
Tricord |

Okie dokie.
Halvor
Human (ulfen) fighter (gladiator) 3
N Medium humanoid (human)
Init +6; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 29 (3d10+9)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk guisarme +7 (2d4+4/×3) or
. . sap +6 (1d6+3 nonlethal) or
. . shortsword +6 (1d6+3/19-20) or
. . spiked gauntlet +6 (1d4+3)
Ranged mwk composite shortbow +6 (1d6+2/×3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6 (+7 grapple, +8 trip); CMD 18 (20 vs. trip)
Feats Combat Expertise, Heavy Armor Proficiency, Improved Initiative, Improved Trip, Iron Will, Performance Weapon Mastery[UC]
Skills Acrobatics -1 (-5 to jump), Climb +1, Escape Artist -4 (-3 competence to break a grapple), Intimidate +6, Perform (act) +6, Ride +0, Swim +1
Languages Common, Dwarven, Skald
SQ armor training 1, fame, piecemeal armor proficiency
Combat Gear quick runner's shirt; Other Gear half-plate, arrows (20), mwk composite shortbow (+2 Str), mwk guisarme, sap, shortsword, spiked gauntlet, armbands of the brawler
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Special Abilities
--------------------
Armbands of the brawler +1 to Escape Artist to break a grapple.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fame (1 victory points) (Ex) Begins a performance combat with at least 1 victory points.
Improved Trip You don't provoke attacks of opportunity when tripping.
Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality
Piecemeal Armor Proficiency A gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.

Wolfwaker RPG Superstar 2013 Top 8 |

Ready except for completing inventory.
Akim Alassim, Suli Warpriest 3
Suli Warpriest 3
Str 16
Dex 16
Con 12
Int 10
Wis 14
Cha 9
outsider (native)
languages: common, ignan
energy resistance: 5
+2 diplomacy, sense motive
Low-Light Vision
Elemental Assault: swift action, held weapons deal +1d6 elemental damage for 1rd/level
Proficient: simple, martial weapons, sawtooth sabre, all armor, shields
skills: 2+int+favored=3
Climb: 1+3 class +3 Str=+7
Profession: gladiator 1+3 class +2 Wis=+6
Deity: Achaekek (LE)
Alignment: LN
Aura (lawful)
Blessings: 2 of death, evil, law, trickery, war 4/day (3+lev/2)
save DC =13= (10 +lev/2 + Wis)
Trickery: move action to create single double like mirror image. (duration=level)
War: For 1 minute, get the choice of [+10' speed, +1 dodge AC, +1 insight attack, +1 luck on saves] each round.
Weapon Focus: sawtooth sabre
Orisons
Spontaneous Casting: healing (channels positive)
Sacred Weapon
Fervor 1d6, x/day (lev/2+Wis). std action on others, swift on self. Or melee touch attack to harm undead (AoO). Or, as swift action, target self with a spell, no AoO, no somatic components, no free hand.
trait: priest-blessed:+1 CL 1/day when target of harmless divine spell
trait: anatomist:+1 crit conf.
Feat (1st level): Improved Initiative (+4)
Feat (3rd level): Incremental Elemental Assault (1 round increments)
Bonus Feat (3rd level): Two-weapon fighting
Spells/day: 4 orisons, 3 level 1
Prepared: level 0: Create Water, Guidance, Mending, Resistance
level 1: Burning Disarm, Doom
Fort: 3+1 con=+4
Reflex: 1+3 Dex=+6
Will: 3+2 Wis=+5
Initiative: Dex 3 + feat 4=+7
BAB: +2
melee +5, ranged +5
sawtooth sabre: 2 + 3 Str +1 Focus +1 mwk= +7 (1d8,19-20/x2, counts as light for 2WF)
Lt. Crossbow
Inventory (incomplete)
3000 gp
mwk sawtooth sabre (335) [2 lbs]
mwk sawtooth sabre (335)
mithral shirt (1100 gp, 10 lbs, +4 AC, +6 max dex, 0 ACP, light)
lt. crossbow

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Ok, so far I have:
Al'shaa
Macho Man
Halvor
Akim Alassim
Razim
Here is Razim
Human (varisian) fighter (weapon master) 3 (Pathfinder RPG Advanced Player's Guide 109)
NG Medium humanoid (human)
Init +4; Senses Perception -1
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Defense
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AC 21, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 shield, +1 trait)
hp 22 (3d10)
Fort +3, Ref +5, Will +0; +1 bonus vs. effects targetting a Sword, Aldori dueling held by you
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Offense
--------------------
Speed 30 ft.
Melee mwk sword, aldori dueling +10 (1d8+3/19-20)
Special Attacks weapon training
Performance combat +3
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 14, Wis 8, Cha 12
Base Atk +3; CMB +5; CMD 21 (25 vs. bull rush, 23 vs. disarm, 24 vs. grapple, 23 vs. sunder, 28 vs. trip)
Feats Dazzling Display, Dodge, Exotic Weapon Proficiency (sword, aldori dueling), Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits bruising intellect, expert duelist
Skills Acrobatics +6, Intimidate +8, Knowledge (nobility) +5, Profession (gladiator) +5, Sense Motive +2
Languages Common, Dwarven, Elven, Varisian
SQ weapon guard
Other Gear mwk chain shirt, mwk light steel shield, mwk sword, aldori dueling, stagger-proof boots, 271 gp
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Special Abilities
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Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Expert Duelist +1 to Armor Class if adjacent to only one foe.
Stagger-proof boots (1/day) Stand up from prone w/o AoO. Move up to 30 ft. as immediate action 1/day.
Weapon Guard +1: Sword, Aldori dueling (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Sword, Aldori dueling (Ex) +1 to hit and damage with your chosen weapon.

