to his namesake already!), Twang Slugbitter, and Jun Yu. I wonder who else will show up this season, and who will make the final team roster. Stay tuned!"

Twang Slugbitter |

Mithral armor includes the masterwork cost, as per the entry on mithril items.
You have just saved some of my other characters some money. I've read that rule before, but it just never stuck in my head for some reason. I'll set aside that gold for future purchases and note the same on the character sheet.
EDIT: Double-checked prices and we both agree there is 150 gold left over. It is listed as unspent on my character sheet.
Gear weight that Twang carries 13.5 lbs total (Arrows, composite longbow, javelins inside the quiver, so their 24 lbs weight doesn't affect carrying capacity.) His total gear weight is 37.5.
His carrying capacity is 24.75 light, medium 24.76-49.5, heavy 49.6-75, lift over head 75, lift off ground while staggering 150, drag 375 (weight in pounds)

The Announcer |

Yes, the discussion board is linked in both mine and The Producer's profile.
You are welcome to congregate there once you have a profile completed, to talk in or out of character. Gameplay will not begin until we have a team roster finalized. You're also welcome to hang out here and talk to potential talent.
Once the team roster is finalized, you all need to come up with a team name.
If you do not make the cut, feel free to hang out in the lounge and look for openings.
We're confident we can accommodate 6-8 players this time around.

The Announcer |

"Everything is viable if it follows the listed guidelines."
I believe Simon Hayes mentioned a desire for a similar build, but he hasn't produced a character sheet yet. And we've already got 2 invulnerable ragers as candidates, so it's not an issue of overlapping class roles.
Remember, you'll have to use the Animal Companion stats listed in the Tyrannosaurus entry. It will not become Large until 7th level. I do not know why the Beast Rider archetype lists Tyrannosaurus as a 4th level mount for a Medium character, when it starts as a Medium companion, and then progresses to Large at 7th. Has there been clarification or errata for this? All I can find on the boards are lots of questions.

Yark Flayschildren |

Sorry about the confusion about my armor. Vital guard basically gives me +2 AC when a critical is scored against me(it raises the confirmation DC by 2). That property is from Paizo's faction guide. Is this a usable resource? If not let me know and I'll change it. I also can't figure out the slight book keeping issue we're having. According to an audit I just did I've spent 12,862 gold on gear...let me get back to you with my solution.
Yark holds a piece of paper that says "BILL" on it and looks a little convused. Getting angry he walks over to the smith and picks him up by the collar. "HEY YOU SAID EVERYTHING COULD BE DONE FOR 12,000 NOT 12,862. He picks up the smith and throws him against the wall. "I refuse to pay your outragious prices...I'll go elsewhere." He then strips down to his loin cloth and drops all the items on the smith as he walks away.

Yark Flayschildren |

Okay everything should be fixed. I got rid of the extra ability on my armor(couldn't afford it) and readjusted some of my magic items. I have 134 gold left which I noted in the equipment section of my sheet.
Yark reappears wearing a very nice breast plate and carrying a orc double axe. "There much better...now lets see if I can find someone to test this new equipment on.

Simon Hayes |

@Zain Ashvale
I believe Simon Hayes mentioned a desire for a similar build, but he hasn't produced a character sheet yet. And we've already got 2 invulnerable ragers as candidates, so it's not an issue of overlapping class roles.
Yes, building my Beast rider right now. Half Orc, I'll be riding a dinosaur too, maybe an ankylosaurus. I'll be all about mounted combat.
I'll glad to have another cavalier around. Maybe we can see which teamwork choose, we could be very effective together
Sigz |

