
Vrog Skyreaver |

And Background
The man who would come to be known as Warlord of The Seven Armies began life as a shepard, raised by shepards, and descended from a long line of shepards. All of that changed, however, when an army of murderers sworn to the service of Cyric moved through his lands, ravaging the people and sacrificing those who they captured to their insane god. Finding himself one of the few survivors of his small town, banded together the survivors and set out to rescue those captured by the Cyricists. While he had always had a mind for tactics, Rowan put his year of militia training to good use, preparing ambushes for the patrols around the camp and whittling down their forces, before using a distraction to sneak in and free the captured people, arming them with the weapons of the cultists.
Realizing that he had a gift for leading people in battle, applied at several different military academies, trying to put his ability to use. As he was a shepard, none of the academies were willing to take him seriously. With no other options, Rowan hit the road as an adventurer, eventually helping to found the Seven Armies adventuring company, which throughout it's storied existence, was always composed of exactly seven members, and always had Rowan as it's warlord (a title that he was given by his fellow members after the battle of raining limbs). What made the Seven Armies different is that they specialized in taking on "impossible" or "suicidal" missions, but always chose to move on, regardless of the offers that they received to stay and join the side that they helped. This went on until a particularly intelligent and ruthless orc warlord decided that their refusal was an insult and ordered them captured/killed. While they made the cost of their capture astronomical, in the end they were whittled down until only Rowan was left. Enslaved for several years, Rowan eventually guided the warlord into being overly aggressive, which led to his downfall. Finally freed, Rowan decided to retire. Opening a bar for adventurers in Baldur's gate, which had been open less than a year when a massive outpouring of undead from an abandoned manor resulted in most of his clientele disappearing from the city, which resulted in him having to close his bar. That left him retired with too much time on his hands, so he started teaching young adventurers the trade, including such things as teamwork and learning how to work with their group strengths and weaknesses. When the invitation comes, Rowan is ready, having had the itch to relive his glory days rekindled.
Dark haired and skinny, Rowan looks more like a scribe than a master tactician. He wears wire-rim glasses and seemingly perpetual smirk. He is of average height, and has a mix of features that makes it hard to tell what nationality he is descended from.

