Character I Dears 2's page

No posts. Alias of Tin Foil Yamakah.


About Character I Dears 2

Grenadier:
Grenadier

Traits:Enduring Mutagen
Firebug

2.Annointing:Mercurial Oil
Bonus Discovery:Precise Bomb
4.Explosive Bomb
6.Strafe Bomb
8.Annointing:Essence Booster
10.Preserve Organs
12.Greater Mutagen

1.Steadfast Slayer
3.Concentrated Splash
5.Master Alchemist
7.Power Attack
9.Vital Strike
11.Extra Discovery(Mummification)
13.Devestating Strike

Weapon of Choice(Greatsword, Earthbreaker, Glaive or Scythe)
Get Vest of Stable Mutation

The general idea is to pump up on mutagen, load up a hybridized Artokus's Fire/Mineral Acid combo, and just leap in and tear up anybody that gets in your way with powerful single strike blows and point blank Bombs.

Water Druid:
The sea snake: an undine druid (menhir savant) with a 1 level dip in monk to get wis to ac and grab snake style. With one of your traits being Beacon of Faith, you can get up to +3 caster level on your domain spells (+4 if you can convince your GM to let the undine's water affinity apply to the water domain/oceans subdomain even though you're not technically a cleric). Stay wildshaped into water elemental form for flavor, a con boost, and +5 ac over your base form. Since elementals can communicate naturally, might not need the wild speech feat, but you can grab it anyway.

Anti Caster Caster:
Wizard5/Fighter1/EldKnight10

Human Dirty Trickster Abjuration (Counterspell) Wizard

14 Str
14 Dex
12 Con
20 Int (18+2)
10 Wis
7 Cha

Trait:
Magical Knack (so you don't lose spellcasting progression from taking fighter and EK1)
Wayang Spellhunter (Burning Hands)

Skills:
Intimidate (Max)

Weapon:
Use a Fauchard for Reach and critical 18-20 and later 15-20. Once you get Spell Critical from EK Capstone, you're going to be casting spells as Swift Actions whenever you critically strike.

Feats:

Level1W: Spell Focus (Whatever, probably Evocation though), Human Bonus Feat: Spell Specialization (Burning Hands)
Level2W:
Level3W: Empower Spell (Now you can prepare a 5d4 (+50%) Empowered Burning Hands as a lvl 2 spell slot)
Level4W:
Level5W: Dirty Fighting, Wizard Bonus Feat: Heighten Spell
Level6F: Bonus Feat: Imp Dirty Trick
Level7EK: Greater Dirty Trick, Bonus Feat: Power Attack
Level8EK:
Level9EK: Cornugon Smash (Get a +1 Cruel Enchant for Shaken/Sicken) [BAB becomes +6/+1]
Level10EK:
Level11EK: Dirty Tricks Master, EK Bonus Combat Feat: Quick Dirty Trick
Level12EK:
Level13EK: Maximize Spell
Level14EK: [BAB +11/+6/+1]
Level15EK: Spell Perfection (Enervation), EK Bonus Combat Feat: (Improved Critical: Fauchard)
Level16EK: Spell Critical (get +4 Brilliant Energy enchant)

This is an extremely survivable character because of the crazy debuffing potential. Blind/Nauseate from Dirty Tricks is redorkulous, but even if the enemy is somehow immune to both of these conditions, you can put a -4 to Hit/Saves from Shaken/Sicken and -6 Neg Lvls from lvl6 spell slot Max/Emp Enervation for a total -10 to Hit and Save.

Forcing the enemy to take a -10 to your saves makes your offensive spellcasting go right through the roof and makes you a powerhouse caster in the late game.

Or you could cast Monstrous Physique III instead of Beast Shape, and remove all issues. Plus, a Gegenees has six arms, so you could wield both a reach and a non-reach two-handed weapon, plus a shield.