Presenting John Cross, first draft:
Human Fighter (Crossbowman) 2 / Rouge (Sniper) 3
Neutral Evil Medium Humanoid (Human)
Init +5; Senses perception +7
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 15, touch 15, flat-footed 10, (+5 dex,)
hp; 53/53
Fort +6, Ref +8, Will +2 (+3 vs, fear)
Defencive Abilities: Bravery +1, Evasion
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft.
Melee
Melee
Melee
Ranged
Ranged
Space 5, Reach 5
Special Attacks Deadly Aim, Point Blank Shot, Precice Shot, Rapid Shot, Sneak Attack +2d6
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 14, Dex 20, Con 14, Int 9, Wis 12, Cha 7
Base Atk +4; CMB +6; CMD 21
Feats; Armor Proficiency (light, medium, heavy), Crossbow Mastery (Heavy), Deadly Aim, Point-Blank Shot, Presice Shot, Rapid Reload (Heavy Crossbow), Rapid Shot, Toughness, Weapon Focus (Heavy Crossbow), Weapon Proficiancy (Rogue, Fighter)
Skills; Acrobatics +11, Climb +10, Disable Device +11, Escape Artist +11, Perception +7, Sence Motive +7, Stealth +11, Swim +10
Language; Common
Favored Class; Fighter
SQ; Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.
Rogue Talents; Combat Trick: Deadly Aim
Deadly Range (Ex): +10 ft.
Combat Gear;
Other Gear;
Weight carried: Ibs
Wealth; 12000 gp, sp, cp
Look feasible?
Edited with skills and stats, shopping left.

The Announcer |

"Well, looks like Yark here is a man of extreme convictions (nice loincloth, by the way)! I wonder how that tenacity will play out on the field, folks..."
"Joining us today are newcomers John Cross, a human tactical sniper who still needs to equip himself, and the half-orc Crugonk "the Beaster" (I wonder what, precisely, it is that he beasts?), a cavalier with an exotic mount. We are definitely seeing some overlap of gladiatorial styles this season, I wonder if their efficacy is as good as the contestants believe?"
"Well, folks, we still have a little time before all the sets and soundbytes are finished, and we'd like to get to know our preliminary competitors a little btter, wouldn't you?"
"Well, we'd like to ask all our competitors a series of simple questions, compiled by the most popular fan picks:"
"First, what is your signature move? Second, what sort of hobbies do you have outside of gladiatorial fighting? What makes you more qualified for the games than others looking for a spot on the team? And, finally, if you could be any famous person in the multiverse's history, who would it be, and why?"
"Well, we'll bring you all the tantalizing answers to your questions after this word from our sponsors!"
A fuzzy ripple coruscates through the air for a moment, and then a number of fetchlings with what appear to be magical boom mics and cameraesque equipment step out of invisible states and begin shuffling around between sets.
"That was terrible. We need to make sure the contestants aren't all just milling about willy-nilly. And, by the gods, some of them have no personality to speak of. Someone get the acting coaches in here and see if they can work their magic."
"Where's the agent for the Bonegrinders? I need her on the portalview in 5 minutes."
An ogre in the background tosses a leng attorney aside, and storms out a side door.
Three kobolds rehearse lines at a bar, while a scantily clad elf in black body paint throws down a white wig and complains to the Producer that he can't portray the depth of his character properly.