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LN Medium humanoid (human)
Init +6; Senses Perception +13;arcane sight 120', blindsight 60'; see invisibility
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Defense
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AC 38, touch 21, flat-footed 32 (+8 armor,+4 shield, +5 deflection, +6 Dex, +5 natural)
hp 157 (20d6+89)
Fort +14,
Ref +16,
Will +23 (+7 vs. charm and compulsion)
Defensive Abilities alien resistance, contingency (time stop, reduced to 1/2 HP or less), hard to kill, immune flanking. tenacious transmutation, unusual anatomy (immune: criticals, sneak attack; DR 5/-); SR 30
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Offense
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Speed 30 ft.
Melee +1 axiomatic adamantine morningstar +16/+11 (1d8+6 plus 2d6 vs. chaotic)
Ranged +1 chaotic outsider-bane heavy crossbow +17 (1d10+1/19-20 plus 2d6 vs. Chaotic Outsider)
Special Attacks long limbs (15 ft.), mythic power (5/day, surge +1d6)
Bloodline Spell-Like Abilities (CL 20th ; concentration +34)
. . 15/day—acidic ray (1d6+10 acid)
Sorcerer Spells Known (CL 21st (20 Class, 1 Ioun Stone); concentration +35)
Caster Level: +4 Caster Level Checks (Otherworldly Kimono), +4 Caster Level to overcome resistance (Feats), +1 Caster Level on Transmutation Spells(Trait), +1 Caster Level Polymorph Spells (Shapeshifting Mastery)\
. . 9th (7/day)—prismatic sphere, shapechange, time stop, wish
. . 8th (8/day)—greater bestow curse (DC 30), heart of the mammoth, iron body, mind blank, polar ray, polymorph any object (DC 32), prismatic wall
. . 7th (8/day)—mass fly[APG] (DC 31), limited wish, mass planar adaptation[APG] (DC 31), plane shift (DC 29), resonating word[UM] (DC 31), greater teleport
. . 6th (8/day)—contingency, greater dispel magic, greater heroism, permanent image (DC 28), true seeing, veil (DC 28)
. . 5th (8/day)—baleful polymorph (DC 29), break enchantment, fabricate, feeblemind (DC 27), permanency, telekinesis, wall of force
. . 4th (9/day)—black tentacles, dimensional anchor, greater invisibility, scorching ash form[ARG], solid fog, stoneskin, telekinetic maneuver[OA]
. . 3rd (9/day)—arcane sight, clairaudience/clairvoyance, excruciating deformation[UM] (DC 27), haste, slow (DC 27), strangling hair[UM], tongues
. . 2nd (9/day)—cat's grace, darkvision, disfiguring touch[UM] (DC 26), locate object, make whole, mirror image, communal protection from chaos[UC], see invisibility
. . 1st (9/day)—ant haul[APG] (DC 25), enlarge person (DC 25), gravity bow[APG], ray of enfeeblement (DC 23), shield, strong wings[ARG], sure casting, touch of gracelessness[APG] (DC 25)
. . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead, drench[UM] (DC 22), ghost sound (DC 22), mage hand, mending, message, open/close (DC 24), read magic, scrivener's chant
. . Bloodline Aberrant
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Statistics
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Str 20 (12 base, 2 inherent, 6 enhancement)
Dex 22 (13 base, 3 inherent, 6 enhancement)
Con 18 (12 base, 6 enhancement)
Int 22 (13 base, 3 inherent, 6 enhancement)
Wis 20 (12 base, 2 inherent, 6 enhancement)
Cha 34 (17 base, 2 race, 5 levels, 4 inherent, 6 enhancement)
Base Atk +10; CMB +15; CMD 36
Feats Arcane Strike, Combat Casting, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Greater Spell Penetration, Iron Will, Maximize Spell, Mythic Paragon[M], Power Attack, Quicken Spell, Silent Spell, Spell Focus (transmutation), Spell Penetration, Still Spell, Tenacious Transmutation[APG]
Traits irrepressible, transmuter of korada
Skills
Acrobatics +26, (20 Rank 6 Stat 0 Class)
Appraise +10, (1 Rank 7 Stat 3 Class)
