Think you're an expert dungeon delver, able to make any labyrinth bow on its knees before you? Prove it! This will not be your friendly encounter, the average "walk in, collect loot" experience. The monsters will be intelligent and sinister, the traps devious, and the dungeon sadistic!
Creative solutions and roleplaying encouraged. Pre-gens will be optimized, well-developed characters. If you want to create your own character, read the website description (optimization encouraged).
PFSRPG character creation rules except the following: 5th level, 10500 GP, 25 point buy, any alignment, no factions. All official Pathfinder content allowed, but preferred focus on content available on the SRD for ease of access. Optimization expected, and well-rounded characters will likely outperform one-trick ponies. No divine ranks or infinite loops.
Send your character in ASAP. Characters not sent in advance run high risk of being vetoed. Clarify any questionable rules/choices in advance. Vague rulings will be researched fairly if presented early and ruled harshly if not (up to and including the point of requiring character changes).
Know your character well. It will be expected that you play your turn succintly regardless of its complexity due to the time constraints of the event.
I'm thinking most veteran dungeon delvers would work to have as balanced and robust a party as possible. You folks up for collaborating on classes/roles to cover our bases?
I was thinking of going for Cleric and focusing on support/buff spells/wands, dealing with tricky monsters (incorporeal), and being a "flanking buddy" in combat.
Well, we certainly should have third level magics covered...if you've got a cleric in mind, I could roll a conjurer. Beyond utility scrolls, I'm thinking summoning/control focus backed by toppling magic missiles.
Or if not needed...a Goblin Bladebound Kensai with Butterfly's Sting. (If somebody rolls with a two-hander, the passed-along crits could get BIG) On the sly, the magus would focus on flexible DPR, off-tanking, and backup debuffs.
The Ride-By Attack Feat seems to allow a character to essentially "tilt" an opponent, moving in for a charge then moving out. (To prepare for the next charge, usually)
This is awkward, because one (usually) can't move through an opponent's square, and a charge is pointed directly at an opponent.
Most of the time I've seen mounted combat, the GM rules the ride-by attacker passes immediately adjacent to the target. (i.e. medieval jousting knights could be said to be performing a "ride-by attack" against each other) This is an atypical charge lane though...