Edit: Once you get access to Beast Shape III at level 5 spells (which should happen at level 9), you can turn yourself into a Huge Animal with +6 Str plus an additional +4 from Bull's Strength (or belt, if you can afford it). So while Huge size, you'd have 24 Strength, and your 2d4 dmg Fauchard becomes 3d6 dmg with 20 ft Reach. 24 Str = 7 mod, so with 2h bonus that becomes 10 dmg; PA at lvl 8 is +6 with an addition +3 for 2h bonus, so your damage at lvl 9 would be roughly 3d6 +19 dmg (not including enchants or anything else). And you're a wizard. And at level 9, that's the first time you can start doing -4 to their saves from Shaken/Sicken combo! <3 -4 Saves is awesome!

Dirty Trick Fighter:

Warpriest:

Wapriest bonus: Weapon Focus (Scythe)
Human) Weapon of the Chosen
1) Improved Weapon of the Chosen
3) Greater Weapon of the Chosen
3 BF) Power Attack
5) Combat Reflexes
6 BF) Vital Strike
6 BF) Improved Vital Strike
7) Potion Glutton
9) Additional Traits
9 BF) Furious Focus
11) Outflank

I get two bonus feats at level twelve (one from favored class bonus and another from just being a level 12 warpriest)
My two thoughts are
Improved Critical (assuming two rolls with GWotC, it turns a 9.75% crit chance into a 19% crit chance)
Pin Down (this one I'm not too sure about.. But definitely locks things into staying flanked unless they just outright move)

Blaster Wizard:
Crossblooded Sorc (Orc and Draconic-Fire) 1 / Admixture Wizard X

School: Evocation (Admixture)
Opp Schools: Enchantment, Necromancy

Traits:

Wayang Spellhunter: Fireball
Magical Lineage: Fireball

Feats:

Lvl1Sorc: Feat: Spell Focus (Evocation), Human Bonus Feat: Spell Specialization (retrained to Fireball at level6)
Lvl2 Wizard Bonus Feat: Heighten Spell
Lvl3: Feat: Empower Spell
Lvl4:
Lvl5: Feat: Widen Spell
Lvl6: Wizard Arcane Discovery: Creative Destruction, Switch Spell Spec to Fireball now.
Lvl7: Feat: Magic Trick: Fireball

Lvl8:
At level 8, this is where your build really starts to take off. You have CL10 with Fireballs right now, and they can be any damage type probably 8-10ish times per day, so you can have 5 clusterbombed 10ft wide fireballs that deal 2d6+4 damage each, and then use concentrated fire to get 5x 5ft wide 3d6+6 fireballs, so that's 15d6+30 and you can Empower +50% for free. Creative Destruction gives you 15Temp HP whenever you Fireball at this point. And next level we get Preferred Spell. This is when you can really get flexible with wanting to cause massive dmg to a single target, or less dmg but to a wider area. Try to get a MM Rod of Quicken Spell lvl 1-3 soon so you can do this Fireball twice a round.

Lvl9: Preferred Spell: Fireball (now you can prepare all utility spells and never need to prep Fireball again, and trash any of them for Fireball and pump any MM feats you want into it on the fly without increasing your casting time)
Lvl10:
Lvl11: Varisian Tattoo (Evocation), Wizard Bonus Feat: Greater Spell Focus or Spell Penetration (or whatever you want, this isn't build-critical)
Lvl12:
Lvl13: Feat: Maximize Spell
Lvl14:
Lvl15: Feat: Spell Perfection(Fireball)
Lvl16: Wizard Bonus Feat

==================

At level 15, this is what we're building towards:

With an Orange Prism ioun stone, we're looking at a CL of 15 from level + 6 (spell perfection w/ spell specialization & varisian tattoo) + 1 IounStone = 22CL.
22CL = 11 tiny fireballs from Magic Trick: Clusterbomb.

With 1 free MM from Spell Perfection, that's always going to be Widen. So we're looking at 11 tiny 10ft-wide 2d6+4 Fireballs, which are Widened to 11 20ft-wide 2d6+4 Fireballs, and then use Magic Trick: Concentrated Fire down to 5ft-wide 11 seperate 5d6+10 Fireballs, so 55d6+110 damage. That's still just a 3rd level spell slot. With Wayang Spellhunter and Magical Lineage, we can Empower it for free, so now we're talking 55d6+110 (+50%) for a 3rd level spell slot. As Admixture, that Fireball can be fire, cold, acid, or electricity.