Bluff +35, (20 Rank 12 Stat 3 Class)
Craft (armor) +10, (1 Rank 7 Stat 3 Class)
Craft (bows) +10, (1 Rank 7 Stat 3 Class)
Craft (cloth) +10, (1 Rank 7 Stat 3 Class)
Craft (weapons) +10, (1 Rank 7 Stat 3 Class)
Diplomacy +17, (5 Rank 12 Stat 0 Class)
Disguise +13, (1 Rank 12 Stat 0 Class)
Fly +29, (20 Rank 6 Stat 3 Class)
Intimidate +16, (1 Rank 12 Stat 3 Class)
Knowledge (arcana) +19, (10 Rank 6 Stat 3 Class)
Knowledge (dungeoneering) +19, (10 Rank 6 Stat 3 Class)
Knowledge (planes) +11, (5 Rank 6 Stat 0 Class)
Perception +13, (12 Rank 6 Stat 0 Class -4 Item); +4 vision-based-Item
Sense Motive +15, (10 Rank 5 Stat 0 Class)
Spellcraft +34, (20 Rank 6 Stat 3 Class 5 Competence=Item)
Stealth +7, (1 Rank 6 Stat 0 Class)
Swim +25, (20 Rank 5 Stat 0 Class)
Use Magic Device +35, (20 Rank 12 Stat 3 Class)
Languages Abyssal, Aklo, Celestial, Common, Infernal, Tongues, Read Magic
SQ aberrant form, bloodline arcana (+50% duration on polymorphs)
Combat Gear otherworldly kimono[UE], acid (3), acid crossbow bolt (20), alchemist's fire (3), fire crossbow bolt (20), tanglefoot bag, thunderstone; Other Gear +1 axiomatic adamantine morningstar, +1 chaotic outsider-bane heavy crossbow, crossbow bolts (20), sepia ellipsoid ioun stone, amulet of natural armor +5, belt of physical perfection +6, bracers of armor +8, cloak of displacement, minor, efficient quiver, eversmoking bottle, fog-cutting lenses, gloves of elvenkind[ARG], handy haversack, headband of mental superiority +6, ring of freedom of movement, ring of protection +5, tunic of careful casting[UE], vudran ashak helmet, bandolier[UE], diamond dust (worth 1500 gp), diamonds (worth 1,500 gp ea) (2), jade circlet (spell focus, shapechange) (worth 1,500 gp), statuette (contingency focus), 1369 gp, 8 sp, 3 cp
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Permanency (22500gp)
Arcane sight 7,500 gp
Read magic 2,500 gp
See invisibility 5,000 gp
Tongues 11th 7,500 gp
Wish (350,000gp)
+2 Str
+3 Dex
+3 Int
+2 Wis
+4 Cha
Valonzo was born with roiling, chaotic strangeness inside him. His mother sensed it and abandoned him to the Wescott Orphanage. The other orphans sensed it and none but Charniel would befriend him. The citizens of Trail's End sensed it, and ran him out at the age of twelve.
By the age of thirteen, the strangeness in his blood had spilled out into the open. Valonzo could no longer contain it, but he was determined to control it. Thus began the rise of Valonzo Wescott, Sorcerer.
Now, less than ten years later, Valonzo is one of the most powerful humans in the Realms. He has mastered his aberrant blood, and ascended to the heights of arcane power. Alongside his companions, he fights to protect the Realms from internal and external threats alike.
Alonzo is a man who continuously rebels against his own chaotic nature, demanding that his power serves his needs. His forced regimens are almost neurotic in nature, yet he understands that the life of an adventurer is rarely one of constancy, and although he performs these centering rituals throughout the day, he allows flexibility of timing. Still, it is not uncommon to see him tracing arcane gestures with his hand (or claws/paws/what-have-you) or hear him muttering a mantra. These actions and their purpose are well known to his companions, but still serve to unnerve the common folk.
Alonzo prefers to spend the majority of time in various draconic forms through nearly continuous use of shapechange spells, but his natural form is that of an average height, far too slender male with dark hair and blue eyes that glow with arcane might. He dresses in blues,reds, and golds, and carries an adamantine morningstar and a heavy crossbow.

