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Bear Anumus Barbarian (Brutal Pugilist) 1 Monk (Martial Artist) 1
Chaotic Neutral Medium Humanoid
Init +2; Senses Perception +8
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 15 (1d12+3)
Fort +4, Ref +4, Will +4
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Offense
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Speed 30 ft.
Melee Claws x2 +5 x2 (1d4+4/x2)
Special Attacks rage (9 rounds/day)
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Statistics
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Str 18, Dex 14, Con 14, Int 8, Wis 14, Cha 10
Base Atk +1; CMB +5 (+7 Grappling); CMD 18 (20 vs. Grapple)
Feats Manifest Claws, Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist (1/day) (DC 13)
Traits Berserker of the Society, Serpent Runner (Intimidate)
Skills Acrobatics -2, Climb +4, Escape Artist -2, Fly -2, Intimidate +4/+6, Perception +6, Ride -2, Stealth -2, Swim +0
Languages Common
SQ fast movement +10, stunning fist (stun), unarmed strike (1d6)
Other Gear Breastplate
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Special Abilities
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Berserker of the Society +3 rounds of Rage a day.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Serpent Runner (Intimidate) +2 trait bonus to demoralize opponents.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (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 (1d6) The Monk does lethal damage with his unarmed strikes.
Bestial Fortitude Ursine anumi receive a +2 racial bonus on all saving throws against disease and poison.
Bear’s Might Ursine anumi receive a +1 racial bonus on one unarmed melee attack roll per round. If this attack hits, it deals an additional point of damage.
ACTIVE: For the next 4 seconds, Volibear will gain 15% movement speed. This bonus increases to 45% movement speed when headed toward a nearby visible enemy champion. Additionally, Volibear's next autoattack during this time will deal bonus physical damage and will fling the target behind him.
Represented at level 7 when Volibear picks up Ki Throw .
W - Frenzy
PASSIVE: Volibear temporarily gains bonus attack speed after an autoattack. This bonus stacks up to 3 times and lasts for 4 seconds.
ACTIVE: While Volibear has 3 stacks of Frenzy, he can activate this ability to bite a target enemy. The stacks won't be consumed. The bite will deal physical damage that scales with his own bonus health. This damage will in turn be increased by 1% for every 1% of the target's missing health.
Represented at level 2 when Volibear picks up Animal Fury.
E - Majestic Roar
ACTIVE: Volibear lets out a powerful roar that deals magic damage and slows nearby enemies for 3 seconds. Minions, monsters and pets are also feared for 3 seconds.
Represented at level 8 when Volibear picks up Terrifying Howl.
R - Thunder Claws
ACTIVE: For the next 12 seconds, Volibear's autoattacks will blast his target with lightning that will also bounce to up to 3 nearby enemies. Each bolt of lightning will deal magic damage and will only hit each target once per autoattack.
Represented at level 4 and 8 when Volibear picks up Lesser Elemental Rage and Elemental Rage.
Donning the chieftain's traditional armor and enchanted gauntlets, Volibear began the long and perilous climb up the slopes of the mountain. When he reached the peak and gazed into the raging storm above, he saw a horrific vision of a Freljord utterly consumed by war. Amidst the carnage, the Ursine fell dead upon a bloody battlefield. Believing the vision to be an omen of things to come if he did not act against them, Volibear traveled to the capitol of Freljord. The Ursine had not ventured across the southern mountains in centuries and his appearance was met with unease. However, Queen Ashe recognized Volibear as a wise and powerful ally. In what Volibear considered the first step against a war-torn future, they forged an alliance. As part of their agreement, he joined the League of Legends in the name of a unified Freljord, representing the primal might of his nation on the Field of Justice.
''Few can weather the storm that follows in the wake of Volibear's roar.''
-- Ashe, the Frost Archer

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If you'd prefer I stay away from 3rd party races, I messed around with lizardfolk to make Ursine (Volibear's race).
Humanoid 0 RP
Size
Medium 0 RP
Base Speed
Normal 0 RP
Ability Score Modifiers
Flexible (+2 Str, +2 Con) 2 RP
Languages
Xenophobic 0 RP
Racial Traits
Feat and Skill Racial Traits
Static bonus feat (Endurance) 2 RP
Skill bonus (+2 Perception) 1 RP
Skill bonus (+2 Survival) 1 RP
Offense Racial Traits
Bite 1 RP
Claws 2 RP
Total 9 RP

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It's difficult to do it in a way that isn't really pricey/unwieldy.
I considered getting the Rage Power that gives you Fast Healing when you're raging but it requires a standard action to activate, it's only fast healing 1, and it's once per day.
I'm looking for some sort of swift/immediate heal. I'd like something like the Paladin spell, Heroic Defiance.