With Creative Destruction, that's 55 Temp HP every time you Fireball.

Get a Rod of Quicken Spell for levels 1-3, 4-6, and 7-9 so you can Heighten/Maximize/Quicken the Fireball to whatever level you want on the fly.

Monk Druid Grappler:
Lvl1TetoriMonk: Feat: Improved Unarmed Strike, Feat: Improved Grapple
Lvl2TM: (BAB1) Feat: Stunning Pin
Lvl3Druid: Feat: Deadly Grappler
Lvl4D: (BAB2)
Lvl5D: (BAB3) Feat: (Unreserved, pick any feat--- Suggested: Savage Slam or Imp Dirty Trick)
Lvl6D: (BAB4)Wild Shape, Two tentacles
Lvl7D: Feat: Natural Spell
Lvl8D: (BAB5)Four tentacles
Lvl9D: (BAB6)Feat: Greater Grapple
Lvl10D: Six tentacles
Lvl11D: Feat: (Unreserved, pick any feat--- Suggested: Greater Dirty Trick or Quick Dirty Trick, if you picked up Imp Dirty Trick at lvl 5)
Lvl12D: Eight tentacles

Sneaky Druid:
Drow Druid with Hellcat Stealth and Natural Spell is the most ridiculous thing I've ever heard of, especially if you do this build:

Lvl1: Skill Focus: Stealth
Lvl2:
Lvl3: Reach Spell
Lvl4:
Lvl5: Natural Spell
Lvl6:
Lvl7: Hellcat Stealth
Lvl8:
Lvl9: Heighten Spell
Lvl10:
Lvl11: Quicken Spell
Lvl12:
Lvl13: Preferred Spell: Explosion of Rot
Lvl14:
Lvl15: Spell Perfection
Lvl16:
Lvl17: Dreamed Secrets
Lvl18:
Lvl19: Maximize Spell
Lvl20:

Basically, as long as the enemy fails their Perception Check, they can't even target you. Intentionally searching for an object/creature is a Move Action Perception check, and any Perception check DC increases by 1/10 per ft. distance from the object/creature. So during combat, Wild Shape into a Diminutive-sized bird, fly to max range 1200ft (+120 Perception DC), and use your Standard action to cast a Reach Spell Explosion of Rot, then use your Move action to Hellcat Stealth every round even if you're being actively viewed. If your target fails the Reflex DC on Explosion of Rot, they're staggered, meaning they can only make Standard or Move Actions. So they'd have to use a Move Action to see you, and even if they do, they can't really do anything except for a Swift Action. Next round, you Standard Action cast a spell and Move Action Hellcat Stealth again, forcing endless Perception Checks that will undoubtedly fail every single time.

Use Dreamed Secrets to pick up 2 Wizard Spells every day. I recommend Contingency + Dimension Door and then set up the Contingency "If anyone attempts to harm me with an attack or spell, cast Dimension Door before it hits", or something to that effect-- then if anything tries to hit you, you can D Door 1200ft wherever you need to be, even straight up in the air if you want. Once you set up the Contingency for 1day/level, go with Disintegrate and w/e else you might want for every other day.

Maxing out Stealth:
Stealth isn’t a Class Skill for Druids, so pick that up with a trait. Get a Ring of Chameleon Power for +10 competence bonus, Child of the Moon Trait for +1, +2, or +4 Stealth depending on the Moon, Potion of Heroism, and go as a Drow. Drow Druids get FCB +1/2 bonus to Stealth while Wild Shaped. I'd go true Neutral for alignment so you can avoid Aura Sight and alignment-based detection spells. Let's assume you have an 18 dex.

