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About Character I Dears

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Druidzilla:
Hana Dory

Human
Level 1, Brawler: Unarmed 1d6, Martial Flexibility, Brawler's Cunning, 2 Weapon, Blind Fighting, BAB+1
2, Brawler1, Druid 1: Lv 1 Spells, Domain

I avoid Animal Companions. To my experience, they are just things for the GM to kill when he'd rather not kill you.

3B1D2: Improved Grapple, BAB+2
4B1D3: Lv2 Spells, Ability+1, BAB+3
5B1D4: Wild Shape, Natural Spell, BAB+4

Natural Spell is just one of those things you just have to take. That's what lets you cast spells while in Animal Form.

6B2D4: Multiattack, BAB+5
7B2D4Warpriest1: Lv1 Spells, Blessings, Sacred Weapon, Weapon Focus Unarmed, Shaping Focus, Large Animals

Multiattack reduces the penalty upon Secondary Natural Attacks from -5 to -2, and Tentacles are Secondary Natural Attacks. As a Giant Octopus at this point, you get 2 Unarmed Strikes, a Bite, and 8 Tentacles all with Grab and Constrict. The Unarmed Strikes do 1d8 for Size Large, the Bite, 1d6, the Tentacles 1d4+Constrict for 1d4+Armor Spikes for 1d8. So that's 19 attacks/round. Your Strength Mod will apply to either the Constrict or to the Armor Spikes, not to both.

The bane of characters with multiple attacks is Damage Reduction. Between your ability to cast and use wands with Cleric and Druid Spells, you should be able to find the right buff you need to bypass almost anybody's DR. Weapons Against Evil comes to mind.

You might want to acquire a Helm of the Mammoth Lord and get a Gore Attack, too, which will also do 1d6. Ask your GM: you might take a level in White Haired Witch and also get a Hair Attack, but your GM might rule that since octopi don't have hair, you can't use White Hair while in Octopus Form. You would be able to use it in Dire Tiger form, though.

So there is the Wild Armor Enchantment, but I when I have a favorite Animal Form, I prefer to just have Barding made for me to put on after transforming. Perhaps you could prevail upon a party member to cast Swift Girding on you to dress you, or at some point you can take a level in Arcanist or something and 'Gird yourself.

8B2D4W1Fighter1: Greater Grapple, BAB+6, Ability +1
9B2D4W1F2: Martial Versatility, Weapon Focus, Weapon Specialization Unarmed, BAB+7.

Martial Versatility lets you apply Weapon Focus to all Weapons in your Weapons Group, Unarmed Strike is in the Natural Weapons Group, so Now you get to apply Weapon Focus to any Natural Attack you happen to have in any form you happen to Wildshape into. Weapon Focus lets you apply Sacred Weapon Damage to the attack. So 2 Unarmed Strikes/Bite/Gore/8Tentacles/8Constricts/8Armor Spikes all at 1d8 base damage, 3d6 if pumped up with Strong Jaw (except for the Armor Spikes). And +2 for Weapon Specialization Unarmed, of course.

10B2D4W1F2Arcanist1: Dimensional Slide, Lv1 Spells

There are a lot of useful Arcane Exploits, and dressing yourself might be very important.

11B2D4W2F2A1: Fervor 1d6, Martial Versatility Weapon Specialization

+2 damage to all your attacks, including your Armor Spikes, btw: Unarmed Strikes are not just in the Natural Weapon Group, but also the Close Weapon Group.

12B2D4W3F2A1: Hamatula Strike

Hamatula Strike gives you a Free Grapple with any hit with a Piercing Weapon such as Gore and Bite, also activating Constrict and Armor Spike Damage,

13B2D4W4F2A1: Sacred Weapon +1, Lv2 Spells, Channel Energy, Snake Style

Snake Style turns those 2 Unarmed Strikes into Piercing Weapons, activating Hamatula Strike, Grapple, Constrict, and ASD for them, too.

14B2D4W5F2A1: Fervor 2d6, Sacred Weapon 1d8

1d8 scaling up to 2d6 for Large or 4d6 if under Strong Jaw.

Inquisitor:
Name: Fahana Angelbane | Race: Oni-spawn tiefling | Class/level: Inquisitor (Spellbreaker) / 20 | Favored Class Bonuses: 20 skill points | Age: 21 | Height: 5'11" | Weight: 130 lbs. | Alignment: CE | Deity: Lamashtu | Point Buy: 14/14/14/10/15/8 = 20
Stats:
Str 42 (14 + 2 race + 4 levels + 6 enhancement + 5 manual + 7 rage + 2 alter self)
Dex 20 (14 + 6 enhancement)
Con 27 (14 + 6 enhancement + 7 rage)
Int 11 (10 + 4 enhancement)
Wis 22 (15 + 2 race + 1 levels + 4 enhancement)
Cha 6 (8 - 2 race)

Initiative: +12
Senses: Perception +34, all-around sight
Hit Points: 193 (253 raging)
Armor Class: 44; Touch AC: 28; Flat-Footed AC: 37
CMD: 52
Fort: +24; Ref: +16; Will +22 (27 raging; roll twice vs. mind affecting); all saves: +5 vs. enchantment spells, +4 vs. necromancy spells, +3 vs. illusion spells, +2 vs. conjuration spells, +1 vs. divination spells
Immune: Arcane abjuration spells
Spell Resistance 37

Movement: Speed 90', fly 60' (average), swim 30'
Base attack bonus: +15
CMB: +30
+5 falchion (Courageous, Cruel, Furious, Keen, Vicious): +46/+46/+41/+36 (2d4+2d6+4d6+52)
vs. Large or larger creatures: +5 falchion (Courageous, Cruel, Furious, Keen, Vicious): +47/+47/+42/+37 (2d4+2d6+4d6+54)

Traits: Prolong Magic, Reactionary
Feats:
1st Judgment Surge
3rd Improved Initiative
5th Power Attack
7th Weapon Focus (falchion)
9th Dodge
11th Intimidating Prowess
13th Big Game Hunter
15th Critical Focus
17th Cornugon Smash
19th Staggering Critical

Special Abilities:
Rage: +4 morale bonus to Str and Con, +2 morale bonus to Will, -2 AC. Morale bonuses increase by +3 from weapon to +7 and +5. 23 rounds.
Judgment: Various abilities. Effective Inquisitor level 23 (28 for one judgment per use). 7 uses per day, three judgments per use. Bonuses chosen during Beastmass combats: +5 profane bonus to AC, +5 profane bonus to attack, +9 profane bonus to damage.
Foil Casting: +2 to DC of defensive casting to threatened casters. Additional +2 to DC for one round after being hit by McKillington.
Greater Bane: +2 weapon enhancement bonus and +4d6 damage vs. chosen enemy type.
Stalwart: For effects that do a reduced effect on a Fort or Will save, take no effect.

Spells (Incomplete list; only spells used for this combat) (CL 21): divine favor, expeditious retreat, bloodhound, countless eyes, greater invisibility, greater dispel magic, spell resistance, true seeing, heal

Skills: Fly +28, Intimidate +39, Knowledge (Arcana) +24, Knowledge (Dungeoneering) +25, Knowledge (Nature) +25, Knowledge (Planes) +25, Knowledge (Religion) +25, Perception +34, Stealth +27 (+67 invisible stationary; +47 invisible moving), Swim +27

Equipment: cracked pale green prism ioun stone, ring of invisibility, belt of physical perfection, headband of mental prowess (Int and Wis) +4, ring of protection +5, amulet of natural protection +5, mithral breastplate +5, crown of conquest, boots of speed, cracked dusty rose prism ioun stone, wings of flying, orange prism ioun stone, dusty rose ioun stone, eyes of the eagle, otherworldly kimono, potion of haste x5, potion of cure moderate wounds x3, bag of holding type I, falchion (courageous, cruel, furious, keen, vicious) +5, shovel, 2173 gold pieces

I added Cornugon Smash, Staggering Critical (with Keen on my weapon), Cruel to my weapon, and the crown of conquest to help mitigate my lowish AC by stacking some debuffs onto them.

Vacuum:
Tiefling Diviner (Foresight) 20
Str 7 (7 base, -6 age, +6 G.A.R.)
Dex 26 (14 base, +2 race -6 age, +6 G.A.R., +6 belt, +4 manual)
Con 13 (7 base, -6 age, +6 G.A.R, +6 belt.)
Int 40 (18 base +3 age +4 race +5 levels, +6 headband, +4 manual)
Wis 10 (7 base, +3 age)
Cha 17 (16 base, -2 race, +3 age)

HP: 120
AC: not good, doesn't matter

Initiative auto 40, always acts in surprise round.