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Ok complete as far as I know. Let me know what you think, if there are better spells I should take or what not, feats maybe. Need some ideas on what else to spend my GP on also :P
Born to the prestigious Crownguards, the paragon family of Demacian service, Luxanna was destined for greatness. She grew up as the family's only daughter, and she immediately took to the advanced education and lavish parties required of families as high profile as the Crownguards. As Lux matured, it became clear that she was extraordinarily gifted. She could play tricks that made people believe they had seen things that did not actually exist. She could also hide in plain sight. Somehow, she was able to reverse engineer arcane magical spells after seeing them cast only once. She was hailed as a prodigy, drawing the affections of the Demacian government, military, and citizens alike.
As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother's footsteps and unleash her gifts as an inspiration for all of Demacia.
''Her guiding light makes enemies wary, but they should worry most when the light fades.''
-- Garen, The Might of Demacia
Female Human Sorcerer(Elemental) 1/Oracle(Heavens) 1
CG Medium Humanoid(human)
Init +2; Senses Perception +3
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Defense
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AC 12, Touch 12, Flat-footed 10(+0 armour, +2 dex)
HP 8(1d8)
Fort +0, Ref +2, Will +3
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Offense
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Speed 30 ft.
Unarmed Strike +0 (1d3)
Dagger +0 (1d4)
Quarterstaff +0 (1d6/1d6)
Melee Touch Attack +0
Ranged Touch Attack +2
lvl 0 spells DC 14(illusion DC 16)
lvl 1 spells DC 15(illusion DC 17)
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 18
BAB +0; CMB +0; CMD +12
Feats Spell Focus(Illusion), Greater Spell Focus(Illusion), Eschew Materials
TraitsGreater Adept of the Society(magic): one extra 0 level spell slot, Monument Scollar: +1 trait bonus on Knowledge (history) checks made in Demacia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the capital city of Demacia. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Demacia's magically imbued monuments.
SkillsBluff+8, Diplomacy+8, Knowledge(Arcana)+6, Knowledge(history)+6, Knowledge(Planes)+6, Perception+5, Spellcraft +6, Use Magic Device+8
Languages Common, Demacian, Noxian, Celestial
Other Gear Oracle's Kit
Outfit Scholar's outfit with cloak
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Special Abilities
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Feat: Spell Focus(Illusion) +1 DC when casting Illusion spells.
Feat: Greater Spell Focus(Illusion) +1 DC when casting Illusion spells, stacks with Spell Focus(Illusion).
Sorcerer Bloodline(Elemental) Knowledge(planes) class skill.
Elemental Ray (Sp) 7/day, as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. 3 times per day + your Charisma modifier(4).
Sorcerer Cantrips 4 Known, unlimited casts per day DC 14.
Sorcerer Spells 2 Known, 4/day DC 15.
Sorcerer Bonus Feat Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Oracle Mystery: Heavens Fly, Knowledge(Arcana), Perception, Survival class skills.
Oracle Revelation Awesome Display.
Awesome Display (Su) Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
Oracle Curse: Haunted Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Oracle Orisons 4 known, unlimited casts per day DC 14.
Oracle Spells 2 known + all 'cure', 4/day DC 15
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0 level spells Prestidigitation, Spark, Light, Dancing Lights
1 level spells Colour Spray, Vanish
0 level spells Detect Magic, Read Magic, Guidance, Enhanced Diplomacy, Resistance, Mage Hand, Ghost Sound
1 level spells Bless, Shield of Faith, Cure Light Wounds
Oracles Kit(This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Quarterstaff
Dagger
169GP

Little Finder |

Ok Thank you so much everyone who is helping others build as well as themselves. The ides you are all tossing back and forth are good ones.
Ok to answer a few questions:
2 traits BOTH from the AP. As it will be hard enough to get you guys to fit lol. However you may feel free to change the fluff as to why you have the traits. AS the setting will be different anyway.
Rokku, hextech craft is fine. However until higher levels you can only make stuff for yourself though. Craft skills are hard to nerf without massive penalties to the player who has it so doing it that way seems fair. I have seen many a game break because players can craft.
NOTES: you need to pick two different class's. I do not want double sorcerers etc. It changes the balance to much. If you are struggling with which other class to pick, let me know ill go through some ideas with you. Lantzkev, Magus is a good one, we can work on getting you duel wielding earlier. That goes for any champ that has two weapons in the LoL game.
I am now looking through apps and sheets that have been made will give feedback shortly.
(as I am reading 76 posts if I have missed any major questions, please forgive me and ask again.)