At level 20, you could have 20SkillRank + 3ClassSkill + 6SkillFocus + 1-4 CotMTrait (depending on moon cycle) + 10DrowFCB + 12Diminutive + 2Cat'sGrace + 2Heroism + 10Chameleon Power + 4dex + 20-40Greater Invisibility =

1d20+110-113 Stealth (avg. 120.5-113.5 Stealth roll) while moving, +120 to this DC if you're at 1200ft range, so Avg DC: 240.5-243.5

1d20+130-133 (avg. 140.5-143.5 Stealth roll) while NOT moving, +120 to this DC if you're at 1200ft range, so Avg DC: 260.5-263.5

If enemy has See Invis and is 0ft from you:

1d20+70-73 (avg. 80.5-83.5 Stealth)

-10 Stealth from all of these figures if you're being actively viewed

Even on a 1 roll, with see invis, while being actively viewed, and 0ft from the target, your worst case scenario stealth DC is 61. Which means anything with a +40 Perception or less can't see you even with a 20 roll.

Two Shield Ranger:
Oread Guide Ranger 6 / Brawler Fighter 3
Str 18, Dex 16, Con 14, Int 12, Wis 14, Cha 5 (25 point buy)
Str 20 (22), Dex 16 (18), Con 14, Int 12, Wis 14, Cha 5 (final)
HP: (9d10 +18 +6 favored class)
AC: 28 (10 +8 armor +3 dex +4 shield +1 deflect +1 natural +1 insight)
Saves: Fortitude +11, Reflex +11, Will +6
BAB +9/+4; CMB +15 (+20 bull rush), CMD 31 (36 bull rush)

Shield bearer trait

Full Attack
Shield +21/+16 (2d6 +13, 20/x2, P) and Shield +21/+16 (2d6 +10, 20/x2, P)
Special: Bull rush on each hit, using attack roll +5 for the maneuver check

Feats:
1 Imp Shield Bash
2 Shield Slam
3 TWF
5 Weapon Focus (Heavy Shield)
6 Shield Master
7 Improved TWF
7 Power Attack [Fighter]
8 Improved Bull Rush
9 Greater Bull Rush

Gear (46000 gp):
+2 Bashing spiked heavy shield
+2 Bashing spiked heavy shield
+2 Breastplate or Kikko Armor
Gloves of Dueling
Strength +2
Dexterity +2
Ring of Protect +1
Natural Armor +1
Dusty Rose Iuon Stone
Cloak of Resistance +1[/sblock]

Ideal final armor would be mithral full plate, O-Yoroi, or Tatami-do, just too expensive at level 9 to be practical, IMO. Note that it can use Guide Ranger's Focus ability 2/day for +4 attack and damage, also.

I rather like this concept, shame there's no decent PF feat to apply shield bonus to touch AC or lend an ally your shield's AC bonus yet.

EDIT: Forgot Shield Master completely negates the TWF penalties.

Heavy Hitter:
It occurs to me that if you really want to be good at demolishing people, you could just play a Titan Fighter with a level in Living Monolith, take Shikigami Style, and get yourself an Adamantine Sledge Hammer. You will inflict 12d6 Damage/hit, and you will ignore the first 20 points of any object's Hardness. The progression of Vital Strike Feats can get that up to 48d6. Take Master Craftsman and Craft Magic Arms and Armor, and turn your Adamantine Sledge Hammer into an Adamantine Maul of the Titans, and now you will do Triple Damage vs. inanimate objects, so, 144d6 Damage vs. inanimate objects. I guess you should take Greater Sunder so that when you smash someone's weapon or shield, the residual damage will go to the wielder, who will probably evaporate in a red mist.
or Be an Eldritch Knight.

Make your Fighter Archetype Titan Fighter. Use a Sledge Hammer(Improvised Earthbreaker 2d6), and take Shikigami Style Feats.

Create a Colossal Statue. Cast Possess Object and, animating the statue, wield a Colossal Sledge Hammer that is 1 Size Bigger. Cast Enlarge Person so it is yet another size bigger, and Shikigami Style Feats give you 3 Virtual Size increases?

Assuming it's even legal to theoretically go beyond the FAQ Size Chart, then that would give you 28d6 Damage/hit as base Damage. I guess this would be a good candidate for Vital Strike Feats...

Gloves of improvised might, quickmetal bracers.