Sir Yander Royce |

This is the alias for the Roark Silverfrost an aasimar Silver Dragon Disciple and loyal servant of Bahamut that I'm building.
There's a complete set of crunch in the alias and a alternate stat-block for him using Mythic Form of the Dragon III.
I'm trying to make him about as close as I can get to being able to play an actual dragon in pathfinder.
I'll probably fiddle with the balance between fighting and blasting some over the next week.
Given that he can be either a large or huge dragon for 11 fights a day, part of me thinks that he should minimize blasting except for his breath weapon and sink resources into maximizing his natural attacks.

Kyrie Swiftstrike |

Here is my halfling swashbuckler (crunch in profile). Still working on background.
Appearance is more like 3' tall version of this: Pic

Zorin Blitz |

Male tiefling alchemist (vivisectionist) 20/Trickster 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 20)
CN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +27
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Defense
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AC 40, touch 18, flat-footed 37 (+14 armor, +5 deflection, +3 Dex, +8 natural)
hp 317 (20d8+224)
Fort +26, Ref +24, Will +19; +8 bonus vs. poison, +3 profane bonus vs. channeled positive energy
Defensive Abilities fortification 50%, hard to kill; Immune cold, nonlethal damage, paralysis, poison, sleep; Resist electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +4 menacing sneaky scythe +33/+28/+23 (2d4+24/×4)
Special Attacks mythic power (5/day, surge +1d6), sneak attack +10d6
Spell-Like Abilities (CL 20th; concentration +20)
At will—deathwatch
Alchemist (Vivisectionist) Extracts Prepared (CL 20th; concentration +27)
6th—heal (2), monstrous physique IV[UM] (2), transformation, true seeing
5th—magic jar (DC 22), monstrous physique III[UM], planar adaptation[APG] (2), resurgent transformation[APG], spell resistance
4th—deathless, greater false life[UM], greater invisibility, restoration (2), stoneskin
3rd—haste (2), heroism (2), rage, thorn body[APG] (2)
2nd—alchemical allocation[APG] (3), blur (2), cure moderate wounds, resist energy
1st—cure light wounds (3), shield (4)
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Statistics
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Str 37, Dex 22, Con 26, Int 24, Wis 18, Cha 10
Base Atk +15; CMB +29; CMD 49
Feats Alertness, Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Heavy Armor Proficiency, Martial Weapon Proficiency (scythe), Medium Armor Proficiency, Throw Anything, Toughness[M], Vital Strike
Traits clever wordplay, magic is life
Skills Acrobatics +6 (+2 to jump), Bluff +2, Climb +16, Craft (alchemy) +32 (+52 to create alchemical items), Disable Device +17, Escape Artist +4, Fly +26, Intimidate +4, Knowledge (arcana) +30, Knowledge (nature) +30, Linguistics +17, Perception +27, Sense Motive +28, Sleight of Hand +12, Spellcraft +30, Stealth +25, Swim +34, Use Magic Device +23; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Dark Folk, Draconic, Elven, Halfling, Ignan, Infernal, Protean, Sylvan, Terran, Thassilonian, Undercommon
SQ alchemy (alchemy crafting +20), discoveries (elixir of life[APG], enhance potion, eternal potion, extend potion, grand mutagen, greater mutagen, infusion, mummification[UM], parasitic twin[UM], preserve organs[UM], preserve organs[UM], spontaneous healing[UM], true mutagen, tumor familiar[UM], vestigial arm[UM], vestigial arm[UM], wings[UM]), mutagen (+8/+8/+8/-2, +8 natural armor, 20 hours), poison use, swift alchemy, torturous transformation
Combat Gear crown of conquest[ARG], mutagen (true)[APG], potion of barkskin (CL 12th), potion of bull's strength (5), alchemical solvent[APG] (5), antiplague[APG] (5), antitoxin (5); Other Gear +5 determination mithral full plate, +4 menacing sneaky scythe, belt of physical might +6 (Str, Con), boots of the battle herald[ACG], bountiful bottle, bracers of might, cape of free will +5/+6, cauldron of plenty[APG], death warden's bandolier, fog-cutting lenses, gloves of spell snaring, handy haversack, headband of mental prowess +6 (Int, Wis), manual of gainful exercise +5, periapt of health, ring of protection +5, ring of spell turning, alchemist's lab, alchemy crafting kit[APG], bucket, cauldron[APG], flag[ISWG], flask, shovel, wine, fine (per bottle), 100,133 gp, 4 sp, 7 cp
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Special Abilities
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Alchemy +20 (Su) +20 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Assured Drinker (Ex) No AoO for drinking while threatened, use 1 power to retrieve and drink as a swift action.
Bracers of might (3/day) Swift action for +4 sacred bonus to strength. Spend 1 power for nat 20 on Str-based roll.
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Cauldron of plenty This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes’ feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.
Construction
Requirements Craft Wondrous Item, create food and water, heroes’ feast; Cost 7,500 gp
Crown of conquest Casts prayer when you confirm a critical hit. Followers get +1 against fear effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death warden's bandolier (3/day) Bells provide protection from or harm undead.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elixir of Life (1/day) Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enhance Potion (7/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal Potion (Su) If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. An alchemist must be at least 16th level and must possess the extend potion discovery before select
Extend Potion (7/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Fortification 50% You have a chance to negate critical hits on attacks.
Gloves of spell snaring (2/day) These thin gloves are covered in reflective glyphs and sigils, and the palms are slightly tacky. Like gloves of arrow snaring, twice per day the wearer can act as if she had the Snatch Arrow feat, even if she doesn’t meet the prerequisites for that feat. In addition, the wearer can expend one of this item’s uses per day to use the Snatch Arrows feat on a projectile targeting an ally in a space adjacent to her.
As an immediate action, the wearer can expend one use of mythic power and one of this item’s uses per day to block a spell targeting her or an adjacent ally, as the parry spell guardian path ability (see page 30).
Construction
Requirements: Craft Wondrous Item, Mythic Crafter, shield, spell turning, creator must have the parry spell path ability; Cost: 4,500 gp
Grand Mutagen (Su) The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalt
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Cold You are immune to cold damage.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Instant Alchemy (Ex) Constructing alchemical items only requires a full-round action.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Parasitic Twin The alchemist's vestigial limbs are part of a parasitic twin on his torso, consisting of a head, a torso, and two arms (from the vestigial limb discovery). Normally, the twin is mostly recessed within the alchemist's body, with the visible arms actin
Persistent Mutagen (DC 27) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 hours.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Preserve Organs 50% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +10d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (50 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as p
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
True Mutagen (Su) The alchemist's mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vital Strike Standard action: x2 weapon damage dice.
Wings (20 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min
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7,500 gp to anthro pomorphized his hedgehoog.
Poisioners gloves 5,000
Vest of stable mutations 20,000
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 Inc.®, and are used under license.