(Mostly) Relevant Spells:

0th
1st 4+4+1
2nd 4+4+1 Resist Energy
3rd 4+4+1 Protection From Energy
4th 3+4+1 Ride the Waves, 2x Emergency Force Sphere, 4x Dimension Door,
5th 3+4+1 Overland Flight, Teleport
6th 3+4+1 Contingency
7th 3+4+1 Greater Age Resistance, Quickened Hydraulic Torrent, Quickened Protection From Energy
8th 2+4+1 2x Quickened Dimension Door,
9th 2+4+1+1 6x Reach Mass Suffocation, Foresight or something

Feats:

Scribe Scroll
5th Level Wizard Bonus Spell Focus (Necromancy)
10th Level Wizard Bonus Greater Spell Focus (Necromancy)
15th Level Wizard Bonus Bloatmage Inititate
20th Level Wizard Bonus Spell Perfection (Mass Suffocation)

1st Eldritch Heritage
3rd Skill Focus: Knowledge (Planes)
5th Spell Penetration
7th Greater Spell Penetration
9th Varisian tattoo
11th Eldritch Heritage
13th Quicken Spell
15th Improved Eldritch Heritage
17th Greater Eldritch Heritage
19th Reach Spell

Traits:

Magical Lineage (mass suffocation)
Deft Dodger

Saves:

Fort: +14 (+6 base, +1 con, +5 resistance, +2 ioun stones)
Ref: +24 (+6 base, +10 dex, +5 resistance, + 2 ioun stones, +1 trait)
Will: +17

(I started pumping reflex to evade the Balor's death throes, but realized it's not actually necessary for success, with 120 hp and protection from energy. He'll still evade on a 9 to complete the challenge with no damage taken assuming the average rolls.)

Gear:

Orange Prism Ioun Stone 30,000
Manual of Int +4 110,000
Manual of Dex +4 110,000
Robe of Archmagi 75,000
Headband of Int +6 36,000
Belt of Dex +6, Con +6 90,000
Ring of Evasion 25,000
Moon Circlet 25,000
5 Cracked Amber Spindles 17,000
Pale Green Prism (Cracked) 4,000
Pale Green Prism 30,000

552,000 gp spent, less spell costs (Contingency, Aroden's Spellbane)

Base 10 DC
Spell Perfection (doubles other feats' bonuses)
Spell Focus +2 DC
Greater Spell Focus +2 DC
Varisian Tattoo +2 CL
Bloatmage Initiate +2 CL
School Power +2 DC
Orange Prism Ioun Stone +1 CL
Moon Circlet (Full Moon) +2 CL
40 Intelligence +15 DC
Spell +9 DC

Spell Penetration +4 CL check for SR
Greater Spell Penetration +4 CL Check for SR
Robe of Archmagi +2 CL Check for SR

Synthesist:
Limburger Wolf-Bound, the Summoner
Build: Half elf Synthesist (16), Oath of Vengeance Paladin (4)
Laaaaame Stats (20 point buy): 7/7/7/8/18/18+2
Half elf class bonus goes to summoner for +5 evolution points.
Traits:
Reactionary
Feats:
Improved Initiative
Extra Evolution x4
Improved Natural Attack (Bite)
Power Attack
Dimensional Agility
Dimensional Assault
Defensive Combat Training
Advanced Defensive Combat Training

Eidolon is as follows:
Quadruped
Improved Natural Armor x4 (4)
Huge Size (10)
Head/Bite x5 (15)
Pounce (1)
Total Evo Points Required: 30
Total Evo Points We Have: 21(16 lvls), +5 (half-elf bonus) +4 (feats)= 30
Ability Bonuses into Dex (+3)
+6 str/dex from being lvl 16

CMD is 10 + 16 (BAB) + 19 (STR) + 11 (DEX) + 2(Huge) + 1(Haste) + 5(Deflection) + 8 (Feats) + 8(Smite, if evil). So, 72 or 80.
--------------------------------

To summarize:
Our initiative is at +16, we have 62/34/52 AC, 44/35/43 saves, and we have 6 attacks at +52, so we only miss anything on a natural 1. We have reach and teleport-pounce, so we’re full attacking every round. When we get to attack, we do 369 damage which ignores all DR.

Specific Tactics:
If somebody is going to be a jerk and cast antimagic field, we can summon our eidolon and use a scroll of Spell Immunity: Antimagic Field on him.
If we are worried about our touch AC being too low, we can pick up 4 dex with an Evolution Surge before combat.
If we are grumpy and would like to up our DPR by 18, we can also Evolution surge up some more strength.

Summary of Beastmass Trials:
The Shoggoth loses initiative and dies immediately.

The Balor loses initiative, gets a surprise round. He can greater dispel magic (ring of counterspells) or antimagic field. He either dies immediately or...dies immediately, because antimagic is 10 feet around him, and Limburger can attack from outside of it.

The same thing happens to the pit fiend.

The Linnorm can't hit Limburger's AC except on a 20, can't grapple even on a 20 (...checks don't auto-succeed or fail, right?), and his sprays o' doom are evaded on a 2. He dies in 1 round.

The Gold Dragon, being Good, can't be smote. As such, he takes 2 rounds to kill. He suffers from similar problems as every other creature.

Same with the solar. Can't really...do anything. And cannot heal through Limburger's massive damage.

The Tarrasque takes 3 rounds to kill. During which it futilely bites, stabs, attempts to consume Limburger, who is too stinky and crunchy to be eaten. He dies, and Limburger uses his 36 Charisma to found a Sunday Polo Club wherein a bunch of level 5 half-orcs come in every sunday to power attack the tarrasque's body down to arbitrarily negative hitpoints, so it won't recover before next sunday.

Reposition Fighter:
Race and traits:
Human
Str 17+3, Dex 13, Con 14, Int 12, Wis 15, Cha 7
(Str: +3 Level increase)
Racial Traits:
Bonus Feat
Heart of the Fey

Traits:
Adopted->Bitter Heart (+2 to Confirm crits)
Fate’s Favored

***

Levels and Feats:
Brawler 2
1. Martial Flexibility, Combat Expertise, Improved Reposition (H), IUS (B)
2. Brawler’s Flurry, Weapon Focus (Unarmed Strike) (B)
Mutation Warrrior Fighter 9
3. Power Attack, Improved Drag (B)
4. Feral Combat Training (Unarmed Strike) (B)
5. Mutagen, Crashing Wave Style
6. Crashing Wave Buffet (B)
7. Weapon Training, Martial Versatility (Feral Combat Training)
8. Improved Critical (Urumi) (B)
9. Wings, Repositioning Strike
10. Crashing Wave Fist (B)
11. AWT: Weapon Sacrifice, Critical Focus

Foundation of Faith Cleric (Desna) 1
12. Bastion, Luck Domain, Freedom Subdomain

FCB (Fighter): +9 to CMD vs Grapple / Dirty Trick

***

Magic Items:
Offensive:
+1, Repositioning Urumi (32,300)
Belt of Impossible Action (16,000)
Gloves of Dueling (15,000)
Proficiency ioun stone (1500)
Defensive:
Rod of Escape (15,000)
Amulet of the Blooded-Fey (10,000)
Headband of Fortune’s Favor (7,700)
+2 Cloak of Resistance (4000)

+1 Full Plate (2,750)
+1 Ring of Protection (2000)
+1 Buckler (1,150)

Consumables:
Wand of CLW (750)
Alchemical Grease x10 (50)
Smelling Salts x4 (100)

108.3 / 110

***

Offense:
Attack Bonus (Urumi): 11 (BAB) + 7 (Str+Mutagen) + 1 (Enhancement) +4 (Weapon Training) +2 (Divine Favor) -2 (Flurry) +1 (Martial Versatility: Weapon Focus)
= +24/+24/+19/+14 (1d8+14, 15-20/x2)
+6 to Confirm Crits
Reposition CMB: 11 (BAB) + 7 (Str+Mutagen) + 2 (Enhancement) +4 (Weapon Training) +2 (Imp Reposition) +2 (Divine Favor) +1 (Martial Versatility: Weapon Focus)
= 29

Special
Laughing Touch (3/day): 11 (BAB) +7 (Str+Mutagen) +2 (Divine Favor)
= 20

***

Defense:
HP: 93
AC 26
10 + 10 (Armor) +1 (Dex) +2 (Natural) +2 (Shield) +1 (Deflection)

CMD 33
+18 vs Disarm (Weapon Training + Locked Gauntlet + Gloves of Dueling)
+19 vs Grapple (FCB + Rod of Escape + Alchemical Grease)
+9 vs Dirty Trick (FCB)
+8 vs Sunder (Weapon Training + Gloves of Dueling)

===

Saves:
Fortitude 17
Reflex 12
Will 12 (+2 vs Fear)

Movement:
20 ft land speed
40 ft Fly Speed

Special
Greater Invisibility for 9 rounds per day. The rounds don’t need to be consecutive.