Wolfwaker RPG Superstar 2013 Top 8 |

Hmm, we have an Akim and a Razim, I think I'll change his name.
Qarim Alassim
Suli Warpriest 3
LN Medium outsider (native)
Init +3; Senses Perception +2, Low-Light Vision
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +5
Energy Resistance 5
proficient in all armor, shields (not tower)
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Offense
---------------------
Speed 30 ft.
Melee 2x mwk sawtooth sabre +7 (1d8,19-20/x2, counts as light for 2WF)
proficient in simple/martial weapons and sawtooth sabre
+1 to critical confirmation (trait)
Performance combat +2 (+4 on swift perf. checks)
---------------------
Statistics
---------------------
Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 9
Base Atk +2; CMB +5; CMD 16
Feats Dazzling Display, Dramatic Display Two-Weapon Fighting, Weapon Focus (sawtooth sabre)
Traits Anatomist, Priest-Blessed
Skills Climb +7, Diplomacy +3, Intimidate +3, Perception +5, Prof (gladiator) +6, Sense motive +4, Spellcraft +4
Languages common, ignan
---------------------
Special Abilities
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Aura (lawful)
Elemental Assault: swift action, held weapons deal +1d6 elemental damage for 1rd/level
1/day: +1 CL to harmless divine spell targeting me (trait)
Blessings 4/day. Save DC=13. Trickery: create single mirror image, duration=level (move) or War: For 1 minute, get the choice of [+10' speed, +1 dodge AC, +1 insight attack, +1 luck on saves] each round.
Fervor 1d6, x/day (lev/2+Wis). std action on others, swift on self. Or melee touch attack to harm undead (AoO). Or, as swift action, target self with a spell, no AoO, no somatic components, no free hand.
Spells/day: 4 orisons, 3 level 1
Prepared: level 0: Create Water, Guidance, Mending, Resistance
level 1: Burning Disarm, Doom
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Misc
---------------------
+2 to diplomacy, sense motive
Deity: Achaekek (LE)
Orisons
Spontaneous Casting: healing (channels positive)
Sacred Weapon (sawtooth sabre)
Dazzling Display: full-round action (with Focus Weapon) to demoralize all foes within 30'
Dramatic Display: swift performance check->+2 on perf check, atk rolls, CMB until end of next turn
---------------------
Inventory (incomplete)
---------------------
3000 gp
mwk sawtooth sabre (335) [2 lbs]
mwk sawtooth sabre (335)
mithral shirt (1100 gp, 10 lbs, +4 AC, +6 max dex, 0 ACP, light)
lt. crossbow + 20 bolts
silver holy symbol (Achaekek) (25)
Pearl of Power, 1st level (1000) [recall 1 spell]
Skill calculations
skills: 3x(2+int+favored)=9
Climb: 1+3 class +3 Str=+7
Diplomacy: 1+3 class+2 race -1 Cha=+3
Intimidate: 1 +3 class -1 Cha=+3
Perception: 3+2 Wis=+5
Profession: gladiator 1+3 class +2 Wis=+6
Sense Motive: 1 +3 class + 2 race +2 Wis=+8
Spellcraft: 1 +3 class=+4

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The only issue I see with the rules, overall, is that they render stuff like Scribe Scroll useless, or the mask of the Scarred Witch Doctor (both class features) almost useless. Unfortunately there should be some rules for craftables and consumables taking this type of feature into consideration, otherwise the point of "comparing classes in 1v1" feels a little missed. Observe that I like control over crafting and consume, but I disagree with completely cutting them down.

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The mask of the scarred Witch Doctor is not a consumable. As for the others, all players are limited to using only abilities of their classes (i.e. number of spells per day for casters, no spell trigger items (cheaply) for noncasters) and ALL gear is of equal value (i.e. no getting twice as much value in magic items than the other players by using crafting).