Philo Pharynx |

Male venerable dwarf monk (zen archer) 20/Guardian 1 (Pathfinder RPG Advanced Player's Guide 115)
LG Medium outsider (humanoid, dwarf)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +34
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Defense
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AC 45, touch 37, flat-footed 39 (+8 armor, +5 deflection, +5 Dex, +1 dodge, +16 Wis)
hp 245 (20d8+145)
Fort +23, Ref +23, Will +28; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities hard to kill; DR 10/chaotic; SR 30
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Offense
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Speed 80 ft., fly 60 ft. (good)
Melee unarmed strike +21/+16/+11 (2d10+7 plus 2d6 vs. evil)
Ranged or
. . heaven's reach flurry of blows +33/+33/+28/+28/+23/+23/+18 (1d8+10/19-20/×3 plus 2d6 vs. Demons plus 2d6 vs. evil) or
. . heaven's reach +30/+25/+20 (1d8+10/19-20/×3 plus 2d6 vs. Demons plus 2d6 vs. evil)
Special Attacks flurry of blows, ki focus bow, mythic power (5/day, surge +1d6), quivering palm (DC 31), stunning fist (20/day, DC 31), trick shot, zen archery
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Statistics
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Str 20, Dex 20, Con 22, Int 14, Wis 32, Cha 10
Base Atk +15; CMB +20; CMD 57 (61 vs. bull rush, 61 vs. trip)
Feats Bleeding Critical, Bullseye Shot, Critical Focus[M], Deadly Aim, Deflect Arrows, Dodge, Exhausting Critical, Improved Critical (longbow), Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Pinpoint Targeting, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Steel Soul[APG], Stunning Fist, Tiring Critical, Weapon Focus (longbow), Weapon Specialization (longbow), Worldwound Walker
Traits grounded, quain martial artist
Skills Acrobatics +24 (+64 to jump, +26 on balance-related checks), Climb +10, Craft (bows) +20, Escape Artist +28, Fly +12, Knowledge (history) +10 (+12 on checks that pertain to dwarves or their enemies), Knowledge (planes) +7, Knowledge (religion) +10, Linguistics +5, Perception +34 (+36 vs. flying creatures), Sense Motive +20, Stealth +28, Swim +13; Racial Modifiers lorekeeper
Languages Abyssal, Celestial, Common, Dwarven, Gnome, Infernal, Orc
SQ abundant step, empty body, fast movement, hero points, high jump, ki archery, ki arrows, ki pool (21 points adamantine, cold iron, lawful, magic, silver), living steel, perfect self, reflexive shot, sky sentinel, slow fall any distance, timeless body, wholeness of body (20 hit points)
Combat Gear truesight goggles[UE]; Other Gear heaven's reach, blunt arrows[APG] (200), +1 holy bodywrap of mighty strikes[UE], belt of physical perfection +6, bracers of armor +8, cloak of displacement, minor and resistance +5, efficient quiver, handy haversack, headband of aerial agility (wis +6)[UE], necklace of adaptation, ring of freedom of movement, ring of protection +5, bedroll, block and tackle, cold weather outfit, crowbar, hot weather outfit[APG], masterwork tool, miner's pick, sealing wax, sheriff's whistle[ARG], shovel, silk rope (250 ft.), sledge, soap, trail rations (30), waterskin (3), wire saw, adamantine[UE], 1,780 gp, 8 sp, 9 cp
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Special Abilities
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+1 holy bodywrap of mighty strikes
Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Bullseye Shot Benefit: You can spend a move action to steady your shot. +4 to hit
Cold weather outfit +5 Fort save vs. cold weather.
Critical Focus [Mythic] Auto confirm crits vs. non-mythic foes and roll fortification twice to negate, taking worse.
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 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).
Empty Body (Su) Use 3 Ki as a move action to become ethereal for 1 min.
Exhausting Critical Critical hit Exhausts target.
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute
Fast Movement (+60 ft.) The Monk adds 10 or more feet to his base speed.
Flight (60 feet, Good) You can fly!
Flurry of Blows +18/+18/+13/+13/+8/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Grounded +2 trait bonus on balance-related Acrobatics checks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Wis +6) +1 CL for spells/extracts that grant flight.
Heaven's Reach +3 adaptive demons-bane cyclonic endless ammunition holy impervious living steel composite longbow
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
High Jump (+20/+40 with Ki point) (Ex) +20 to Acrobatics checks made to jump.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
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 Focus Bow (Su) You can apply special Ki attacks to your arrows.
Ki Pool (21/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Perfect Self Gain DR 10/chaotic and become outsider, but can be raised.
Perfect Strike (3d20, 20/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quivering Palm (1/day, DC 31) (Su) Begin vibrations you can trigger with a thought to kill subject later.
Reflexive Shot (Ex) Make AoO with bow.
Ring of freedom of movement
Sky Sentinel +1 to attack/+2 to AC Gain bonus to att/AC vs. flying foes. Foes gain no bonus for high ground, +2 Perception vs. flying.
Slow Fall any distance (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (30) You have Spell Resistance.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stunning Fist (20/day, DC 31) You can stun an opponent with an unarmed attack.
Sudden Block (Su) As an imm action, use 1 power to add +1 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Timeless Body (Young) (Ex) Take no penalties for age categories after the selected category.
Tiring Critical Critical hit fatigues target.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Wholeness of Body (20 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Worldwound Walker Can be considered neutral if affected by spells/effects that act different based on alignment.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Cha'Tima Achak |