***

Key components of the build:
Crashing Wave Fist
Gain one Unarmed Attack for every 5 feet you move an opponent with Reposition/Drag, although at a scaling penalty.
Feral Combat Training (Unarmed Strike).

Quote:
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
'

Martial Versatility. Unarmed Strike is part of the 'Monk' weapon group, so I can now apply "the effects of feats that have Improved Unarmed Strike as a prerequisite" to my Urumi: a monk weapon with a 18-20 crit range.
Repositioning Strike. Whenever you confirm a critical hit, use the confirmation roll as your Reposition CMB check. (Do note that it should be Improved Reposition in the prerequisites)

Repositioning weapon ability (+3). Whenever you confirm a critical hit, make a Reposition maneuver as a free action.

Quote:
Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
'

Luck Domain: Bit of Luck power + Headband of Fortune’s Favor. Roll every d20 twice for two rounds. Standard action to activate.
Belt of Impossible Action. This will allow me to reposition enemies of all sizes.

***

The Fight:
Spells Prepared: Divine Favor, Divine Favor, True Strike
Mending, Detect Magic, Purify Food and Drink
Chosen Buffs: Mutagen and Divine Favor.

Round 1
Standard Action to use Bit of Luck on myself. Swift action to enter the style. Move action for Martial Flexibility (Weapon Focus).

Round 2
Full-Attack, theoretical infinite damage on four enemies within reach. Can 5-foot step twice to reach as many as possible.

Round 3
Can’t be Pinned thanks to Rod of Escape, and can’t be Prone since we’re flying.

I begin the turn by making another saving throw against the Staggered effect (with the -4 from Shaken/Sickened), thanks to the Smelling Salts I’m wearing like a necklace. Then I ascend 20 ft up in the air (at a 45° angle to avoid the check) and cast CLW on myself the next turn.

The AoO is negated with Weapon Sacrifice, and one of my Cestus eats the hit. After I’m out of reach, I can begin healing with my wand and remove the Shaken/Sickened conditions with the Freedom subdomain’s power.

If I’m instead considered Grappled since I can’t be Pinned, I would use the Laughing Touch ability to make the foe break the grapple first (85% with a -6 attack penalty). Even if I drop to -1 HP the Smelling Salts would keep me up. Then after that I’d follow the same routine as before to escape its reach, except that I could avoid the AoO by 5-foot stepping away on round 3 and taking the Withdraw action on round 4.

***

Math:
Vs AC 30, CMD 35, and Flat-Footed 25.
My first two attack both have ~51% chance of critically hitting the enemy. Any critical hit will result in two Repositions. One from the confirmation roll, and one from my weapon ability.

Both of these maneuvers gives me additional attacks as per Crashing Wave Fist, which all have a chance of critically hitting.
So if we multiply the probabilities of getting our increased number of attacks from Crashing Wave Fist, with the probabilities of these extra attacks critically hitting, we'll see our estimated number of critical hits from any of those two hits.

The average number of critical hits from the Confirmation Roll Reposition (CRR) for a full-BAB Flurry critical hit is 1,12

The average number of critical hits from the Weapon Ability Reposition (WAR) maneuver is 1,05

So 2,17 is the average number of critical hits any Full-BAB Flurry critical hit would give us. If we multiply that by the chance of it being a critical hit, we'll get the estimated number of critical hits any of those two attacks will give us (ca 1,1).

Now the great part is that no matter which attack critically hit, no matter what penalty the CRR has, the WAR is always done at the same attack bonus. Since the average number of crits from the WAR is bigger than one, we have a theoretically infinite amounts of critical hits and of course, infinite damage.

Jinx Witches:
I did have a concept with the halfling witch as well. Since hexes are all supernatural, I decided to just simply clad her in as much armor as possible. This, of course, will create a huge arcane spell failure rate. To counter this, I just prepare all spells that are verbal only.

1st - Command, Sure Casting
2nd - Blindness/Deafness
3rd - Screech, Suggestion, Vision of Hell, Tongues, Spit Venom
4th - Dimension Door, Geas (Lesser), Communal Tongues
5th - Contact other Planes, Teleport
6th - Geas/Quest, Ice Crystal Teleport, Mass Suggestion

Though the spell selection is extremely limited, many are Save or Suck. With the -7 to saves, they will have a higher chance of sticking.

Remember that you can use Ice Crystal Teleport offensively to send an enemy somewhere. Spit Venom, when the Ranged Touch hits, automatically blinds, no Save. Screech helps provoke AoOs from your melee allies.

I know that this may seem dumb, but it is a bit neat to still be able to do stuff while having a high armor class as a witch.

Halfling Witch: Shae, the Doe of Kaer Magan.

8, 14, 10, 16, 13, 16

Alternate Racial Traits:
Fleet of Foot
Polyglot
Jinx

Traits:
Reactionary
Magical Flair (Makes all spells have visage of a black rabbit and audio of screaming rabbit, obviously RP related)

Class and Feat selections: All class levels Witch
Familiar: Hare (Black) for Initiative bonus and RP
C1: Malicious Eye
Hex1: Evil Eye
Hex2: Cackle
C3: Iron Will
Hex4: Misfortune
C5: Bolster Jinx
Hex6: Slumber
C7: Lightning Reflexes
Hex8: Beast of Ill-Omen
C9: Great Fortitude
Hex10: Agony
C11: Sluggish Jinx
Hex12: Scar

Simply put, she hangs back hexing things with her evil eye (of course lumping jinx as per malicious eye) misfortune, and cackling (which will be more like a rabbits screech) to extend the durations. Later on she puts larger threats to sleep, sends in her familiar to dole out beast of ill-omen, and agony of course. Scar for the role play purpose of having someone at her whim should they not do as she says. She is obviously built to maximize on jinx, allowing the full -7 to all saves, -3 to attack rolls, and initiative in one use of a skill at level 11. An additional -4 to attack rolls with one more use and all the other things capable with evil eye. All that on top of the double roll of misfortune, beast of ill-omen penalties, and agony. tsk tsk tsk... tough luck friend!

She was born in the Warrens of Kaer Maga between the Pillars of Dream. She was slightly deformed and the pain of her deformity caused her unrest which made her mother need the peace of sleep to bring the child into the world. Random patches of ebony splotch her body, over sized upper central teeth, and her ears are far longer than they should be, drooping from their weight over the years. To any onlooker she might even be a were-rabbit, and in truth the auspicious nature of her birth, deformities, even her calling may yet bring surprises to her. She is in touch with the powers of fate and portents, which help her bring her damning powers to bare on anyone foolish enough to threaten the Magan Doe.

Archer:
Str 14
Dex 19 (17+2)
Con 14
Int 13
Wis 8
Cha 7

Be a Human. Humans are awesome. They start with two feats. You need lots of those.

Level 1 Divine Hunter Paladin (of Erastil). (Be a good guy for a little while, then fall from grace… but hey, you get to keep the feat at least)
Level 2-4 Zen Archer Monk (Still dedicated to the way of the bow with religious fervor)
Level 5+ Archer Fighter (Screw it, papa needs a paycheck, be whatever alignment you wanna be… congratulations, you are now Erastil’s Fallen)
(A truly optimized version has 2 levels of ZA followed by all Archer… but this version is cooler, imo, thematically)

Feats:
1) Divine Hunter will give you Precise Shot
2) Zen Archer gives you Improved Unarmed Strike, A bonus feat (point blank shot), and perfect strike
3) Zen Archer gives ya Weapon Focus, A bonus feat (rapid shot)
4) Zen Archer gives ya Point Blank Master
5) Archer gives a ton of bonus feats (9 total by lvl 20)

Between those feats, an extra for human, the bonus feats from archer, and your normal feats for advancement… we get 19 to choose. It is a good thing we have a lot to pick up… or we might get lost with all the options!

Mandatory for build (in no particular order):
1) Dodge
2) Mobility
3) Combat Patrol
4) Combat Reflexes
5) Combat Expertise
6) Improved Trip
7) Greater Trip
8) Ki Throw
9) Vicious Stomp
10) Snap Shot
11) Improved Snap Shot
12) Pin Down
13) Fury's Fall

Extra that help (in no particular order):
1) Clustered Shots
2) Deadly Aim
3) Weapon Specialization
4) Greater Snap Shot
5) Greater Weapon Focus
6) Disruptive
7) Spellbreaker
8) Teleport Tactician
9) Disruptive Shot
10) Improved Disarm
11) Greater Disarm
12) Improved Precise Shot
13) Other Archery Stuff etc.