1: catch off-guard
Slayer talent 2: combat trick - shikigami style
3: shikigami mimicry
Slayer talent 4: ranger combat style (faithful (Gorum)) - power attack
5: shikigami manipulation
Slayer talent 6: RCS - vital strike
7: lunge
Slayer talent 8: rogue talent - slow reactions
9: staggering blow
Slayer talent 10: RCS - improved vital strike

The Caster's Best Friend:
Weapon Trick: Hindering Shot wrote:
(Precise Shot, Snap Shot): You can distract a foe at a crucial moment, making it vulnerable to your allies’ abilities. You can ready an action to make a ranged attack against a foe when an ally forces the foe to attempt a saving throw. If your attack hits the foe and deals damage, the foe takes a –4 penalty on the saving throw that triggered your readied action.
Overwatch Style wrote:
You have learned to wait until your ranged attacks have the greatest effect.

Prerequisites: Precise Shot, Rapid Shot, Weapon Focus with the chosen weapon.

Benefit: While using this style, as a full-round action you can ready two ranged attacks with the chosen weapon, each with its own triggering event. You take a –2 penalty on attack rolls made with these readied actions.

Special: A character with this feat and the weapon training (bows, crossbows, or firearms) class feature can use Overwatch Style with any bow, crossbow, or firearm, respectively, in addition to the chosen weapon.

Overwatch Vortex wrote:
You are ready to respond to many more of your foes’ actions.

Prerequisites: Overwatch Style, Overwatch Tactician, Precise Shot, Rapid Shot, Weapon Focus with the chosen weapon, base attack bonus +11.

Benefit: While using the Overwatch Style, as a full-round action you can ready up to four ranged attacks, each with its own triggering event. You take a –2 penalty on attack rolls made with these readied actions.

Concentrated Fire wrote:
Your simultaneous ranged attacks punch through your foe’s defenses with ease.

Prerequisites: Point-Blank Shot, elf, weapon familiarity racial trait.

Benefit: If you and a single ally who also has this feat both ready an action to each make a ranged attack against the same opponent and choose the same condition for the readied action, when you and the ally make those attacks, each of you can use the highest of the two attack rolls for your attack roll. Furthermore, if you and your ally both hit the target, you can total the damage for both attacks before applying the target’s damage reduction or energy resistance.

***

The base idea is to use the Hindering Shot weapon trick and make several such readied actions with Overwatch Style. A standard build could then make a foe take a -8 penalty to a saving throw if both attacks hit, and with Overwatch Vortex they'd take a -16 penalty if all four attacks hit. To make this idea even better we're taking (at least) two levels of Eldritch Guardian fighter, which grants us a familiar that shares all of our combat feats. So with Overwatch Vortex you and the familiar can together ready eight attacks per round.

Now that sounds good on paper but the familiar will have a significantly lower chance of hitting. Which is why we're letting the familiar piggyback on your attack roll with the Concentrated Fire combat/teamwork/racial feat (available to elves and half-elves as they can both get Weapon Familiarity). Even when the familiar stands nine ranged increments away with a weapon they're not proficient in and their total attack roll is a measly 2, they can still use your attack roll of 28 to hit.

=====

As for an actual build, here's an example that uses levels of Zen Archer to get it online earlier than otherwise possible. You'll notice the lack of Deadly Aim which can be achieved at this level with another dip, but tri-classing is a bit ugly imo.

Lv 7 Dual Overwatcher:
Half-Elf
Zen Archer Monk 3 / Eldritch Guardian Fighter 4
Racial Traits:
Weapon Familiarity (replaces Adaptability)
Elf Blood
Elven Immunities
Keen Senses
Blended View (replaces Multitalented)

Class Progression and Feats:
Monk 1-3
1 Point Blank Shot, Precise Shot (B) Perfect Strike (B)
2 Rapid Shot (B), Weapon Focus (B)
3 Overwatch Style, Point Blank Master (B)

Eldritch Guardian 1-4
4 Familiar (maybe a monkey?)
5 Concentrated Fire, Share Training
6
7 Snap Shot, Weapon Trick (Ranged) (B)

What's next?
Deadly Aim
Overwatch Tactician
Overwatch Vortext
Improved Precise Shot

Tips
A familiar with the Mauler archetype can wield a medium sized composite bow, which isn't a bad dmg bonus.