Tor Sasun |

My only problem is that I had trouble finding ONE trait from the Shattered Star AP that I liked, let alone two. Unless you meant we can use the "of the Society" traits in addition to the Campaign traits, in which case that opens up a lot of options.
Also, I just realized that we're likely using LoL languages instead of Golarion languages, right? Because then I'll just change Shoanti for... Shurima? And Dwarven for Demacian, I guess. :)

Anthony Krast |

How fast is leveling gonna be and how long do you expect it to run? Dont wanna build a character who doesnt really come into the feel of the champ untill relatively late if we arent gonna get there.
Also what is your stance on firearms? Most DMs wont touch the advanced firearms with a 10 foot pole, but the firearms in LoL seem to be of the advanced kind.

Tor Sasun |

Okay, I've updated Sasun with a second trait, and changed his stats around a bit. I'm not really fond of the traits, still (none of them really fit Nasus at all) but I picked two that seemed to work the best.
Magus/Ranger fits my concept of the character because Nasus is a very half-fighty-half-casty kind of champion, but he is also is a very tough guy, who is good at taking hits and trying to keep focus off his party members. He is also attempting to track down and kill his brother, Renekton, who he believes is beyond saving, and that's why he has Favored Enemy: Humanoid (reptilian).
Beyond that, he's pretty straightforward. Taking Enlarge Person to emulate Fury of the Sands, Shocking Grasp (to use with Spell Combat/Spellstrike) to emulate Siphoning Strike, and eventually Slow to emulate Wither and Vampiric Touch (to use with Spell Combat/Spellstrike) to emulate his passive. As far as his AoE, I'll figure something out. ;)

Anthony Krast |

What about clerics and deities? Do we use the gods straight out of the book or something else? Also ive got a Master Yi build in mind, but no gods have elven curve blade as favoured...this is mostly an issue because of Crusaders Flurry affecting Deities favoured weapon. I guess I could run around twohanding a rapier, but the mental image of that is just...yeah...

Little Finder |

Anthony Krast, Gods are a good question. I have been thinking about how best to do that side of things, since I decided to officially do this.
For now pick a god that best suits. (again it will be hard to get exact replicas of champs, just do your best to represent them.)
For the ones that get through, there will be things added and taken away from champs that are GM's add ons. So for example with the favored weapon, you could get one that isn't strictly on the gods list, in exchange for loosing proficiency in a different weapon or armour.
Just try to pick gods who's tenants best fit the character.
I agree Rokku, Vi's theme should always be in your head.
Iantzkev, I can see why Caitlyn would be rogue, with the traps and all. Another option is go down gunslinger, trapper ranger (Archetype). Rogues may be good at disabling traps but I don't see many of them setting traps. Where as the ranger archetype, uses the traps more and can disable device as a class skill.

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yeah, the dungeons is one of the reasons I was debating against Shyvana because of her larger size she obtains, but then again that's an optional thing, and is normally medium so I think that works well.
As you can tell I tend to be on the forums alot and can and do post frequently. I'm excited about this because I run a rise of the rune lords game on wednesdays, and when I get off work I usually play a hr or two of LoL heh.
I'd honestly be pretty willing to decide on my champ after the players have drafted, to fill any gaps the team would need filled.