How does this all play out? Well, my friend… Whatcha do is you run out into the battlefield and find yourself a nice spot. By the time ya get Imp Snapshot you’ll have 15’ threatened area, and can already lay the smack down. After you get it, as a full round action you declare yourself one of them there Combat Patrols. So, now you threaten 25 or 30’. Yeah that’s right. That is how far out you ‘threaten’ with your bow.

From Archer Archetype, you’ve been picking up these handy Ranged Tricks, they let you perform certain combat maneuvers from 30’ and with your bow. Good thing too, because now you threaten that far out with your bow. Coincidences are fun. As soon as possible, pick up that Ranged Trip Trick.

And then… you guessed it, OWN the map. If someone within 30’ of you moves, trip em. And fire off a followup free shot. And now here comes the ‘real’ fun part.

If you want to, you can instead move up to the enemy, combat patrol allows you to move up to your speed while making your AoOs as part of your AoOs. Then make an unarmed strike trip attempt, and if successful, you get to place the hapless fool into ‘any other square you threaten’. YUP. Launch him across the map to the opposite side of your threatened are, put him off a cliff, toss him in between a pair of waiting allies, you name it. Plus, with Greater Trip and Vicious Stomp, you get to shoot him and kick im when he’s on the ground. Yep, 1 trip = two AoOs for you.

Oh, but they can make 5’ steps or withdrawal without triggering an AoO you say? Not since you took that handy Pin Down feat… they do, and you can keep them from going, well, anywhere.

Spellcasters causing you issues? Pick up those Disruptive, Spellbreaker, Teleport Tactician, and Disruptive shot feats to totally wreak havoc on enemy caster’s game. Disruptive makes it harder for them to cast defensively, which they'll be trying to do since you threaten from such a distance... and with Spellbreaker, if/when they fail, you get another free shot on em.

Feel your damage isn’t up to speed? Pick up the standard archery feats instead. Like to trip ‘and’ disarm? Go with those feats too. You got a couple (7) to spare for that extras list.Weapon Focus: Longbow (Human bonus)
Weapon Specialization: Longbow (Fighter bonus)
Iron Will (1 HD)
Point Blank Shot (Fighter bonus)
Improved Initiative (3 HD)
Precise Shot (Fighter bonus)
Improved Iron Will (5 HD)
Deadly Aim (Fighter bonus)
Far Shot (7 HD)
Rapid Shot (Fighter bonus)
Critical Focus (9 HD)
Manyshot (Fighter bonus)
Improved Precise Shot (11 HD)
Penetrating Strike (Fighter bonus)
Staggering Critical (13 HD)
Greater Weapon Focus: Longbow (Fighter bonus)
Blinding Critical (15 HD)
Greater Penetrating Strike (Fighter bonus)
Stunning Critical (17 HD)
Greater Weapon Specialization: Longbow (Fighter bonus)
Weapon Finesse (19 HD)
Quick Draw (Fighter bonus)

Raz Priest:
Sorcerer Archetype:

Razmiran Priest +3/+3 Better then Great Power. No other Sorcerer Archetype comes close. +3 Better then Great Versatility. No other Sorcerer Archetype comes close.

Power: Free upgrade to False Focus? Bonus +1/2 Class Level to UMD? Oh we're actually here for being able to cast any divine spell off a scroll without expending it. No wait, we're here for the ability to use Spell Lists like the Paladins to get Greater Angelic Aspect before even the Cleric does. Oh... wait.... no... we're *REALLY* here for the ability cast spells with expensive material components for free over and over again.

Versatility: Any. Divine. Spell. At only +1 spell level. Which may be significantly earlier then a full divine caster.

Enchanter:
Kitsune Sorcerer (Fey Bloodline)
Kitsune favored class option, Fast Shifter

Attributes: 15 point build, racial adjustments included
STR - 8
DEX - 14
CON - 10
INT - 12
WIS - 8
CHA - 19 (+1 at 4th, 8th, 12th, 16th and 20th level)

Traits:
Reactionary
Focused Mind

Feats:
1st - Spell Focus: Enchantment
3rd - Greater Spell Focus: Enchantment
5th - Skill Focus: Nature
7th - Eldritch Heritage (Arcane Bloodline: Bonded Item)
7th - Improved Initiative*
9th - Spell Penetration
11th - Improved Eldritch Heritage (Arcane Bloodline: New Arcana)
13th - Persistent Spell
13th - Quicken Spell*
15th - Greater Spell Penetration
17th - Greater Eldritch Heritage (Arcane Bloodline: Spell Power Enchantment)
19th - Iron Will
19th - Lightning Reflexes*

The character should get the following bonuses to Enchantment spells:
+1 DC at 1st level from her racial bonus
+1 DC at 1st and 3rd from Spell Focus feats
+2 DC vs. Compulsion spells at 1st level effects from Fey Bloodline
+1 DC at 4th, 8th, 12th, 16th and 20th levels as favored class bonus
+2 DC at 17th level from Greater Eldritch Heritage

The end result has me casting a DC 24 Hold Person spell at 6th level, a DC 29 Dominate Person spell at 12th level and a DC 36 Dominate Monster spell at 17th level... without taking any magical equipment into consideration.

I'm pretty happy with that. The character is going to have to take some buff spells (Haste, Heroism, Greater Heroism) as well as load up on the UMD skill so that she'll still be effective when facing undead and other creatures immune to mind-affecting spells, but even with that weakness she should make a nice teammate for the upcoming Rise of the Runelords campaign we're going to be running.

Giants count as humanoids :)

Battering Blast Sorcerer:

Orc Blooded with Blood Havoc and Blood Intensity. Which means +2 damage per dice, and 5 uses of Blood Intensity that adds +11d6 to the level cap of a damaging spell.

Feats: Heighten Spell, Spell Focus(evocation). Spell Specialization (battering blast), varisian tatoo (evocation), Empower Spell, Intensify Spell, Preferred Spell(battering blast), Quicken Spell, Maximize Spell, Spell Penetration(evocation), Spell Perfection(battering blast).

Blood Feat: Widen Spell, Toughness, Great Fortitude.

Traits: the usual suspects.

CL: 26 without items. If you can find 4 more levels in items that would make a huge difference. But lets stick with 26 for a 'fair' comparison.

26 means 5 battering blasts. Using Intensify Spell you can exceed the damage by 5 CLs, which increases it to 7d6. Not great. But if you use Blood Intensity instead you can up the damage dice by your cha or str mod (+11), which maxes out at 16d6...but you only have enough levels for 13d6. Oh well! So we'll use the 5 uses per day ability that doesn't modify the spell's level.

For damage we'll pile on Empower Spell (+2), Maximize Spell (perfection), and traits (-2 metamagic level)...for a net 0 change in spell level. We really can't use more feats to pump the damage any higher. Its actually possible to pump another +4 in metamagic mods into this.

So 13d6+26 x 1.5= 19.5d6+39 is an empowered blast. Maximized is 156 per ball, x5 balls = 780.

And its force damage. and its touch with no save to reduce damage. And this can be comboed with either quicken or dazing.

Transmuter Wizard:
Lvl 9: (DC 31) (5+1) —Arodane's Spellbane, Gate, Gate, Summon Monster IX, Shapechange (D), Time Stop

Lvl 8: (DC 30) (6+1) —Mind Blank, Moment of Prescience, Polymorph Any Object, Polymorph Any Object (D), Summon Monster VIII, Summon Monster VIII, Summon Monster VIII

Lvl 7: (DC 29) (6+1) —Mage's Magnificent Mansion, Giant Form I (D), Limited Wish, Limited Wish, Limited Wish, Summon Monster VII, Summon Monster VII

Lvl 6: (DC 28) (6+1) —Chains of Light, Chains of Light, Chains of Light, Dispel Magic (Greater), Dispel Magic (Greater), Flesh to Stone (D), Flesh to Stone

Lvl 5: (DC 27) (6+1) —Baleful Polymorph, Icy Prison, Icy Prison, Life Bubble, Life Bubble, Overland Flight (D), Teleport

Lvl 4: (DC 26) (7+1) —Dimension Door, Dimension Door, False Life (Greater), Invisibility (Greater), Invisibility (Greater), Invisibility (Greater), Invisibility (Greater), Haste (D)

Lvl 3: (DC 25) (7+1) —Haste, Haste, Haste, Heroism (Two Slots), Slow, Slow (D)

Lvl 2: (DC 24) (7+1) —Glitterdust, Glitterdust, Glitterdust, Mirror Image, Mirror Image, Resist Energy, Tears to Wine (D), Tears to Wine

Lvl 1: (DC 23) (7+1) —Ant Haul, Blood Money, Blood Money, Blood Money, Heightened Awareness, Heightened Awareness, Liberating Command (D)

Lvl 0: (DC 22) (4) —Detect Magic, Detect Poison, Light, Prestidigitation

Eden (Elf Form) Stat Block:
Stats:
Favored Class Points:
Feats:
Equipment:
CONTAINERS:
Handy Haversack – CRAFTED - 1,000 gp - 5 lbs.
Canteen - 2 gp - 1 lb.

