
Duboris |

While we're here I'll lay the groundwork for your characters and do what I can to explain how things work.
Character Creation
Stats - 25 point buy, and no stats lower than 8
Traits - Characters must, instead of a trait, pick one class skill to give a +2 untyped bonus. This skill immediately becomes a class skill, whether it is or not.
Health - For the sake of avoiding dice fraud, health will be half +1 at all levels, with the exception of the first, which is full.
Class bans - No player may be a Gunslinger or Summoner, and any feat involving either of them particularly, such as gunsmithing, is also strictly prohibited.
races - All Core and featured races may be played, although Tieflings with traits taken from the book, blood of fiends/demons/devils or whatever it's called, must be overlooked.
I will not move on my decision to ban Summoners or Rogues, as I'm aware of how broken they can get, especially at such high levels.
Item Acqusition
315,000 Gold.
- That's a lot of gold. More than almost any player has ever had the luxury of getting, attaining, or having the courtesy of using. Here's some things to point out to you, as this is my most comfortable level of playing.
Headbands for Casters, and Belts for Physical players. Rings of Natural protection and Amulets both cost 50,000 at +5, which is alot, and it's terribly important. beyond that, it's your armor and your weapon, and I wouldn't be afraid to bring whatever armor you're wearing up to +5, honestly.
Beyond that, no item that you get, no matter what, may be worth more than 100,000 gold, and casters may not purchase items under the assumption that they crafted them, either. So you're all even in that regard.
Now, here's the final question about your characters you're all wondering about. In the final form of the game, you're all just very successful heroes of Golarion, and where you're from or what you've done honestly doesn't matter at all. That's a little brunt, but here's the nitty gritty that you need to concerned about.
Frakture
- Your primary suitor, and the person who's going to be barking orders. She's a deity, to say the least, but a minor one with a very niche, yet ultimately important job. I won't reveal what that is yet, but all of you are snatched from your successful lives for what she believes is a simple job. She's wrong, but at the same time you can't particularly argue with a somewhat automated no-nonsense deity.
Beyond this, you learn the most important parts of the story within game. If you've any questions, or quaries, I'll answer them.
My only request is that this is a mid-optimization game, so try not to break your characters too much, will you?

Will Pratt |

"Ogren" checking in here. Quick question. Would you mind if I were to just recreate Ogren for this game? I've been itching to play a brawler since the book came out and this is the first chance I've had.
Oh and this may not be allowed which is fine but would I be able to take 2 levels of anti paladin?

Duboris |

I actually strictly abhor the Agile weapon quality, unfortunately. I don't like that it single handedly undermines strength builds because it gives damage AND ac from the same stat. I know agile doesn't give AC, but it gives you free reign to pump dexterity with reckless abandon. That said I won't allow it, unfortunately.
That aside 3 Anti paladin levels is fine. Exactly why are you taking Antipaladin levels again?

Will Pratt |

I completely understand that I just though I'd ask. And I'm taking Anti-Paladin levels for this
Aura of Cowardice (Su): At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
A combination of that ability the Enforcer feat and the Cruelty Weapon special quality go together quite well. Also the getting my Cha to saves bit is nice to

Ogren |

I'm not expecting to use it at all honestly I'm taking the three levels for unholy resistance (cha to saves) and being able to make everything shaken and sickened thanks to enforcer and crulety. I should have my PC up for inspection by Tuesday for you. I've done a lot of high level play and already had Ogren pretty much mapped out so I know what I'm doing with him.
The only other thing I'm thinking about doing is taking 1 level of Master of many styles. Don't worry though I won't be using it with pummeling style.

Duboris |

Instead of Antipaladin you could take the Divine Protection Feat which gives your cha to all saves. However that doesn't stack with the antipaladin bonuses... they recently Erratad that and I laughed myself silly because Giantintheplayground forums lost their minds because a bunch of builds got axed.
basically a lot of munchkins got mad.
That aside, you just need 1 divine class.