With a Cracked Opalescent White Pyramid ioun stone (implanted) you can become proficient with the Orc Hornbow (2d6 dmg) without paying the EWP feat tax.

Your familiar has no need for a good attack bonus, but it certainly wants to stay alive. Keep it far out of reach.

Since Concentrated Fire allows you to total the damage dealt by the two of you before applying DR you effectively add twice the Deadly Aim bonus no matter how weak your familiar is. In situations when accuracy is important you yourself can refrain from using Deadly Aim, but your familiar's bonus should always be active.

At higher levels you want to get the familiar a +1 Seeking weapon to negate any miss chance.

Gnome Sorcerer:
Dread Mage
CR 10

XP 9,600
Gnome Monk 2/ Sorcerer 9
LE Small humanoid (Gnome)
Init +5; Senses Perception +17

DEFENSE

AC 24, touch 22, flat-footed 18
(+5 Cha, +3 Dex, +3 dodge, +2 natural, +1 size)
hp 53 (2d10+9d6+11)
Fort +7, Ref +9, Will +7;
Defensive Abilities cold resist 10;

OFFENSE

Speed 20 ft.
Melee unarmed strike +9/+4 (1d4/×2),
Flurry of Blows +7/+7/+2 (1d4/×2)

Special Attacks ghoul claws (12rnd/day)
+9/+9 (1d3/×2, +paralysis 1d4+1rnds DC 19)

Sorcerer Spells Known
(CL 11th; concentration +16)

4th (1+1* known, 7/day)—animate dead*, freedom of movement
3rd (2+1* known, 7/day)—protection from energy, vampiric touch* (DC 19)
2nd (3+1* known, 7/day)—false life*, stricken heart (DC 18), spectral hand
1st (4+1* known, 8/day)—chill touch* (DC 17), mage armor
0th (7 known, at will)—detect magic, mage hand, prestidigitation, read magic

Bloodline ghoul/sanguine

STATISTICS
Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 20
Base Atk +6; CMB +5; CMD 24
Feats
Combat Reflexes, Craft Wondrous Item, Dodge, Eschew Materials, Improved Unarmed Strike, Iron Will, Scion of War, Spell Focus, Stunning Fist, Weapon Finesse
Skills
Acrobatics +7, Bluff +9, Climb +4, Craft +8, Diplomacy +9, Escape Artist +7, Fly +10, Intimidate +9, Knowledge (arcana, history, nature, religion) +5, Perception +17, Sense Motive +5, Spellcraft +7, Stealth +7, Swim +4, UMD +11
Languages
Common, Gnome, Necril
SQ
bloodline arcana (Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1. If that deals hit point damage, you are healed of 1 hit point per spell level.)
fell magic (Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast.)

Combat Gear
potion of cure moderate wounds, potion of cure serious wounds, potion of eagle’s splendor, potion of fly, potion of invisibility, wand of shield (44 charges);
Other Gear
belt of dexterity +4, poisoner's gloves, 649 gp.

Early Access Dimensional Fighter:
if you stick to strict RAW and abuse these wordings (uses Ironbound Sword archetype samurai archetype):

Her samurai levels count as fighter levels and stack with fighter levels for the purposes of fighter and samurai prerequisites and class features. bonus feat (the fighter class feature) is 1 scaling ability.
and from vivisectionist
If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

take order of the blossom and get that 1d6 sneak attack. with vivisectionist samurai levels now count as rogue levels for determining how much sneak attack you have.

then i steal a build i saw here a few weeks ago

wonderstell wrote:

Level 10 Dimensional Savant early access:
Half-Orc with Shaman's Apprentice ART.
Samurai 1-6
1 +1 Feat, Endurance (B)
3 +1 Feat
5 +1 Feat
6 +1 Combat Feat (B)
Horizon Walker 1-3
7 +1 Feat, Favored Terrain: Astral Plane
8 Terrain Mastery: Astral Plane
9 Flickering Step, Terrain Dominance: Astral Plane