WORN:

Spell Component Pouch - 5 gp - 2 lbs.

Armor: +1 Silken Ceremonial Robe - 1,180 gp - 4 lbs.
Waist: Meridian Belt - 1,000 gp - 1 lb.
Body: Otherworldly Kimono - CRAFTED - 33,500 gp - 1 lb.
Chest: Death Warden's Bandolier - 15,000 gp - 3 lbs.
Eyes: Annihilation Spectacles - CRAFTED - 12,500 gp - 0.25 lbs.
Feet: Boots of the Earth - 5,000 gp - 5 lbs.
Hands: Gloves of Elvenkind - 7,500 gp
Head: Iron Circlet of Guarded Souls - 30,000 gp
Headband: +6 Headband of Mental Prowess [Int, Wis] (Stealth, Fly, Perception) - 96,000 gp - 1 lb.
[Note: Int Part Originally CRAFTED - 18,000 gp]
Neck: Furyborn Amulet of Mighty Fists - 16,000 gp - 1 lb.
Ring 1 (Arcane Focus): Ring of Freedom of Movement - CRAFTED - 20,000 gp
Ring 2: Ring of Sustenance - 2,500 gp
Ring 3: Ring of Invisibility - 20,000 gp
Ring 4: Ring of Spell Continuation - gp
Shield: NONE
Shoulders: Pauldrons of Unflinching Fortitude +6/+5 - 37,500 gp - 1 lb.
Weapons:
-----Adamantine Dagger - 3,002 gp - 1 lb.
-----Quarterstaff of Entwined Serpents - 5,050 gp - 4 lbs.
Wrist: Bracers of Might - 10,000 gp - 0.5 lb.

CONSUMABLES:
Rod of Extend Spell - 11,000 gp - 3 lbs. - 2/3 Charges
Rod of Lesser Extend Spell - 3,000 gp - 3 lbs. - 3/3 Charges
Wand of Infernal Healing - 750 gp - 50/50 charges
Wand of Infernal Healing - 750 gp - 50/50 charges
Dweomer's Essence (0/4) - 2,000 gp
Dweomer's Essence Batch 2 (40/40) - 20,000 gp
True Seeing Eye Ointment (6/6) - 1,500 gp
Diamond Dust - 5,000 gp
Wish Diamonds (All USED) - 125,000 gp
Wish Diamond - 25,000 gp

OTHER:
Blessed Book - CRAFTED - 6,250 gp - 1 lb.
Lord's Banner of Crusades (Deathward) - 100,000 gp - 3 lbs.
Platinum Holy Symbol of Shelyn - 500 gp - 1 lb.
Platinum Holy Symbol of Iomedae - 500 gp - 1 lb.
Staff of the Master - 30,000 gp - 5 lbs.
Wayfinder - 500 gp - 1 lb.
Ioun Stones:
---Orange Prism Ioun Stone
---Western Star Ioun Stone
---Dark Blue Rhomboid Ioun Stone
---Deep Red Sphere Ioun Stone
---Clear Spindle Ioun Stone
Pearls of Power:
---Level 1 x2 - 2,000 gp
---Level 2 x2 - 8,000 gp
---Level 3 x1 - 9,000 gp
Eye Piercings, Greater - 32,000 gp
Chest Piercings, Greater - 5,750 gp
Ring of Feather Falling - 2,200 gp
Ivory Statuette of Self - 1,500 gp
Tiny Platinum Sword - 250 gp
Small Silver Mirror - 100 gp
Miniature Ivory Door - 5 gp
Piece of Polished Marble - 5 gp
Silver Spoon - 5 gp
Shapechange Focus - 1,500 gp
Extra Spell Component Pouches (5) - 25 gp - 10 lbs.
Flint and Steel - 1 gp

CRAFTED: 91,250 gp
ORIGINAL TOTAL SPENT: 185,000 gp
REMAINING: 0 gp

Helpful Halfling:
Initial Traits: Battlefield Disciple (Combat) (increase aid another by 1 on attack rolls), Defensive Strategist (Religion, gives you almost Uncanny Dodge in a trait), Helpful (Race, halfling) (+4 to Aid another)

Initial Drawback (to pay for the extra trait): Overprotective (the penalty isn't too bad for what you're doing, and the flavor fits)

1: Mouser Swashbuckler 1: Swashbuckler awards Swashbuckler Finesse = modified Weapon Finesse (you definitely want this first) and gives you the Underfoot Assault Deed (see above); Level 1 character feat = Weapon Focus ({insert your Finessable one-handed Piercing or Slashing weapon here}) (you also want this first)
2: Lore Warden Fighter 1: Fighter Bonus Feat = {select one of Fencing Grace|Slashing Grace} (you also want this as soon as possible after first) -- you are now personally effective in combat, and devote further levels to become extra-helpful, although the Arcane Duelist Bard levels certainly won't hurt with being effective in combat yourself
3: Lore Warden Fighter 2: Fighter Bonus Feat = Combat Reflexes; Lore Warden Fighter also awards Combat Expertise in addition to the Fighter Bonus Feat; Level 3 character feat = Bodyguard
4: Holy Tactician Paladin 1: -
5: Arcane Duelist Bard 1: Arcane Duelist Bard awards Arcane Strike; Level 5 character feat = Extra Performance (to make up for being way behind -- with this build it can be squeezed in a lot earlier, while you are waiting to get enough Base Attack Bonus to qualify for Swift Aid)
6: Holy Tactician Paladin 2: -
7: Holy Tactician Paladin 3: Bonus Teamwork Feat (awarded to use with Battlefield Presence) = Escape Route; Level 7 character feat = Swift Aid
8: Arcane Duelist Bard 2: Arcane Duelist Bard awards Combat Casting (you left this out of your build)
9: Arcane Duelist Bard 3: Level 9 character feat = Harrying Partners
10: Arcane Duelist Bard 4: -
11: Arcane Duelist Bard 5: Level 11 character feat = Cautious Fighter (I couldn't find Cautious Halfling)
12: Arcane Duelist Bard 6: Arcane Duelist Bard awards Disruptive
13: Arcane Duelist Bard 7: Level 13 character feat = Blundering Defense
14: Arcane Duelist Bard 8: -
15: Arcane Duelist Bard 9: Level 15 character feat = Lingering Performance
16: Arcane Duelist Bard 10: Arcane Duelist Bard Awards Spellbreaker; also becomes able to cast in Medium Armor

Chakram Thrower:
Churley grew up one of the roving Shoanti barbarians from the high planes in the east of Varisia. His life consisted of huts, horses, cattle, and raids on evil humanoids (and if really brave, giants). Book learning was unheard of, and the oral traditions of his ancestors was as much schooling as he saw.

At one point during his late teens, a priest of Saranrae came through his area, seeking doing good deeds and seeking converts. As it happened, Churley was gravely ill (sepsis in a wound from doing that stupid fighting giants thing). The priest healed him up on the spot, so Churley feeling a debt, converted on the spot. He traveled back to Qadira with the priest and became his bodyguard, learning the star knife as it amused Churley.

Eventually the priest decided that he didn't need Churley (and his strange curiosity) and sent him off to do good deeds in Sarenrae's name. Eventually he ended up in Sandpoint, and the rest is RotRL history.

Churley is a tall, dark haired, skinned tanned like old leather, and tattooed in tribal patterns. This is not always obvious since he wears full plate almost all the time. His barbaric upbringing makes him very curious about the trappings of civilization, and will often ask very strange questions.

He is not actually stupid, though his broken Taldan and strange questions will give that impression.