The Announcer |

No. Please re-read the character generation guidelines:
You may train your abilities in any class listed as allowed up to level 5, and start with 12,000 gp in starting wealth. Do not get too attached to your character.
You will fight increasingly difficult battles, with brief respites to recoup and plan your strategies. Once you win a total of 15 team matches, you will have a chance to battle the current Champion for your ticket to freedom. Each match will have different objectives and rules.
If you should fall, you are brought back to life twice. If you die a third time, you are animated as a mindless zombie for the games. Once you fall a third and final time, your team may replace you with a new gladiator equal to your current level -1. You will level up every 3 successful battles that you survive.
Allowed Races:
20-pt races: gnome, goblin, half-elf, half-orc, halfling, human, kobold
15-pt races: aasimar, catfolk, dhampir, drow, dwarf, duergar, elf, fetchling, grippli, hobgoblin, ifrit, orc, oread, ratfolk, suli, sylph, tengu, tiefling, undine, vanara, vishkanya
Allowed Classes: Antipaladin, Barbarian, Cavalier, Fighter, Monk, Ninja, Paladin, Ranger, Rogue, Samurai (As usual, variant classes do not stack with core classes. Alignment is relatively trivial in regard to team composition; in fact, drama and rivalry and make for good ratings.)
Other character generation rules:
-Allowed Books: Core Rule book, Advanced Player's Guide, Ultimate Combat
(we will not use traits, hero points, firearms, duels, performance combat, piecemeal armor, called shots, wounds and vigor, or armor as damage reduction)
-Max HP per level
-No traits.
-No middle/old age categories.
-No templates.
-No racial variants/favored class options from the APG.
-No Prestige Classes
-Mounts/Companions/Pets must have full stats on your profile.
-No Item Creation feats or Craft skill usage.
-No spellcasting. Any classes with spellcasting, such as ranger, must use a class archetype that replaces it. Paladins and Antipaladins may either keep their spellcasting or replace it with the ranger’s Trapper or Skirmisher archetype, at theirdiscretion.
-You can purchase any item up to 12,000 gp. Including trained animals, mounts, and hirelings (Any such creature must have full stats on your profile, and hirelings cost 10x the listed price, per match. You cannot hire spellcasters, as the game's producers are evil fiends who want to see you all die to boost ratings.).
-No Attacks of Opportunity. Abilities and feats such as Combat Reflexes, therefore, no longer exist, or will need to be modified on a case-by-case basis.
The only way to get attacks of opportunity is via the Attack of Opportunity feat, detailed below.
-Clever use of terrain, equipment, skills, unorthodox tactics, etc., will be rewarded, not punished, as long as it's viable and not outright silly.
-I'm not hand-holding; you need to be able to build a character by the rules without too many screw-ups. Check your HP, skills, favored class bonuses (either +1 skill rank or +1 HP per level), keep track of ammunition and consumables, get your saves, BAB, CMB/CMD correct, etc.

Jun Yu of the Black Serpent |

Jun Yu merely bows to the interviewing fetchlings and replies. "My signature move? It is called the Black Fang. Hobbies? Honing my skills and fighting style, I am always on the look for better moves to make my style the best in the world. That and a nice cup of Jasmine Tea. Why am I more qualified?"
Jun Yu looks puzzled for a momment then considers before grinning and replies " Because I am the best martial artist you have yet to see and every battle I fight merely makes me stronger." He smiles once more before bowing again and going to the gym to practice his style.

The Announcer |

"So far, our (mostly) statted contenders for the first PbP season of DUNGEONATORS! are as follows:"
Jhock "The Reaper" (half-orc invulnerable rager barbarian 5)
Yark Flayschildren (orc invulnerable rager barbarian 5)
Dumb Karl (half-elf thug rogue 5)
Twang Slugbitter (goblin fighter 5)
Jun Yu of the Black Serpent (human master of many styles monk 5)
Crugonk "the Beaster" (half-orc beast cavalier rider 5)
John Cross (human crossbowman fighter 2/sniper rogue 3)

Mr. Swagger |

DHAREN STONEARROW CR 4
Male Dwarf Ranger (Guide) 5
NN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +10
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17. . (+7 armor, +3 Dex)
hp 49 (5d10+10)
Fort +8, Ref +9, Will +5
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Falchion +8 (2d4+4/18-20/x2) and
. . Unarmed Strike +7 (1d3+2/20/x2)
Ranged +1 Longbow, Composite (Str +2) +9 (1d8+3/20/x3)
Special Attacks Ranger's Focus +4 (2/day)
--------------------
STATISTICS
--------------------
Str 14, Dex 17, Con 14, Int 12, Wis 14, Cha 7
Base Atk +5; CMB +7; CMD 20
Feats Deadly Aim -2/+4, Endurance, Point Blank Shot, Precise Strike, Rapid Shot
Skills Acrobatics +0, Climb +7, Diplomacy +3, Escape Artist +0, Fly +0, Perception +10, Ride +0, Spellcraft +9, Stealth +8, Survival +10, Swim +7
Languages Common, Dwarven, Undercommon
SQ Greed, Hardy +2, Hatred, Poison Trap (Ex) (Su), Slow and Steady, Snare Trap, Stability, Stonecunning +2, Terrain Bond (Ex), Terrains: Forest (+2 bonus) (Ex), Track +2, Trap (2/day) (DC 14), Trapfinding +2, Wild Empathy +3 (Ex)
Combat Gear +1 Agile Breastplate, +1 Falchion, +1 Longbow, Composite (Str +2), Arrows (100); Other Gear Backpack, Masterwork (empty), Cloak of Resistance, +2, Grappling hook, Poison, Drow Poison (10), Rope, silk (50 ft.)
659 gp
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Trap (Ex) (Su) Effect The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. If it is an extraordinary trap, the ranger must provide 1 dose of contact, inhaled, or injury poison w
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ranger's Focus +4 (2/day) (Ex) +4 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Slow and Steady Your base speed is never modified by encumbrance.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap,....
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Track +2 +2 to survival checks to track.
Trap (2/day) (DC 14) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +2 +2 to find or disable traps.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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.
I will create e profile if he is approved.