Fighter 1
10 Dimensional Agility (B), Dimensional Assault (B), Dimensional Dervish (B), Dimensional Savant (B)

***

So at level 10 you end up with [6+Wis] uses of Dimension Door per day, and the full Dimensional Savant feat path.

then take 1 level of alchemist (vivisectionist)

Samurai levels count as fighter AND rogue levels for determining bonus feats AND sneak attack.

so its basically a triple gestalt of rogue and fighter abilities on a samurai, that can teleport and flank with themselves. pick up TWF and use that Wakizashi prof.

you get a sneak attack as a rogue of your samurai level, fighter feats as a fighter of your samurai level, and full samurai abilities.

hell, you could even drop those 3 horizon walker levels and grab flickering step and just pick up the teleportation mastery feat.

yes its dumb that works. yes its cheesy. No i don't think those abilities got a good proof reading. but that's what those things say...and who am i to argue against RAW

Pouncing Surprise:
Damien the Pouncing Deinonychus

Human, Bloodrager 1 / Weretouched Shifter 4 / Snakebite Striker 1 / Vigilante 2 / Drill Sergeant 2

Str 17+1, Dex 13+1, Con 12, Int 10, Wis 14, Cha 8
Lycanthropic Wild Shape, Rage, +2 Belt: +8 to Strength

Human: Focused Study (Skill Focus at lv 1, 8 & 16), replaces Bonus Feat
Heart of the Fey (Low-light vision, +1 to Reflex/Will saves), replaces Skilled.
Traits: Indomitable Faith (Faith, or any other +1 Will saves trait)
Linebreaker (Regional, add +10 to your base speed when charging)

Class Features:
Bloodrager:
Bloodrage (11 rounds), Fast Movement (+10), Bloodline, Bloodline Familiar (Donkey Rat, Valet archetype)
Weretouched Shifter:
Lycanthrope Aspect, Shifter claws, Wild empathy, Defensive instinct, Track, Woodland stride, Defensive instinct (+1), Lycanthropic Wild Shape

Snakebite Striker:
Brawler's Cunning, Unarmed Strike, Sneak Attack +2d6

Vigilante:
Dual Identity, Seamless guise, Social talent (Undecided), Vigilante specialization, Shield of Blades

Drill Sergeant:

Bonus Feat, Bonus Feat, Tactician

Feats: 1 Power Attack, Skill Focus (Stealth)
3 Stealth Synergy
5 Shifter’s Rush
7 Accomplished Sneak Attacker
8 Skill Focus (Perception), Extra Rage (B)
9 Hellcat Stealth, Lookout (B)

10 Hellcat Pounce (B), Coordinated Charge (B)

Magic Items:
Boots of Speed(12K),Cloak of Resistance +3(9K),Helm of the Mammoth Lord(8.5K),Belt Strength(4K), Furious Amulet of Mighty Fists(4K),Cracked Pale Green Prism (+1 Comp to attacks)
(4K),Shadow Special Armor Ability(3,75K),MWK O-Yoroi +1(2.85K) +9 Armor Bonus, -5 ACP
Eyes of the Eagle(2.5K),Ring of Protection +1(2K)

Familiar Items:Menacing Amulet of Mighty Fists (another +2 while flanking)(4K),Quick Runner’s Shirt(1K)

58600 / 62,000 gp spent

Defensive Statistics:
Raging and Hybrid Shifter Form
HP: 67 (10+7d10+2d8+10), +20 while raging

AC: 26, 10 + 9 (armor) +1 (Deflection) +2 (Natural) +1 (Instinct) -2 (Rage) +3 (Shield of Blades) +2 (Dexterity)
Touch: 12
Flat-Footed: 24
CMD: 30

Initiative: +2
Low-light vision, (Scent while shifting), Perception: +26
Stealth: +21 (roll twice with Stealth Synergy)

Movement: 35 (in Heavy Armor)

Saves:
Fortitude: 19
Reflex: 15

Will: 13

Offense

Raging and Hybrid Shifter Form: 1 Bite and 2 Claw attacks. Grab and Pounce abilities.
Helm of the Mammoth Lord: 1 Gore attack

Boots of Speed: +1 to attack/AC and another Bite attack. (You get an extra attack when pouncing)

Sneak Attack: +2d6

Power Attack: -3/+6

+21/+21 (1d8+10), +21/+21 (1d6+10), +21/+21 (1d4+10)
CMB: 19

Keep in mind that you ignore DR/Cold Iron and DR/Silver on all natural attack thanks to the Shifter Claws class feature. Also, we lost the Grab ability of the bite/claws.