'''Churley'''<br/>
Human fighter 18<br/>
N Medium humanoid (human)<br/>
'''Init '''+10; '''Senses '''Perception +26<br/>
----
'''Defense'''<br/>
----
'''AC '''54, touch 27, flat-footed 46 (+14 armor, +5 deflection, +7 Dex, +1 dodge, +1 insight, +2 luck, +5 natural, +8 shield, +1 trait)<br/>
'''hp '''202 (18d10+90)<br/>
'''Fort '''+23, '''Ref '''+27, '''Will '''+23 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons<br/>
'''Defensive Abilities '''evasion<br/>
----
'''Offense'''<br/>
----
'''Speed '''30 ft.<br/>
'''Melee '''''+3 called adamantine chakram'' +33/+28/+23/+18 (1d8+18) or<br/>
:''+3 cold iron chakram'' +33/+28/+23/+18 (1d8+18)<br/>
'''Special Attacks '''weapon trainings (trained throw, armed bravery, fighter's reflexes, thrown +6)<br/>
----
'''Statistics'''<br/>
----
'''Str '''20, '''Dex '''26, '''Con '''20, '''Int '''10, '''Wis '''12, '''Cha '''10<br/>
'''Base Atk '''+18; '''CMB '''+23; '''CMD '''51 (69 vs. dirty trick, 55 vs. disarm, 69 vs. grapple, 55 vs. sunder)<br/>
'''Feats '''Close-quarters Thrower<sup>UC</sup>, Clustered Shots<sup>UC</sup>, Deadly Aim, Dodge, Greater Shield Focus, Greater Weapon Focus (chakram), Greater Weapon Specialization (chakram), Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Ricochet Toss, Shield Focus, Startoss Comet, Startoss Shower, Startoss Style, Weapon Focus (chakram), Weapon Specialization (chakram)<br/>
'''Traits '''defender of the society, fate's favored<br/>
'''Skills '''Acrobatics +10, Appraise +2, Bluff +2, Climb +11, Diplomacy +2, Disguise +2, Escape Artist +10, Fly +10, Heal +3, Intimidate +23, Perception +26, Ride +10, Sense Motive +3, Stealth +10, Survival +22, Swim +11<br/>
'''Languages '''Common<br/>
'''SQ '''armor training 4<br/>
'''Combat Gear '''''jingasa of the fortunate soldier''<sup>UE</sup>, ''potion of lesser restoration'', ''potion of remove blindness/deafness'', ''potion of resist acid 30'', ''potion of resist cold 30'', ''potion of resist electricity 30'', ''potion of resist fire 30'', ''unfettered shirt''<sup>UE</sup>; '''Other Gear '''''+5 comfort impervious mithral full plate'', ''+5 impervious adamantine buckler'', ''+3 called adamantine chakram''<sup>APG</sup>, ''+3 cold iron chakram''<sup>APG</sup>, '' clear spindle ioun stone'', '' dusty rose prism ioun stone'', ''amulet of natural armor +5'', ''belt of physical perfection +6'', ''cloak of resistance +5'', ''eyes of the eagle'', ''gloves of dueling''<sup>APG</sup>, ''handy haversack'', ''headband of inspired wisdom +2'', ''ring of evasion'', ''ring of protection +5'', ''stone of good luck (luckstone)'', ''wayfinder''<sup>ISWG</sup>, ''winged boots'', 3,742 gp<br/>
----
'''Special Abilities'''<br/>
----
'''Armed Bravery (+7/+14) (Ex)''' Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.<br/>
'''Armor Training 4 (Ex)''' Worn armor -4 check penalty, +4 max DEX.<br/>
'''Close-Quarters Thrower (Chakram)''' Attacks with selected weapons do not provoke attacks of opportunity<br/>
'''Clustered Shots''' Total damage from full-round ranged attacks before applying DR<br/>
'''Deadly Aim -5/+10''' Trade a penalty to ranged attacks for a bonus to ranged damage.<br/>
'''Evasion (Ex)''' If succeed on Reflex save for half dam, take none instead.<br/>
'''Fighter's Reflexes (Weapon Training [Thrown] +6) (Ex)''' While not denied Dex bonus to AC, add training bonus to Reflex saves.<br/>
'''Improved Precise Shot''' Ignore AC bonuses and miss chance from anything less than total cover/concealment.<br/>
'''Point-Blank Shot''' +1 to attack and damage rolls with ranged weapons at up to 30 feet.<br/>
'''Precise Shot''' You don't get -4 to hit when shooting or throwing into melee.<br/>
'''Quick Draw''' Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.<br/>
'''Rapid Shot''' You get an extra attack with ranged weapons. Each attack is at -2.<br/>
'''Ricochet Toss''' Throwing weapon returns immediately after attack is resolved.<br/>
'''Shield Focus''' +1 Shield AC<br/>
'''Startoss Comet (Chakram)''' Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.<br/>
'''Startoss Shower (Chakram)''' Startoss Comet: can continue attacking foes in 1 range inc.<br/>
'''Startoss Style +6 (Any Thrown Weapon, Chakram)''' Gain bonus dmg to thrown weapons.<br/>
'''Trained Throw (Weapon Training [Thrown] +6) (Ex)''' Thrown weapon atk using Dex mod, add double training bonus to damage.<br/>
'''Weapon Training (Thrown) +6 (Ex)''' +6 Attack, Damage, CMB, CMD with Thrown weapons<br/>


Tricked out Wizard:
N Half-Elf Foresight Diviner Wizard 20 (Prohibited Schools: Evocation, Enchantment)

Harbinger Daemon Body -
NE Large outsider (daemon, evil, extraplanar, fire)
Initiative: 78 (20 +10 (D1) +13 (Dex) +2 Trait +4 (II) +4 (F) +4 (HA)* +5 Insight* (AP) + 3 Luck + 1 Competence (FPGIS)
+4 (GH+C(+8 MoG))* Morale +4 Enhancement (Dueling))

Senses: Low-Light Vision, Darkvision 60 ft., scent, true seeing
Aura - Unholy Aura, Protective Aura
DR 10/evil

Defense:

AC: 63 (10 + 6 Armor + 13 Dex + 7 Shield* (MV) +5 Deflection* (SoF), +2 Luck* (US) +20 Natural +1 Insight -1 Size)
HP: 540 (24d10+408)
Fortitude: +37(39) (6 +17 Stat +4(6) Resistance +6 Morale +3 Luck +1 Competence)
Reflex: 33(35) (6 +13 Stat, +4(6) Resistance +6 Morale +3 Luck +1 Competence)
Will: 42(44) (12 +9 Stat, +4(6) Resistance + 6 Morale +3 Luck +1 Competence +2 DM +4 Insight)
Immune: Magic Sleep, Fear, ability damage, acid, blindness, critcal hits, charm and compulsion effects, deafness, death effects, disease, drowning, electricity, fire, acid, cold, petrification, poison, stunning, all spells or attacks that affect your physiology or respiration; Resist cold 30, electricity 30; SR 32
+2 v. enchantment spells and effects

Str: 44 (33 +6 Enhancement +5 Inherent)
Dex: 36 (21 +6 Enhancement +5 Inherent +4 Profane)
Con: 45 (32 +6 Enhancement +5 Inherent +2 Profane)
Int: 43 (18 +2 Race +3 Age +5 Level +6 Enhancement +5 Inherent +4 Profane)
Wis: 30 (14 +3 Age +6 Enhancement +5 Inherent +2 Profane)
Cha: 21 (7 +3 Age +6 Enhancement +5 Inherent)

BAB: +10; CMB: 27; CMD: 40

Active Spells, Greater Angelic Aspect, Magic Vestments x2 (Solars), Shield of Faith (Solar),
Unwilling Shield (linked to 1 Solar), True Seeing, Extended Aroden's Spellbane
(2 days ago, 56 hour duration), Extended Aroden's Spellbane (1 day ago, 56 Hour duration)
Spellbane spells: Antimagic Field, Aroden's Spellbane, Mage's Disjunction, Greater Dispel Magic, Mage's Magnificent Enclosure.
Extended Magic Jar (Cast 2 days ago 56 hour duration), Extended Magic Jar (cast 1 day ago 56 hour duration)
Extended Ice Body, Greater Heroism, Moment of Greatness (Efreet), Heightened Awareness, Anticipate Peril,
Extended Fickle Winds, Invisibility Purge (Solar), Death Knell (Duplicated with Limited Wish) on a failed spawn.

Speed: 30 ft. 60 Ft. Fly (Perfect)

Traits: Reactionary, Fate's Favored

Feats: Scribe Scroll (W1), Improved Initiative (1), Spell Focus (Evocation) (3), Fast Study (W5),
Craft Wondrous Item (5), Sacred Geometry (Quicken, Dazing) (7), Extend Spell (9), Quicken Spell (W10),
Spell Penetration (11), Greater Spell Penetration (13), Sacred Geometry (Persistent, Empower) (15),
Opposition Research (Evocation) (W15), Greater Spell Focus (Evocation) (17), Maximize Spell (19), Immortality (W20)

Skills: 20 Ranks in:
Acrobatics +40 / Bluff +32 / Disguise +32 / Diplomacy +32 / Escape Artist +40 Fly +40
Knowledge (Arcana), (Dungeoneering), (Engineering), (Local), (Nature), (Planes), (Religion) +43
(20 +16 Int +3 CS +3 Morale +3 Luck +1 COmpetence) / Perception +44
Sense Motive + 37 / Stealth +33 / Spellcraft +43 / Use Magic Device +32

Languages: Common, Elven, Celestial, Infernal, Abyssal, Draconic, Undercommon

Special Qualities: Dual-Minded
Permanent Spells: Arcane Sight, Tongues, Darkvision, See Invisibiliy, Read Magic, Telepathic Bond (Tzitzimitlx5)
Telepathic Bond (Solar)