Mr. Swagger |

DHAREN STONEARROW CR 4
Male Half-Orc Ranger (Guide) 5
NN Medium Humanoid (Orc)
Init +4; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17. . (+7 armor, +3 Dex)
hp 49 (5d10+10)
Fort +9, Ref +11, Will +5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Falchion +8 (2d4+4/18-20/x2) and
. . Unarmed Strike +7 (1d3+2/20/x2)
Ranged +1 Longbow, Composite (Str +2) +10 (1d8+3/20/x3)
Special Attacks Ranger's Focus +4 (2/day)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 13, Cha 8
Base Atk +5; CMB +7; CMD 20
Feats Deadly Aim -2/+4, Endurance, Point Blank Shot, Precise Strike, Rapid Shot
Skills Acrobatics +1, Climb +7, Diplomacy +4, Escape Artist +1, Fly +1, Intimidate +1, Perception +9, Ride +1, Spellcraft +9, Stealth +9, Survival +9, Swim +7
Languages Common, Orc, Undercommon
SQ Poison Trap (Ex) (Su), Snare Trap, Terrain Bond (Ex), Terrains: Forest (+2 bonus) (Ex), Track +2, Trap (2/day) (DC 13), Trapfinding +2, Wild Empathy +4 (Ex)
Combat Gear +1 Agile Breastplate, +1 Falchion, +1 Longbow, Composite (Str +2), Arrows (100); Other Gear Backpack, Masterwork (empty), Cloak of Resistance, +2, Grappling hook, Poison, Drow Poison (10), Rope, silk (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Trap (Ex) (Su) Effect The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. If it is an extraordinary trap, the ranger must provide 1 dose of contact, inhaled, or injury poison w
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ranger's Focus +4 (2/day) (Ex) +4 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Track +2 +2 to survival checks to track.
Trap (2/day) (DC 13) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +2 +2 to find or disable traps.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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.
I will change the name to something less dwarvish later.

The Announcer |

No worries. I find it interesting that people are more concerned over the minor difference in point buy, when some builds could easily benefit from the 15-py races. Outsider (native) races, for example, get some decent resistances, usually, and automatic martial weapon proficiency- and they usually have decent ability score bonuses. Some of the other races have multiple combat-relevant skill bonuses, decent resistances, various attack bonuses, and spell-like abilities.

Mr. Swagger |

Those outsiders don't get automatic martial weapon proficieny unless they have racial HD. I know the book does not read that way but James Jacobs and another developer cleared that up on another thread. I will try to find it for you. As for the bonuses the 5 points of resistance is not worth it to most people.
As for ability scores most of them are at a +2 just like the core book races. The attack bonuses, if any, or situational. As for the skill bonus, the elf, half-elf, and orc have decent skill boost.
<goes to check for the martial weapon thread for outsiders>
edit:changed posting persona.

Mr. Swagger |

outsiders dont get martial weapons without racial HD link
They do get other things, link
Note that James response was FAQ'd and it was ruled as "no reply required".

Mr. Swagger |

Well, in this game they do unless I see official errata in my Downloads. Part of the whole appeal of being an Outsider, and makes being an ifrit/undine/oread/sylph not completely suck. In a game where the players don't get to be spellcasters, those resistances help a lot.
Well in that case I might have to look over your races again. :)