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There it goes... An arcane caster just for giggles. I present you Babbugo, from the sandy lands.
Since we're on the subject, I'd suggest to change the prep time to 1d6-1. Not that I have many buffs anyway, but just to get a better average (2.5 rounds in average instead of only 1.5... I think it's fairer).
Babbugo
Half-orc witch (scarred witch doctor) 3 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide 140)
N Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception -2
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 32 (3d6+18)
Fort +8, Ref +6, Will +3; +2 vs. effects that cause pain or have the [pain] descriptor
Defensive Abilities scarshield
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Offense
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Speed 30 ft.
Melee mwk greataxe +4 (1d12+3/×3) or
mwk mammoth lance +4 (2d8+2)
Special Attacks hex (slumber)
Witch (Scarred Witch Doctor) Spells Prepared (CL 3rd; concentration +8)
2nd—blindness/deafness (DC 17), glitterdust (DC 17)
1st—divine favor, infernal healing, mage armor, snowball (DC 16)
0 (at will)—dancing lights, detect magic, read magic, touch of fatigue (DC 15)
Patron: Strength
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Statistics
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Str 14, Dex 16, Con 20, Int 7, Wis 7, Cha 7
Base Atk +1; CMB +3; CMD 16
Feats Accursed Hex[UM], Desperate Battler[ISWG], Endurance
Traits fate's favored, mindlessly cruel
Skills Acrobatics +6, Heal +0, Intimidate +0, Survival -2 (+0 to avoid becoming lost)
Languages Common, Orc
SQ fetish mask, hex scar, orc blood, witch's familiar
Other Gear mwk greataxe, mwk mammoth lance, cracked dusty rose prism ioun stone, muleback cords, wayfinder, 2 weapon cords, 375 gp
--------------------
Tracked Resources
--------------------
Scarshield +1 (3 minutes/day) (Su) - 0/3
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask.
Hex Scar You must scar your flesh for every hex you learn.
Mindlessly Cruel Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tatoo +1 luck to all saves. Replaces orc ferocity.
Sandkin These half-orcs face the world with a self-assurance that’s unusual for their kind—the result of a confluence of fortunate factors. The beneficiaries of several unusual circumstances desert half-orcs move in both human and orc societies
Shaman's Apprentice Gain the endurance feat. Replaces intimidating.
Scarshield +1 (3 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level.
Slumber (3 rounds, DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Weapon cord Attached weapon can be recovered as a swift action.

Idont Sparkle |

Idont Sparkle
Male
Dhampir
Brawler - lv 1
Ability Score
Str 16
Dex 18
Con 10
Int 10
Wis 10
Cha 10
-----------------
Racial Abilities
-----------------
Ability Score: +2 Dex, -2 Con, + Cha
Size: Medium
Base Speed: 30 ft.
Undead Resistance:
Resist Level Drain:
Manipulative:
Darkvision:
Low Light Vision:
Light Sensitivity:
Negative Energy Affinity:
Alternative Race Trait
---------------------------
Fangs: On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
----------------
Class Abilities
----------------
Unarmed Strike:
Brawlers Cunning:
Martial Flexibility:
Martial Training:
-------
Traits
-------
Stolen Fury
Unidentifiable Appeal
------
Feats
------
Weapons Finesse
-------------
Languages
-------------
Common
-------
Skills(4)
-------
Acrobatics 1 + 4 + 3 = 8
Perception 1 + 3 = 4
K(Dungeoneering) 1 + 3 = 4
Sense Motive 1 + 3 = 4
Initiative: +4
--------
Offense
--------
BAB: 1
CMB: 1 + 3 = 4
Attack Damage
Unarmed Strike 1d20 + 5 1d6 + 3
--------
Defense
--------
HP: d10 + 1 = 11
AC: 10 + 2 + 4 = 16
Touch AC: 10 + 4 = 14
Flat-Footed AC: 10 + 2 = 12
CMD: 10 + 3 + 4 = 17
Fortitude: 2
Reflex: 2 + 4 = 6
Will: 0

Lord Inventor Reldic Emerson |

ok, here is Darien
----------------------
Fighter level 3 muse touched aasimar trade SLA for +2 dex
Traits: reckless, rich parents
Str: 14
Dex: 20
Con: 14
Int: 12
Wis: 12
Cha:9
BAB: +3 CMB: +5, CMD: 20,
Feats: weapon finesse, weapon focus gladius
2nd slashing grace
3rd Piranha strike
Armor training 1
Languages: common, elvish,
---------------------
Defense
HP: 27 (3d10+9)
AC: 23 FF: 18 T:15
Saves: Fort: +5 Ref:+6 Will: +3
----------------------
Offense
Speed 30ft (30 ft in armor)
Melee: Gladius +10 to hit, 1d6+6 / 1d6+8
-----------------------
Arms and armor: breastplate, +1 Gladius, heavy steel shield, composite longbow (+1)

Lord Inventor Reldic Emerson |

easy fixes, turns out wasn't even using the extra gold anyway haha.
----------------------
Fighter level 3 muse touched aasimar will keep glitterdust
Traits: reckless, indomitable faith
Str: 10
Dex: 20 18+2
Con: 14
Int: 10
Wis: 12
Cha:9 7+2
BAB: +3 CMB: +5, CMD: 18,
Feats: weapon finesse, weapon focus gladius
2nd slashing grace
3rd Piranha strike
Armor training 1
Languages: common, elvish,
---------------------
Defense
HP: 27 (3d10+9)
AC: 23 FF: 18 T:15
Saves: Fort: +5 Ref:+6 Will: +3
----------------------
Offense
Speed 30ft (30 ft in armor)
Melee: Gladius +9 to hit, 1d6+6 / 1d6+8
-----------------------
Arms and armor: breastplate, +1 Gladius, heavy steel shield, composite longbow (+1)