Cha'Tima Achak reporting. Backstory probably complete, crunch nearly done.
The child's birth was a momentous occasion in his tribe. All the signs aligned to produce a child seemingly tailor made for greatness. Born to a fully human mother and father, he nevertheless bore the blood of the Garuda, the Celestial being most revered by his tribe, the clan of the Falcon. He was born at exactly noon as the tribe's sacred animal flew near the sun, shadowing the small tent pitched as a birthing chamber for his mother, and a birthsign of an eclipsed sun was visible on his forehead, a black mark with a fain glow surrounding it on skin otherwise reminiscent of burnished bronze.
The tribal elders named him Cha'Tima, Spirit Walker in their tongue, son of Achak.
As a child he spent much time with the tribal shaman, learning the history of their people. As he grew older, he began spending more and more time with the warriors as well as the hunters, learning a bit of all their trades. Throughout this time it was drilled and drilled into his head that the portents said he had a great destiny.
Tima grew arrogant, overconfident. He excelled at everything he did, quickly taking to the bow, to stealth, to surviving off the land, and all of his studies. He absorbed knowledge and skills like a sponge, and began to think himself better than others. No surprise, since that was essentially what everyone told him.
So when he came of age, naturally he demanded not only to be taken with the war party on one of their many skirmishes with the Moon clan, but to be put in command. Trusting in his destiny, the elders allowed this.
It, of course, ended in unmitigated disaster.
His inexperience led to mistake after mistake, and he would listen to no advice from the usual war leaders and more experienced soldiers. He had never truly been denied anything he asked for, and the men were reluctant to go against the elders' wishes, and so he lead them onward, directly to engage in a "glorious battle" with the rival clan.
He was never sure exactly what factor led them into the ambush. His botched navigation in unfamiliar territory, perhaps, or maybe his unwillingness to take an indirect route while following the tracks. Perhaps it was just bad luck. Regardless, the entire raiding party, twenty men plus Cha'Tima stumbled into a conclave of hidden Snake warriors, and they were beset from three sides. The Falcon warriors fought bravely, and well, but so did those of the Snake, and they had the element of surprise and larger numbers on their side. The Falcon clan warriors dwindled quickly, and they began fighting a retreating battle, protecting Tima at every step. Tima managed to drop two men on his own...but even here his inexperience betrayed him, making himself a tempting target in a losing battle. The enemy focused fire on that side, slaying three of the men guarding him. Tima felt an intense pain in his right eye, saw a red mist well up, and then nothing.
When he awoke, it was in agony and shame. Of his twenty men, only two made it back, and one died later of infection. Tima felt failure for the first time in his life, and had lost an eye in the process. His days as an archer were through, or so he thought. He couldn't fight, he couldn't hunt, so what use was he?
Given his failure and his disability, the elders began to doubt his destiny, and the preferential treatment ceased almost immediately.
But again, for the first time, Cha'Tima had something to prove. He practiced and felt failure once more, archery no longer being an easy thing for him, distances feeling off, hard to judge.
Eventually he compensated, able to function well enough to take care of himself, but no longer felt as though he belonged with his people. The easy camaraderie he felt with everyone vanished once he got nineteen of their best warriors killed, weakening their clan and bring hard times on them.
In the years that followed, Cha'Tima had many adventures, honing his skills as a merchant guard, traveler, sellsword, and general do-gooder. From the lost crypt of the foul Ghoul King to the iron fortress of the orc warlord Baruk Axe-Splitter, and many more in between and after, Cha'tim Achak made a name for himself as a defender of the downtrodden, and a peerless warrior who channeled the power of the sun and moon to destroy his foes. But despite his success, his missing eye was a constant reminder of the danger of hubris, and he endeavored to never stumble into that pitfall again. Though he always had a nagging sense that the elders of his tribe were correct. he must be meant for SOMETHING more.
When he heard of the expedition to retrieve the wand of Orcus, he felt something tug at his soul. This was it. THIS was his destiny, to do something no mortal had ever dared to do before, to spit in the Prince of Undeath's eye and strike him a blow like one he hadn't felt since his ascension.
(Both are in the profile as well.)
I spent more time on the pre-adventurer story since, well, a 20th level character likely has many tales of similar length under his belt, and none are particularly relevant.

Rynjin |

I have an ability to take Rogue Talents in place of Stalker Arts. Can I take Unchained Rogue Talents instead?
Semi-related question for those who've played high level archers before: Which is better to have, a Seeking weapon, or Improved Precise Shot?
Seeking seems better, though doesn't deal with Cover at all seems to be the only difference.

Rynjin |

Hm. Well, I do have a Feat to spare.
Maybe two, if I opt out of Deadly Aim. I don't think my attack bonus can handle the -4 hit (it's only +30 with Rapid Shot going).
Any good free damage boosts I don't know about? I currently have 1d8+11 damage on most shots (5 weapon, 4 Str, 2 Discipline Focus), and 1d8+17 on two select shots (Solar Hailstorm Stance letting me add my +6 Wis to damage for its extra shots). It seems a bit low for damage output even with 7 shots for level 20.
I could up it by 6 with Judgment, but I think I may need it for attack bonuses more.