Anthony Krast |

I present to you;
LG Medium Humanoid (human)
Init +4; Senses: Low-light Vision, Perception +6
Languages: Common, Elven
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Defense
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AC 18, Touch 14, Flat-footed 14 (+4 armour, +4 dex)
HP 12(1d10 +1 Con, +1 Favoured Class)
Fort +3, Ref +6, Will +2
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Offense
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Speed 30 ft.
Elven Curve blade +4 (1d10 +3)
Sling +5 (1d6 +2)
lvl 0 spells DC 13
lvl 1 spells DC 14
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 14
BAB: +1; CMB: +3; CMD: 17
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Feats
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Arcane Strike (Swift action adds +1 damage to weapon, +1 pr 5 level)
Exotic Weapon Proficiency (Elven Curve Blade)
Power Attack (-1 to hit for +2 damage (+3 twohanded), increases every 4 BaB)
Weapon Finesse (Use Dex for attack bonus with some melee weapons)
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Traits
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Havnt had a chance to look at em
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Skills
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Acrobatics[1] +8, -2 (Armor) = +6
Diplomacy[1] +6
Perception[1] +6
Perform (Dance)[1] +6
Sense Motive[1] +4
Stealth[1] +8, -2 (Armor) = +6
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Racial Abilities
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Ancestral Arms (Elven Curve Blade)
Drow Magic (Dancing Lights, Darkness, Faerie Fire, each 1/day)
Elf Blood (Count as Elf and Human for race related effects)
Elven Immunities (Immune to Sleep, +2 saves vs Enchantments)
Low-Light Vision (See twice as far as humans in dim light)
Keen Senses (+2 Perception)
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Special Abilities
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Bardic Performance (7 Rounds / Day), Distraction, Fascinate, Inspire Courage (+1), Rallying Cry
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Spells
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Level 0: Detect Magic, Know Direction, Light, Mage Hand,
Level 1[2/day]: Cure Light Wounds, Expeditious Retreat
Im not yet sure if I will play the man himself, but im heavily leaning towards being one of his students. He only trained Wukong from what I can tell, but since hes the last Wuju master im expecting he has mentored more.
The plan is to level straight Bard on the Bard side, and snagging three levels of Ninja on the Fighter side at level 2-4, then straight Fighter. Havnt looked into Prestige classes yet so the fighter bit might change.
Ability Representation:
[Passive] Double Strike: Ninjas ability to spend Ki points for an extra attack on a full attack.
[ Q ] Alpha Strike: The spell Bladed Dash and eventually the Greater version, represent this rather well. A Magus with Spell Combat would do it better, but the whole "only onehanded weapons weilded in one hand" aspect of it put me off it too much.
[ W ] Meditate: Basically just cure spell here. I originally toyed with Monks Wholeness of Body, and later Paladin with Lay on Hands, but decided against it. I might still end up going Paladin over fighter since the level 5 divine bond ability does a good job of representing...
[ E ] Wuju Style: A combination of Arcane Strike, Power Attack, Weapon Specialization and the Arcane Duelist archtypes Bladethirst at level 6.
[ Ult ] Highlander: Expeditious Retreat and later Haste will cover this. Bard has a second level spell called Allegro which affects you with Haste while mainting a Bardic Performance, making it be personal only like Highlander is supposed to be. Given that it uses the same slot as Bladed Dash though, ill probably just use regular old haste as soon as im able to.
I originally used Cleric to get the Liberation domain for making him immune to slows like the ult, but given how much fewer "slows" are actually in Pathfinder I decided to scrap it.

Tor Sasun |

...Wouldn't he be proficient with the ECB because he's a Half-elf and has Martial Weapon Proficiency? :3
Don't think you need to use the alternate racial trait to get proficiency with it. Unless Ancestral Arms does something I don't know about.
Other than that, looks great!
-e-
Additionally, I will likely steal that format and rewrite it for Nasus, because it looks much more professional. ;)

Tor Sasun |

Ability Representation:
[Passive] Soul Eater: Vampiric Touch spell + Spellstrike/Spell Combat when it's available (level 7).
[ Q ] Siphoning Strike: Any Melee Touch Spell + Spellstrike/Spell Combat. Starting with Shocking Grasp.
[ W ] Wither: Trip feats to start with, Slow when it's available (level 7 or 8).
[ E ] Spirit Fire: Fireball when it's available (level 7 or 8).
[ Ult ] Fury of the Sands: Enlarge Person + maybe Scrolls/Wand of Shillelagh if I can get a hold of them at low levels?
Assorted Ranger abilities will help round out the nifty Magus powers. Probably going to go Two-Handed Weapon Combat Style, even though he won't be using his staff two-handed all the time. The Ranger side will let him be a better fighter when he's not nova'ing, in addition to other useful toys (such as Track and way more skillpoints).

Little Finder |

Ok I have had a look through builds, with the help of a friend.
Initial feed back is, they are all thought out and work for the champs they are based on/trying to be. There are ways I would do some of them differently but I do not know all the class's and races very well so you have all come up with combinations that work.
IF I HAVE MISSED YOUR BUILD LET ME KNOW. IT WAS NOT MY INTENTION TO MISS ANYONE'S BUILD.
Azolmotl: viegar
Just need more info, race etc. For Vieger I would use, halfling/teifling with some customization.
Amazing Red: Garren :
Good build all seems fine for the rules set out. You seem to have a grip on what you want for him.
True repentance: Lux:
Again good build. All seem to match rules. I like the way it works.
seranov : Nasus:
Good build all is fine. Nasus is not easy and you seem to have a good grasp on his spirit.
Rokku : VI
It all seems fine apart from , not sure how you got to your final stats? with an 18 & a 16? Just need to check where you getting those from? excellent choice on brawler for Vi.
Ferel: Volibear :
Your Ursine build is good. Volibear can be a challenge to build, being animal.
Anthony Krast: Yi:
Good Yi build. All looks fine for now.
Jestem: Malphite
You said it was a example build, are you applying with it or building something else? let me know and I'll give you feed back.
If you all want to modify your builds before i narrow choices down that fine, just make sure you let me know when you have edited your build.
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To everyone else keep building through your builds, I look forward to seeing more.
Anyone that is interested and hasn't applied because of numbers of applicants, please don't hold back, give it a try. I am happy to look through any builds as I am not narrowing it down for at least another week/ week and a halve. This is not a first come first served app.