Weapons: +1 Courageous, Dueling Living Steel Large Spiked Gauntlet (22,010 GP)
Staff of the Master (Necromancy) x2

Armor: +1 Deathless, Ghost Touch, Heavy Fortification Living Steel Haramaki (100,506 GP)
Clawhand Shield

Items: Headband of Mental Superiority +6, Belt Of Physical Perfection +6, Otherworldly Kimono, Handy Haversack,
Orange Prism Ioun Stone, Flawed Orange Prism Ioun Stone, Pale Green Prism Ioun Stone, Flawed Pale Green Prism Ioun Stone,
Wayfinder (Clear Spindle Ioun Stone), Iridescent Spindle Ioun Stone, Dusty Rose Prism Ioun Stone,
Cracked Dusty Rose Prism Ioun Stone, Greater Ring of Inner Fortititude, Ring of Freedom of Movement,
Lens of Figment Piercing, Quick Runner's Shirt, Necklace of Adaption, Goz Mask, Eversmoking Bottle,
Minor Cloak of Displacement, Glove of Storing, Bead of Karma x2, Lesser Metamagic Rod of Extend x3, Blessed Book x2
Rod of Absorption (0/50 stored levels), Blood Reservoir of Physical Prowess, Spellguard Bracers, Featherstep Slippers,
Spirit Jars, Amulet of Natural Armor, Stone of Alliance, Lantern of Revealing, Eyes of the Eagle, Bag of Holding I,
Concealing Pocket, Pearl of Power 9th x2

Greensting Scorpion Familiar. In Concealing Pocket.

Spell Component Pouch x 30
10,000 Sheets of Paper
100 Vials of Ink
100 Vials of Glowing Ink
100 GP worth of Sacks (for Rune storage)

Gold: 3,371

Spells Known (Level Up): Starting Spell Book (Up to 6th level) (Also in both Blessed Books)

1st: Anticipate Peril, Snow Ball, Ear-Piercing Scream, Blood Money, Blood Rage, Alarm, Heighten Awareness,
Infernal Healing, Ant Haul, Shield
2nd: Rope Trick, Create Pit, Summoner Monster II, Mirror Image
3rd: Haste, Summon Monster III, Tongues, Paragon Surge
4th: Summon Monster IV, Black Tentacles, Animate Dead, Eyes of the Void
5th: Teleport, Summon Monster V, Magic Jar, Permanency
6th: Planar Binding, Summon Monster VI, True Seeing, Greater Dispel Magic
7th: Greater Teleport, Summon Monster VII, Simulacrum, Limited Wish
8th: Greater Planar Binding, Summoner Monster VIII, Maze, Clone
9th: Greater Create Demiplane, Wish, Time Stop, Gate, Aroden's Spellbane, Mage's Disjunction

Spellbooks:
Book of Harms (900 GP): (Also in both Blessed Books)

3rd—fireball, lightning bolt

2nd—acid arrow, darkness, ghoul touch, gust of wind

1st—burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement,
shocking grasp

Tome of the Transmuter (2,635) (Also in both Blessed Books)

4th—beast shape II, calcific touch, confusion, dimension door, stone shape

3rd—arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon, slow

2nd—alter self, flaming sphere, knock, pyrotechnics, resist energy, see invisibility, whispering wind

1st—animate rope, charm person, color spray, erase, floating disk, mage armor, magic missile, protection from chaos,
unseen servant

0—standard plus drench, spark

Blessed Book(s): All Above, in addition to:

1st (100 GP): Air Bubble, Identify, Grease, Obscuring Mist, Mount, Summoner Monster I, Comprehend Langauges,
Detect Secret Doors, See Alignment, True Strike, Disguise Self, Magic Aura, Silent Image,
Vanish, Crafter's Fortune, Expeditious Retreat, Gravity bow, Liberating Command, Feather Fall, Reduce Person

2nd (500 GP): Arcane Lock, Protection from Arrows, Glitterdust, Stone Call, Detect Thoughts, Locate Object,
Continual Flame, Contingent Action, Shatter, Blur, Invisibility, Command Undead, False Life, Spectral Hand,
Limp Lash, Make Wole, Masterwork Transformation, Sculpt Simulacrum, Bull's Strength, Cat's Grace, Owl's Wisdom,
Bear's Endurance, Eagle's Splendor, Fox's Cunning, Aram Zey's Focus

3rd (1035 GP): Magic Circle Against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Aqueous Orb,
Mad Monkeys, Phantom Steed, Stinking Cloud, Seek Thoughts, Heroism, Wind Wall, Displacement, Deathwine,
Marionette Possession, Vampiric Touch, Beast Shape I, Blink, Fly, Monstrous Physique I, Shrink Item,
Undead Anatomy

4th (1040 GP): Dimensional Anchor, Stoneskin, Solid Fog, Scrying, Locate Creature, Charm Monster, Terrible Remorse,
Contingent Scroll, Greater Invisibility, Enervation, Symbol of Slowing, Emergency Force Sphere, Ball Lightning

5th (2125 GP): Mage's Private Sanctum, Siphon Magic, Cloudkill, Lesser Planar Binding, Contact Other Plane,
Telepathic Bond, Geyser, Symbol of Sleep, Symbol of Pain, Waves of Fatigue, Angelic Aspect, Fabricate, Fickle Winds,
Overland Flight, Planar Adaption, Absorb Toxicity, Echolocation

6th (1620 GP): Greater Heroism, Symbol of Persuasion, Chain Lightning, Contingency, Symbol of Fear, Flesh to Stone
Battlemind Link, Unwilling Shield, Sonic Form

7th (3610 GP): Spell Turning, Plane Shift, Greater Arcane Sight, Greater Scrying, Vision, Symbol of Stunning,
Waves of Ecstasy, Hungry Darkness, Project Image, Symbol of Weakness, Waves of Exhaustion, Ethereal Jaunt,
Ice Body, Circle of Clarity

8th (2880 GP): Mind Blank, Protection from Spells, Trap the Soul, Discern Location, Moment of Prescience,
Symbol of Insanity, Symbol of Death, Greater Angelic Aspect, Polymorph Any Object

9th (4860 GP): Symbol of Vulnerability, Summoner Monster IX, Teleportation Circle, Foresight, Winds of Vengeance,
Astral Projection, Energy Drain, Soul Bind, Mass Suffocation, Etherealness, Shapechange, Dominate Monster

Components & Focuses x2 (10420):
1,000 GP Diamond - Protection from Spells
1,000 GP Cold Iron SCepter - Aroden' Spellbane
500 GP Forked Metal Rod - Greater Create Demiplane
100 GP Crytal Lens - Circle of Clarity
1,500 GP Ivory Statuette of Self - Contingency
1000 GP Silver Mirror - Scrying
100 GP Platinum Quill - Contingent Scroll
10 GP Minature Shovel - Create Pit

Here was some of my Commune Questions (from 1 week prep):

Is my opponent in 1 week immune to Mind-affecting powers?
Is my opponent in 1 week immune to Strength Damage?
Is my opponent in 1 week immune to Constitution Damage?
Is my opponent in 1 week immune to Force Damage?
Is my opponent in 1 week blind?
Is my opponent in 1 week deaf?
Is my opponent in 1 week capable of receiving Aroden's Spellbane?
Is one of my oppoonent's Spellbane spells in one week Wish?
Is one of my oppoonent's Spellbane spells in one week Limited Wish?
Is one of my oppoonent's Spellbane spells in one week Mage's Disjunction?
Is one of my oppoonent's Spellbane spells in one week Greater Dispel Magic?
Is one of my oppoonent's Spellbane spells in one week Aroden's Spellbane?
Is one of my oppoonent's Spellbane spells in one week Antimagic Field?
Is one of my oppoonent's Spellbane spells in one week Invisibility Purge?
Is one of my oppoonent's Spellbane spells in one week Explosive Runes?
Is my opponent in 1 week capable of receiving Mythic Globe of Invulernability?
Is my opponent in 1 week capable of receiving Globe of Invulernability?
Which direction will my opponent in 1 week move in their first 6 seconds?
Which direction will my opponent in 1 week move in their second 6 seconds?

My primary tactic with dealing with undetectable was to just plain not make it matter. With Battlemind Link (cool spell), both Arkalion and one of his Tzitzimitl will both have a 78 Initiative. With a Caster Level of 26, he can bring 8 medium creatures with him using Quickened Greater Teleport, so he will bring one Gargantuan creature (the Tzitzimitl) and one Norn directly to the spot where the enemy starts. Then I attempt to remove any Globe of Invulnerability, mythic or otherwise, using a spell based on what any potential spellbane the opponent has up. Once the defenses are down, the Tzitzimitl can use it's Deeper Darkness + Eclipse ability to deal guaranteed damage + stagger in a wide area. Once their initiative hits, the other Tzitzimitl will use Greater Teleport to cross to the location and spam Deeper Darkness until the opponent is dead. I'm confident that between all my defenses I can survive one round if the Fighter decides to just target my Harbinger Daemon body. Even if my body is successfully killed my soul will just return to the Spirit Jar carried on either the Norn or Tzitzimitl (another Tzitzimitl has the last spirit jar). At which point I'll possess the Norn and the Tzitzimitl's will focus fire that area.