Keres Miyaro |

Scratch that. I'll go Druid assuming the campaign is Druid friendly, if its not, then I'll play a cleric. Will be pretty happy either way/
Ogren, pretty sure you can combine Anti Paladin with a level of Swashbuckler to pick up Weapon Finesse ---> Slashing Grace if you wanted DEX to damage.
Also thank god they introduced that errata, my Mythic 10 Paladin 2 Oracle 8, Mystery Cultist of Arshea 10 effectively got triple Charisma to AC, Charisma to damage, Charisma to hit, Charisma to Init and Charisma to saves. All she needed was to be made undead for the perfect set.
It was crazy :/

Keres Miyaro |

Bacchus Paschar
Human cleric (theologian) of Sivanah 16 (Pathfinder RPG Ultimate Magic 32)
N Medium humanoid (human)
Init +6; Senses Perception +29
Aura aura of madness (30 ft., DC 28, 18 rounds/day)
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Defense
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AC 30, touch 10, flat-footed 30 (+11 armor, +5 natural, +4 shield)
hp 163 (16d8+80)
Fort +19, Ref +10, Will +24
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +5 conductive adamantine spiked gauntlet +24/+19/+14 (1d4+12)
Special Attacks channel positive energy 3/day (DC 18, 8d6)
Domain Spell-Like Abilities (CL 16th; concentration +25)
12/day—vision of madness (+/-9)
Cleric (Theologian) Spells Prepared (CL 16th; concentration +25)
8th—scintillating pattern[D]
7th—insanity[D] (DC 26)
6th—phantasmal killer[D] (DC 25)
5th—nightmare[D] (DC 24)
4th—confusion[D] (DC 23)
3rd—rage[D]
2nd—touch of idiocy[D]
1st—lesser confusion[D] (DC 20)
D Domain spell; Domain Madness
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Statistics
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Str 24, Dex 10, Con 18, Int 10, Wis 29, Cha 10
Base Atk +12; CMB +19; CMD 29
Feats Divine Interference[UM], Greater Spell Penetration, Improved Initiative, Lunging Spell Touch[ACG], Quicken Spell, Reach Spell[APG], Spell Penetration, Toughness
Traits reactionary, seeker
Skills Acrobatics -3 (-7 to jump), Knowledge (religion) +13, Perception +29, Sense Motive +28, Spellcraft +9
Languages Common
SQ domain secret, domain secret, domain secret, focused domain
Other Gear +5 breastplate, +3 light steel shield, +5 conductive adamantine spiked gauntlet, amulet of natural armor +5, belt of physical might +6 (Str, Con), cloak of resistance +5, headband of inspired wisdom +6, 13,794 gp
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Special Abilities
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Aura of Madness (30 ft., 18 rounds/day, DC 28) (Su) 30' aura confuses opponents.
Cleric (Theologian) Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Channel Positive Energy 8d6 (3/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Domain Secret (Bouncing Spell) Phantasmal Killer
Domain Secret (Bouncing Spell) Insanity
Domain Secret (Bouncing Spell) Nightmare
Focused Domain +2 to cleric level for domain powers.
Lunging Spell Touch Take -2 to AC to increase reach for touch spells by 5'.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Vision of Madness (12/day) (Sp) With a melee touch attack, target gains +9 on attack rolls, saving throws, or skill checks and -9 on the others.

Duboris |

Now that's a dash of recklessness I can get behind. You build your characters really similarly to mine Keres. Also those bouncing spells are terrifying and I love it. Though what about your other prepared spells that are non-domain?
As a rule of heads up you *will* be allowed to prepare promptly before heading into the first area. That's only fair.