Cathryn Dayshaun |

Putting in my application for Cathryn. Decided to give up on the Druid idea. Instead going with a Paladin of Tyr, with Oaths against Fiends and of divine Vengeance.
Currently working on filling out Crunch+Fluff. Will update later on when it's finished.
HP: 10 + 19d10 ⇒ 10 + (1, 1, 8, 10, 10, 8, 5, 3, 2, 5, 4, 7, 2, 5, 8, 2, 1, 2, 2) = 96

Edward Sobel |
1 person marked this as a favorite. |

Hm. Well, I do have a Feat to spare.
Maybe two, if I opt out of Deadly Aim. I don't think my attack bonus can handle the -4 hit (it's only +30 with Rapid Shot going).
Any good free damage boosts I don't know about? I currently have 1d8+11 damage on most shots (5 weapon, 4 Str, 2 Discipline Focus), and 1d8+17 on two select shots (Solar Hailstorm Stance letting me add my +6 Wis to damage for its extra shots). It seems a bit low for damage output even with 7 shots for level 20.
I could up it by 6 with Judgment, but I think I may need it for attack bonuses more.
don't worry, my damage output is just as low, I need sneak attack to really dish out the damage. (but that is assuming I can hit.)

The Dragon |

Hm. Well, I do have a Feat to spare.
Maybe two, if I opt out of Deadly Aim. I don't think my attack bonus can handle the -4 hit (it's only +30 with Rapid Shot going).
Any good free damage boosts I don't know about? I currently have 1d8+11 damage on most shots (5 weapon, 4 Str, 2 Discipline Focus), and 1d8+17 on two select shots (Solar Hailstorm Stance letting me add my +6 Wis to damage for its extra shots). It seems a bit low for damage output even with 7 shots for level 20.
I could up it by 6 with Judgment, but I think I may need it for attack bonuses more.
Well, I'd work on improving that wisdom. It should be at least as high as your dexterity, if you're making a stalker.
Feel free to rely on Murderous insight to make your attacks hit - this will make up for the difference between hitting on a 2, and hitting on a 5, for example. Also, remember that you don't need to specify a target for Murderous insight.

Rynjin |

I can't improve my Wis further without dropping my Dex. Maneuvers still need to hit to work.
Aurora Break is fire damage. We are likely going to be fighting a lot of Fiends. Not something to rely on.
I do have Undead and Evil Outsider Bane, but that still seems a mite low.
I largely selected Maneuvers that inflict status effects since I decided not to delve into Weapon Group Adaptation/Broken Blade cheese but maybe I should rethink that?
Suppose I could drop the Judge archetype and get Deadly Strike back.

Amarilis Whitewolf |

I think these are the complete submitions so far...
Amarilis Whitewolf - Female human barbarian uc 10/furious guardian 10
Auric Lightmane - Male aasimar fighter [two-handed fighter] 20
Cathryn Dayshaun - Female aasimar paladin (oath against fiends/oath of vengeance) 20
Cestis Artemyr - Male human machinesmith(combat engineer/wonderbuilder) 10/transmechanical ascendant 10
Cha'Tima Achak - Male aasimar stalker (judge) 20
Donar Fiendflayer - Male venerable dwarf monk (zen archer) 20
Kyrie Swiftstrike - Male halfling swashbuckler 20
Landsknetch Doppel - Male human bloodrager (primalist/steelblood) 20
Maridel TangleBriar - Male elf ranger (tanglebriar/demonslayer) 20
Roark Silverfrost - Male aasimar dragon disciple 8/paladin 2/sorcerer 10
Valonzo Wescott - Male human sorcerer 20
Zorin Blitx - Male tiefling alchemist (vivisectionist) 20

Rynjin |

I don't need to oneshot one but my normal (non-Bane, no crit, no other buffs but my Stance) damage output is around 170...and that's only if all 7 attacks hit. So it's more like half that.
I feel I should be able to drop a CR equivalent creature in 2 rounds. I just wish I had damage boosting Boosts besides Night's Knife that weren't Fire based. Night's Knife is EXCELLENT, but I don't want to have to prepare 4 of them so I can have one every round for combat.
I guess I'm just too used to playing characters with big in-class damage boosts (Ranger, Slayer, barbarian, etc.). Maybe I should torque my expectations down. I can still auto-Daze people, potentially Stun them, Pin and Trip them, etc.

Johnnycat93 |

You can't prepare a maneuver more than once anyways.
I seem to recall that you had one of the Solar Wind Style feats. I could be mistaken.
Either way, you could branch into using some of the PoW2 content. Tempest Gale is a new ranged combat discipline. Additionally, a three feat chain for Solar Wind (the aptly named "Solar Wind Style") will allow you to ignore Fire Immunity/Fire Resistance.
I also reiterate Clustered Shots. If memory serves most creatures'll have some manner of DR at this CR so you'll recover a handful of damage on all of your full-attacks on account of it.