Though I also had several "Totems" with permanent symbols that I could deploy across the arena. From my prep sheet:

Craft a new Totem:
Add:
1 Symbol of Vulnerability
7 Persistent Symbol of Weakness
2 Persistent Symbol of Pain
3 Persistent symol of Slowing.
Cast Shrink Item. Solars make above all permanent.

Drakainia have the following ability:

Birth Spawn (Ex)

As a full-round action, a drakainia can give birth to a spawn, which is a Large or smaller creature of her choice with a single random mutation. Each day she can produce any number of creatures whose combined total base CR does not exceed 3 + her Constitution modifier (usually 21).

Notably, the Harbinger Daemon is both 1; large or smaller and 2; CR 21. Also Birth Spawn doesn't prohibit the creation of unique creatures.

Arcanist:
Professor Marcus D'Avore, Arcanist Extraordinaire
Male Human (Varisian) Arcanist 16
N Medium humanoid (human)
Init +10; Senses darkvision 120 ft.; Perception +23
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Defense
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AC 28, touch 15, flat-footed 24 (+4 armor, +6 shield, +4 Dex, +3 natural)
HP 172/146 (16d6+80)
Fort +15, Ref +13, Will +16; +8(4 points over Kimono) resistance vs. divination and mind-affecting
DR10/Magic against ranged weapons (100hp prevented)

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Offense
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Speed 30 ft., fly 40 ft. (average)

Arcanist Spells Prepared (CL 16th; concentration +26/31 for defensive casting):

8th (3/day): mind blank
7th (5/day): summon monster vii, plane shift (DC 27)
6th (6/day): flesh to stone (DC 28), disintegrate (DC 28), mass suggestion (DC 26)
5th (6/day): elemental body ii, baleful polymorph (DC 29), feeblemind (DC 25), teleport
4th (6/day): greater invisibility, charm monster (DC 24), dimensional anchor, emergency force sphere
3rd (6/day): tongues, dispel magic, fireball (DC 23), suggestion (DC 23)
2nd (7/day): resist energy, mirror image, command undead (DC 22), invisibility, see invisibility
1st (7/day): snowball(DC21), magic missile, protection from evil, charm person (DC 21), air bubble
0 (at will): mage hand, open/close (DC 22), detect magic, detect poison, light, arcane mark, message, ghost sound (DC 20), prestidigitation (DC 20)

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Statistics
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Str 7, Dex 18, Con 18, Int 30, Wis 14, Cha 7
Base Atk +8; CMB +6; CMD 21

Feats: Dazing Spell, Great Fortitude, Greater Spell Focus (transmutation), Greater Spell Penetration, Improved Initiative, Persistent Spell, Quicken Spell, Reach Spell, Spell Focus (transmutation), Spell Penetration, Spell Perfection (Baleful Polymorph)

Traits: magical lineage (Baleful Polymorph), reactionary

Skills: Appraise +14, Diplomacy +14, Disable Device +26, Escape Artist +26, Fly +17, Knowledge (arcana) +29, Knowledge (dungeoneering) +29, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +29, Knowledge (nobility) +14, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +14, Perception +23, Spellcraft +34, Stealth +20, Use Magic Device +16

Languages: Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Ignan, Infernal, Osiriani, Ancient, Terran, Varisian

Special Qualities: arcane reservoir (9, 48 maximum), arcanist exploits (counterspell, dimensional slide [160'], disrupt spell +0, greater metamagic knowledge, metamagic knowledge, metamixing, potent magic, spell tinkerer [±50% duration or suppress 1 rds), consume spells

Gear: Jingasa of the fortunate soldier (1/day), Otherworldly kimono (1/day), Ring of invisibility, Wand of Infernal Healing, +5 Mithral Buckler, Amulet of natural armor +3, Belt of physical might (Dex & Con +4), Blessed book x2, Eyes of the eagle, Gloves of elvenkind, Handy haversack (empty), Headband of vast intelligence +6 (Disable Device, , Ioun stone (clear spindle), Muleback cords, Ring of freedom of movement, Tome of clear thought +1, Vest of escape, Wayfinder (1 @ 0 lbs), Thieves' tools, masterwork, 150 GP

Occultist Mech Pilot:
Race: Halfling
Class and Level: Occultist 3
Size: Small

Initi: + 2, Senses: Perception + 7
AC: 17, Touch 12 Flat-Footed 15
HP: 19
Saves: Fort + 5, Ref + 4, Will + 5 (+2 vs Dominate and Possession)
Speed: 20ft.
Melee: Punching Dagger + 0 (1d3-1), Cutlass + 0 (1d4-1, 18-20/x2)
Space: 5ft Reach: 5ft
Spells: (CL 3rd; Concentration +7)

Level 0: Sift, Grave Words, Message
Level 1: Comprehend Languages, Sculpt Corpse, Vocal Alteration (DC 14)
Mental Focus: 7 Points
Implaments:
Divination - 1 (Goggles)
Focus Powers
Third Eye
Sudden Insight

Transmuation - 3 (Cutlass)
Focus Powers
Physical Enhancement (DEX)
Legacy Weapon

Necromancy - 2 (A Coin)
Focus Powers
Necromantic Focus
Mind Fear
Necromantic Servant
Soulbound Puppet

STR: 8 DEX: 15 CON: 12 INT: 16 WIS: 12 CHA: 16
Base Attack: +2 CMB: 0 CMD: 11
Feats: Skill Focus: Use Magic Device, Magical Aptitude
Racial Traits: Weapon Familiarity, Halfling Luck, Irrepressible, Attentive
Traits: Dangerously Curious
Class Features: Magic Item Skill, Object Reading
Skills: Craft (Construct) +8, Diplomacy + 7, Disable Device + 8, Disguise + 6, Knowledge (Arcana) + 7, Knowledge (Engineering) + 7, Knowledge (History) + 7, Knowledge (Planes) + 7, Knowledge (Religion) +7, Perception +7, Sense Motive + 8 (+2 vs Enchanted or Possessed), Spellcraft + 11, Stealth + 6, Use Magic Device + 20
Languages: Common, Halfling, Skald, Varisian, Kelish

Gear: Masterwork UMD Tool, Scroll of Possess Object, Huge Masonry Stone Statue, Cracked Magenta Prism, Wand of Ant Haul, Huge Wagon, 2 Large Horses, Chain Shirt.

The above will make more sense if you're familiar with an Occultist, you can see the utility in being able to spawn a handful of Undead, a small buff to your Dex with your Cutlass, and the Sudden Insight is absolute to the build. Your Necromancy is your meat and bones for outside of your Suit. Your spells are utility as well, as grave words can be used for gathering information, sculpt corpse can easily fake your death to an enemy using their own men, and with a combination of vocal alteration and comprehend languages you have some interesting tricks you can pull.

The main key is when trouble presents itself to prep and cast your Scroll of Possess Object, a DC 29 check using your +20 UMD. Before you do, you pop a point of mental focus to get a +1 from your Sudden Insight, and must roll a 29 or higher on a 1d20+21. If you fail, it’s wasted (and if you're a DM and have enough games under your belt a DM re-roll is super useful). On a successful check, Possess Object takes hold for 9 hours. The following is your build. The following is an example build with some brief explanation of the build. This is based on the first, character, or the Alpha Test character whom ran all this.

The Mark - 1
Race: Halfling / Animated Object
Class and Level: Occultist 3
Size: Huge

Initi: - 2, Senses: Perception + 2
AC: 17, Touch 7Flat-Footed 16
HP: 75
Saves: Fort + 5, Ref + 1, Will + 5 (+2 vs Dominate and Possession)
Defensive Abilities: Hardness 8 Immune: Construct Traits
Speed: 30ft. Climb 30ft.
Melee: (2) Slam + 10 (2d6+10) or 1 Slam + 15 (2d6+15)
Space: 15ft Reach: 15ft
Mental Focus: 7 Points
Implaments:
Divination - 1 (Goggles)
Focus Powers
Third Eye
Sudden Insight

Transmuation - 3 (Cutlass)
Focus Powers
Physical Enhancement (Cha)
Legacy Weapon

Necromancy - 2 (A Coin)
Focus Powers
Necromantic Focus
Mind Fear
Necromantic Servant
Soulbound