Zadaal |

This is Zadaal he's basically Ogren with a few changes here and there.
Male Half-orc Brawler (Mutagenic Mauler) 13, Anti-Paladin 3
CE Medium humanoid (human, orc)
Init +9; Senses Dark vision 60 ft. ; Perception + 21
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Defense
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AC 30, touch 22, flat-footed 24 (+10,+8 Armor +5 Dex, +4 Reflection, +1 luck, +1 insight, +1 Dodge)
AC 34, Touch 22, Flat-Footed 28 when under effects of mutagen
hp 177 (16d10+81)
Fort +20, Ref +18, Will +18
Fort +20, Ref +20, Will +17 (Mutagen)
Defensive Abilities: 25% chance to not be affected by sneak attacks and critical hits, Able to negate a sneak attack or critical hit 1/day, Immune to disease, Unholy Resistance
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Offense
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Speed 30 ft.
Unarmed Strike: 29/24/19/14 2d8+17/14
Mutagen: 32/27/22/17 2d8+24/20
Special Attacks: Brawler’s Flurry 27/27/22/22/17/12 2d8+17/14
Mutagen: 30/30/25/25/20/15 2d8+24/20
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Statistics
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Str 22, Dex 20, Con 20, Int 8, Wis 10, Cha 18
Base Atk +16; CMB +22, Trip +29; CMD 31, Trip +38
Mutagen: CMB +25, Trip +32; CMD 34, Trip 41
Feats: Weapon Focus (unarmed strike), Enforcer, Dragon Style, Combat expertise, Improved Trip, Weapon Specialization (unarmed strike), Greater Trip, Improved critical, Greater Weapon Specialization (unarmed Strike), Iron Will, Improved Initiative, Dodge,
Traits: +2 bonus on Intimidate
Skills: Perception +21, Intimidate +27,Acrobatics +13, Escape Artist +11, Linguistics +5
Languages: Common, Orc, Celestial, Abyssal, Elven, Infernal, Goblin, Undercommon, Sylvan
SQ: Dark vision 60ft, Intimidating (+2 on intimidate), Sacred Tattoo (+1 on all saves); Greater Mutagen(+3 damage when under the affects of mutagen), Brawler's cunning, Martial Training, Unarmed Strike, Brawler’s Flurry (Improved two weapon fighting), Knockout 2/day, Brawler’s Strike (Magic, Cold Iron, Silver, Lawful), Maneuver Training (Trip +3, Reposition +2, Grapple +1), Preserve Organs, Beast Morph (+15 feet movement, Low-Light vision, Climb 15ft, Scent 30ft), Smite Good 1/day, Unholy Resistance,
Gear
+2 Dex ioun 8K
+2 Con ioun 8K
+6 Str Belt 36K
+6 Cha Headband 36K
+5 Brawling Determination Leaf Armor 66.5K
+4 cruel Amulet of Mighty Fists 100K
Ring of Protection +4 32K
Cloak of Resistance +4 16K
Jingasa of the Fortunate soldier 5K
Eyes of the eagle 2.5K
Dusty Rose Prism (Ioun Stone) 5K

Duboris |

While we're all on the subject I'd like you guys to formally tell me what you think your characters are going to be rather good at. I'm interested and It'll make me push you in an easier direction whenever the fights start to happen after the first initial burst of story.
Also, I can't help but notice the other members of the Way of the Wicked campaign didn't take as much interest as either of you. What are the chances that you have friends that would be interested in filling our respective roles? If we could have just 4 that'd be amazing.

