
The Roughnecks |

BTW this is my arena alias, (I keep my arena characters under individual spoilers) but will delete those I will never use again.
got the name from: welcome to the Roughnecks

Tacita Venator |

Amusing is well and good, but no one being able to understand her/him/it isn't going to be very funny after you can't tell your random match ally what you're doing and you can't waste an action to cast tongues. :)
Going to change Verdant to Sylvan because it's more helpful.
Someone needs to be able to understand you and tell other people what you want to say.
I should be done, save for calculations that can be done when needed. I've picked all the things that need picked, which is the major point.
*Rawr*

Ptolmaeus Arvenus |

Dex: 20
Con: 18
Int: 13
Wis: 13
Cha: 8
Male, Pompling, Aberrant Aegis / Shielded Blade Soulknife 4
Lawful Neutral
Languages: Common, Celestial, Infernal
Medium
Initiative: 4
Senses:
Land Speed: 40ft
Health: 66
Power Points: 11
Touch: 15
Flat-Footed: 22
DR: 2/-
Cold/Electricity resistance 10
Fort: 10
Ref: 11
Will: 8
CMD: 25
CMB: 10
Attack: +10 (+8)
Damage: 2d6+5 (+4)
Crit: 19-20x2
Mind Shield (+1)
AC: +4
Autohypnosis: 7 (3+0+4)
Climb: 12 (3+5+4)
Intimidate: 12 (3+1+4+4)
Knowledge (Religion): 8 (3+1+4)
Perception: 7 (3+0+4)
Stealth: 12 (3+5+4)
Mithral Breastplate +1
AC: +6
Max Dex: +5
Cloak of Resistance +1
Quick Runner’s Shirt: Swift action for a move action to move 1/day
Nat Armor +1
Customizations: (8/8 pts)
-Brawn 1 (Free)
-Hardened Strikes (Free)
-Darkvision 60ft (Free)
-Nimble (2 pts)
-Hardy (2 pts)
-Powerful Build (2 pt)
-Evasion (1 pt)
-Stalwart (1 pt)
Vim: Can use vim as a psi-like ability as long as psionic focus is maintained
Damage Reduction: dr 2/-
Invigorating Suit
Intimidate: +1
Reconfigure: alter allocation of customization points equal to int mod as a standard action once per day
Augment Suit: Standard, spend number of power points up to level to temporarily gain customizations. Lasts a number of rounds equal to int mod.
Form Mind Shield: +2 AC
Shape Mind Blade
Throw Mind Blade
Wild Talent: Psionic Talent bonus feat
Blade Skills:
-Improved Mind Shield: +1 AC
-Full Enhancement: No penalty for multiple items
Enhanced Mind Blade: +1
Psychic Strike: 1d8, move action (swift when focus is expended) to charge blade, mindless creatures are immune,
Native Outsider (3 rp)
-Darkvision 60ft
Medium
Normal Speed
Advanced (4 rp)
+2 physical, +4 Int, -2 Cha
Linguist (1 rp)
Shadow Resistance (2 rp)
-5 cold/elec resistance
Lucky, Lesser (1 rp)
+1 to all saving throws
Improved Resistance II (5 rp)
-Cold and electricity resistance increase to 10
Focused Study (4 rp)
-Skill focus at 1st, 8th and 16th level
Fast (1 rp)
Spell-Like Ability, At Will (4 rp)
-Alter Self
Traits:
Bruising Intellect: Use intelligence instead of charisma to intimidate
Indomitable Faith: +1 to Will Saves
Armor Expert: AC penalties reduced by one
Spirit Guide: +2 on Knowledge (Religion), class skill
Feats:
1st: Psionic Body (psionic)
Bonus: Power Attack
Bonus: Psionic Talent (psionic)
Focused Study: Skill Focus (Intimidate)
3rd Extra Customization (psionic)
As he grew, so did his power and when he came of age, he joined the Brotherhood of Pharasma. The priests saw great potential in him and did everything they could to bring out his power. He is often deployed much like some kind of high-powered ordinance, sent to cut a swath from point A to point B as quickly as possible. It is a marked difference compared to how the church usually conducts itself and as such, his services are often held in reserve. So he finds himself with considerable downtime to wile away.

Captain Fremont |

The crafting feats is a legitimate question. I am intrigued on whether they are being allowed or not. I've not seen anything against them as of yet.
As for the Guided property, it has been noted at PFSRD20 in an editor note that the enchantment is meant to be specifically for melee weapons. Also, if you take a look at the Archives of Nethys, Guided appears under the melee weapon enchantment list, but not the ranged weapon enchantment list.
I didn't know if you were perhaps pulling from another source, but I thought I might bring it up just in case. I would hate to see your character go into a fight not working the way you think he does.

Voice of Awesomeness |

Finally some free time at work, as I'm about to go home lol.
Guided is melee only, yes? Hmm, not sure why. *Might* change that, need some arguments about this.
No crafting pre-game. Maybe during downtime, between matches.
You can replenish consumables that you start the fight with between rounds, up to 1000g. Or is that too much? Please be honest.

Death_Keeper |

Finally some free time at work, as I'm about to go home lol.
Guided is melee only, yes? Hmm, not sure why. *Might* change that, need some arguments about this.
No crafting pre-game. Maybe during downtime, between matches.
You can replenish consumables that you start the fight with between rounds, up to 1000g. Or is that too much? Please be honest.
That is two thousand gp worth of magical buff and wands and such... If you are crafting them...
a thousand might be high... I personally think 200g per match is a better number... makes people less likely to quaff every potion they have at once...

![]() |

D'oh
if I can't have crafted my weapon than that means wasting feats, and fighting my first fight without that money or the feats...
well feat singular I don't really need the
as to why it's a melee only, I have no idea why, it's described as
A weapon with the guided property allows its wielder to use his instinct when striking blows with it.Editor's Note
This 3.5 weapon enhancement was intended to be for melee weapons only.
Attacks from a guided weapon generally don’t strike hard, but they strike at precisely the right moment to maximize damage if in the hands of a particularly wise wielder. A character who attacks with a guided weapon modifies his attack rolls and weapon damage rolls with his Wisdom modifier, not his Strength modifier.This modifier to damage is not adjusted for two-handed weapons or off-hand weapons—it always remains equal to the wielder’s Wisdom modifier. A guided weapon may be wielded as a normal weapon, using Strength to modify attack and damage rolls, but this goes against the weapon’s nature and imparts a –2 penalty on all attack rolls made in this manner.
that doesn't seem like it should require to be a melee weapon, hence my initial mistake

Clifford "Cliff" Barton |

Hm... Cliff Barton... Sounds familiar, similar to perhaps the name of a bassist or something?
I was hoping to brew potions as time progressed and all that.
you may be thinking of the father of Francis Barton, though this isn't actually his name, it sounds similar
(other than the build that's the last hint I will give ;D)