Rynjin |

I also have 1/combat Save or Die effects which is neat.
Well, the second one is more a "Save or be out of this combat" (it traps them on the Ethereal and even if they have Plane Shift or something they have to wait an hour to come back).
I just want to be able to do good damage on the side because I'm sure we'll get into a ton of "Horde battles".
If could have access to Solar Wind Style (not sure if this counts as an official document, it was put out by Dreamscarred but it's not a PDF) that would be cool.

The Dragon |

I can't improve my Wis further without dropping my Dex. Maneuvers still need to hit to work.
Aurora Break is fire damage. We are likely going to be fighting a lot of Fiends. Not something to rely on.
I do have Undead and Evil Outsider Bane, but that still seems a mite low.
I largely selected Maneuvers that inflict status effects since I decided not to delve into Weapon Group Adaptation/Broken Blade cheese but maybe I should rethink that?
Suppose I could drop the Judge archetype and get Deadly Strike back.
Again, Murderous Insight is good for you here. You'll very likely get more accuracy from dropping dex by 8, and putting the resulting overage into wisdom.

Rynjin |

@WhtKnt: Sweet, thanks.
@Dragon: I can only drop my Dex by a max of 4 as far as "swapping" goes (the four points from level up). I'm not going to buy an 18 at 1st level, I don't even do that for primary casters, much less a character who is closer to a Magus than a Wizard.
My starting stats were:
Str: 12
Dex: 16 (+2)
Con: 14
Int: 11
Wis: 15 (+2)
Cha: 10
Then I put +1 level in Wis, +4 in Dex, and +10 to both (Belt/Headband and Tomes).
So there's not a ton of swapping I can do without dumping Cha.

Rynjin |

Dropped one iteration of Extra Readied Maneuver for the Solar Wind Style Feats, then swapped a couple of Maneuvers known for Burning Break and Aurora Break. Feeling a mite better about damage done, at least against fire RESISTANT foes (ER 10 for immune foes still eats most of Burning Break's damage).

Rynjin |

On a not combat related note, I'm very happy that Stalkers are ludicrously good scouts. Like, is any class better at scouting than this?
Being able to become Incorporeal (and by extension, invisible and immune to Scent) for any length of time is really really good, especially combined with short range teleportation.
Then they're very encouraged to spec into Stealth and Perception as skills even more than usual for characters.
Even better as assassins.

Alynthar42 |

Morgoth the Corruptor, this is beautiful! How big a bribe do you want? Mr. Brooks and his psychotic alter ego, Ham, would very much like to be included in this wonderful opportunity. Please note the archetype requests at the bottom. A brief history and description are on the character sheet. It is worth noting that the whole "amnesia" thing isn't just a way to cop-out of making a background. I originally had a whole story about being raised in a minor noble family (the nation would have depended on what campaign I was accepted into) before an attack in which Ham made himself known, and Mr. Brooks was disowned. I just liked the idea of Mr. Brooks not knowing anything about his past, and the potential for him to run into people who recognize him. If selected, I will happily adjust him to your guidelines, and change his backstory if you so desire. He will be taking at least three levels of Master Chymist, beginning at level 8. I have yet to decide if he will continue with Master Chymist until the end of the game, or only take a dip to get to Brutality.
http://www.myth-weavers.com/sheet.html#id=600165

Fury of the Tempest |

Hmmmm... alright.... is the Warlord allowed? Well, specifically the Vanguard Commander archetype, along with Gladiator Presence from DSP Extended System and Use Expanded and the Thrashing Dragon Style and Iron Tortoise Style feats from the Path of War Expanded feats.
Planning on making a charismatic shield-bashing tripping warrior.

Alynthar42 |

I thought I should mention that the Personality box on Mr. Brooks' page has been updated to explain his reasons for entering the adventuring business and an explanation of why Ham doesn't go on murder sprees. Basically, Ham used to be more difficult to control, and has committed several murders, none of which were tied back to Mr. Brooks. Mr. Brooks then became a "problem solver" as a method of giving Ham an outlet for his violence, and struck a deal with his alter ego. Ham only appears in combat situations, and only attacks "appropriate targets." In exchange, Mr. Brooks will not attempt to reign in his "partner" during combat, and seeks out jobs which will provide a dearth of combat scenarios for his worse half.

Viktor Von Fausthiem |

This is the Alias I will be posting under, This is Endoralis your Techno-mage with fast paced mech, able to provide such wonderment like Gravity Clips.
I've been hit with alot of work recently from people getting fired so Im throwing these up so I can through the skeletons and whatnot in then after work the Backstory in the morning (I work midnights)