Keres Miyaro |

Ugh I hate dungions but here is Zen Archer
Zen Archer
Human evangelist 10/monk (zen archer) 6 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Player's Guide 115)
LN Medium humanoid (human)
Init +11; Senses Perception +30
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Defense
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AC 38, touch 36, flat-footed 29 (+1 deflection, +5 Dex, +4 dodge, +2 natural, +16 untyped bonus)
hp 169 (16d8+86)
Fort +17, Ref +21, Will +24
SR 25
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Offense
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Speed 80 ft.
Melee unarmed strike +15/+15/+10/+5 (2d10+3)
Ranged or
+5 cyclonic composite longbow flurry of blows +46/+46/+46/+41/+41/+36/+36/+31/+26 (2d10+22/×3+6 flurry) or
+5 cyclonic composite longbow +40/+40/+35/+30 (2d10+22/×3+6 flurry)
Special Attacks flurry of blows, quivering palm (DC 28), stunning fist (17/day, DC 31), trick shot, zen archery
Spell-Like Abilities (CL 16th; concentration +14)
1/day—prayer, summon nature's ally V
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 18, Int 10, Wis 32, Cha 7
Base Atk +11; CMB +15; CMD 50
Feats Clustered Shots[UC], Combat Reflexes, Deadly Aim, Deflect Arrows, Deific Obedience, Dodge, Hammer The Gap[UC], Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Mantis Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Stunning Fist, Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits reactionary
Skills Acrobatics +24 (+59 to jump), Appraise +4, Bluff +2, Climb +7, Diplomacy +2, Disable Device +24, Disguise +2, Escape Artist +9, Fly +9, Heal +18, Intimidate +2, Knowledge (religion) +19, Perception +30, Ride +9, Sense Motive +30, Stealth +24, Survival +15, Swim +7
Languages Common
SQ abundant step, fast movement, high jump, ki archery, ki arrows, ki pool (18 points cold iron, lawful, magic, silver), reflexive shot, slow fall 70 ft., spiritual form, wholeness of body (15 hit points)
Other Gear +5 cyclonic composite longbow (+3 Str), amulet of natural armor +2, belt of physical might +6 (Dex, Con), boots of speed, bracers of archery, greater, cloak of resistance +5, headband of inspired wisdom +6, monk's robe, ring of protection +1, 150 gp
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Special Abilities
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Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Boots of speed (10 rounds/day) Affected by haste
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Faithful Archer +11 (Ex) Add Wisdom bonus to attack & damage with longbows vs. targets within 30 ft.
Fast Movement (+50 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +20/+20/+15/+15/+10/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
High Jump (+15/+35 with Ki point) (Ex) +15 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (18/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Perfect Strike (3d20, 15/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prayer 1/day (Sp) 1/day use 1rayer as a spell like ability.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quivering Palm (1/day, DC 28) (Su) Begin vibrations you can trigger with a thought to kill subject later.
Reflexive Shot (Ex) Make AoO with bow.
Slow Fall 70 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (25) You have Spell Resistance.
Spiritual Form (Wisdom, 10 minutes/day) As a standard action, gain telepathy, stat boost, and ability of choice.
Stunning Fist (17/day, DC 31) You can stun an opponent with an unarmed attack.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Twin Fang (Ex) Cast summon nature's ally V as spell-like ability 1/day.
Wholeness of Body (15 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Duboris |

Allow me to elaborate. The game is more based around the idea of "Instances" that are free to be traversed. Each one has 2 or 3 parts to it, and a few even have just 1. That aside, some are structures and nothing else, while others are a little less claustrophobic. You're not going to be stuck in 2 square wide hallways forever, and there's a lot that's going to happen that you'll be surprised by.
Traps are prevalent, and the enemies aren't pushovers. Everything in the campaign is augmented with the Green Ronin published Advanced bestiary. Not everything, mind you, but important variants of certain enemies are rather daunting.
Like one of my personal favorites: Ghost Pudding.

Ogren |

This is Solarus he's an elf Wizard with the wood elemental specialization
[/crunch=spoiler]Daechir
Male Half-elf Wizard (wood elemental specialization)
N Medium humanoid (human, elf)
Init +11; Senses low-light vision ; Perception + 22
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Defense
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AC 29, touch 23, flat-footed 24 (+10,+6 Armor +5 Dex, +5 Reflection, +1 luck, +1 insight, +1 Dodge)
hp 96 (16d6+32)
Fort +14, Ref +15, Will +16
Defensive Abilities: Able to negate a sneak attack or critical hit 1/day
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Offense
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Speed 30 ft.
Special Attacks: splintered spear +20 1d6+12 +3 bleed range 100ft
--------------------
Statistics
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Str 8 , Dex 20 , Con 14 , Int 30, Wis 12 , Cha 12
Base Atk +8/+3; CMB +7; CMD +22
Feats: Run, Scribe Scroll, Improved init, Spell Pen, Fast Study, Combat casting, dodge, combat casting, merciful spell, Greater spell Pen, Great fortitude, spell focus (enchantment), Opposition Research
Traits: +2 bonus on perception
Skills: Perception +22, Linguistics +29, Knowledge (arcane, dungeoneering, History, Local, Nature, Planes, religion)+29, diplomacy +17, SpellCraft +29, Fly +24
Languages: Common, elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Abyssal, Aklo, Dwarven, Giant, Halfling, Ignan, Infernal, Terran, Undercommon, Aquan, Auran, Varisian, Skald, Shoanti, Orsiriani, Hallit
SQ: Low-light vision, Elven Magic (+2 to overcome SR, +2 on spellcraft checks to identify), Elven Immunities (immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects) Fleet Footed (Run as bonus feat, +2 on init); Flexible enhancement (+4 dex), Splintered Spear, Cooperative defense, Arcane Bond(ring of prot)
Gear
+6 headband of aerial agility (int) 81K
Cloak of Resistance (+5) 25K
ioun of +2 wis 8K
ioun of +2 cha 8k
ioun stone +1 init .5K
Hand of Glory 8K
Jingasa of the fortunate soldier 5K
Glove of storing 10K
Tremor boots 10K
Ring of Freedom of movement 40K
Ring of sustenance 2.5K
Ring of protection (+5) 25K
+5 determination haramaki Armour 55K
Rod of silence 3K
Quick Runner’s Shirt 1K
ioun stone of con (+2) 8K
Bead of newt prevention 1K
dwemer essence x5 2.5K
snap leaf .75K
Blessed Book 12.5K
Bookplate of recall 1K
Handy Haversack 2k
Ioun stone of insite (+1AC) 5K
250gp
Spells:
0lv Spells DC 20/21 enchantment
Ghost sound
Ray of frost
Dancing Lights
Prestidigitation
1st DC 21/22 enchantment 7/day
Charm person (V, S, F)
Ant haul (cast at the start of each day) (V,S,M)
unseen servant (V,S,M)
Shield (V,S)
Magic Missle (V,S) 5 missiles
2 open
2nd DC 22/23 enchantment 7/day
Darkvision (cast at the start of each day) (V,S,M)
Knock (V)
Rope Trick (V,S,M)
Blur (V)
Invisibility (V,S,M)
Web (V,S,M)
Scorching Ray (V,S) 3 rays
3rd DC 23/24 enchantment 6/day
Dispel Magic (V,S)
Hold Person (V,S,M)
Fireball (V,S,M)
Lightning Bolt (V,S,M)
Haste (V,S,M)
Protection from Energy (V,S,M)
4th DC 24/25 enchantment 6/day
Dimensional Anchor (V,S)
Dimension Door (V)
Bestow Curse (V,S)
Enervation (V,S)
Charm Monster (V,S)
Confusion (V,S,M)
5th DC 25/26 enchantment 6/day
Dominate person (V,S)
Hold Monster (V,S,M)
Mind Fog (V,S)
Cone of Cold (V,S,M)
Wall of Force (V,S,M)
Baleful Polymorph (V,S)
6th DC 26/27 enchantment 5/day
True seeing (V,S,M)
Chain Lightning (V,S,F)
Disintegrate (V,S,M)
Flesh to Stone (V,S,M)
Heroism, Greater (V,S)
7th DC 27/28 enchantment 4/day
Plane shift (V,S,F)
Insanity (V,S)
Force Cage (V,S,M)
Finger of Death (V,S)
8th DC 28/29 enchantment 3/day
Mind Blank (Cast at the start of each day) (V,S)
Maze (V,S)
Polar Ray (V,S,F)[/spoiler]