This character is really just a thought experiment of how many attacks you could actually fit into the surprise round, and the end result isn't too shabby.
The scenario I'm envisioning is that Tony has set up an ambush, and is just waiting for the target to come within 60 ft of him and his Familiar.
The moment they do, the Donkey Rat (or any other small familiar with the Valet archetype) will charge them and trigger Coordinated Charge, which allows Tony to charge them as an immediate action (I've linked the relevant feats in the "Feats" spoiler). Thanks to pounce, Tony can make a full-attack at the end of this immediate action charge. Then when he's finished with his five attacks, he takes a Full-Attack action thanks to Lookout, and another five attacks.

Now, the awesome part.

For every attack that hits, Damien gets another attack with the same attack bonus. All thanks to Hellcat Pounce.

That's a theoretical maximum of 28 attacks in the surprise round, with a 60% chance of all 28 attacks happening. If it weren't for those pesky Natural 1's, it would be a sure thing.

And this is all without any buffing done, since Shifter's Rush allows us to wildshape as a free action.
Also, with the exception of Quick Runner’s Shirt, this is all PFS legal (AFAIK).

And it might be smarter to take a Rhamphorhynchus as a familiar. It can't provide flank, but it can fly and charge into your enemy's space, which will make charging easier.

Damage per surprise round: Boots of Speed, Power Attack; 510
Boots of Speed, Power Attack, Sneak Attack: 682

Sanctified Slayer/Ravener Hunter:
Elf(Silvanesti) Inquisitor (Ravener Hunter, Sanctified Slayer) 1 AC 18/14/14 / HP : 10/10 / F +3 R +4 W +4 / Init. +7 / Perc. +6 / Sense Motive +6

Strength 14
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10
About Pellarin Rathenas
Pellarin Rathenas
Elf(Silvanesti) Inquisitor (Ravener Hunter, Sanctified Slayer) 1
NG Medium Humanoid (Elf)
Init +7; Senses Perception +6, Elf-sight.
FCB(Inquisitor)x1: +1 Hitpoint
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 DEX)
hp 10 (1d8+1+1)
Fort +3, Ref +4, Will +4
Resistances
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee Longsword +2 1d8+2
Ranged Longbow +5 1d8 (+1/+1 PbS, +1/+1 Studied target)

--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +2 ; CMD 16
Trained Skills (6+1 x lvl) Knowledge (arcana) (Int) +5, Knowledge (dungeoneering) (Int)+5, Knowledge (nature) (Int)+5, Perception (Wis) +6, Sense Motive (Wis) +7, Stealth (Dex)+8, Survival (Wis) +6
Languages Common, Elven, +1
Other Gear Starting Gold: 140sp, Longbow (75sp), 40 arrows (2sp), Longsword (15sp), Hide armor (15sp),
--------------------
Traits:

Warrior of Old(elf)As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Feats:

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
--------------------
SPECIAL ABILITIES
--------------------
Spells:

0lvl: Acid splash, Create water, Read Magic, Stabilize,
1st lvl 2/day: Cure light wounds, Divine favor
Charged by Nature:
Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Wood Bond (Ex)(revelation):
Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter.
Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.
Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

--------------------
RACIAL TRAITS
--------------------
Elven Immunities:
Keen Senses:
Fey-Sighted:
Elf-sight:
--------------------
Background
--------------------

Character sketch:

Pellarin lost most of those he cared for during the war.. He carries with him the guilt of failing to protect his people without having the honor to have died in the attempt. He has little interest in helping to rebuild a new nation, but would rather see his homeland liberated and the minotaur occupiers expelled. He is driven to find any means that might help his people reclaim their former glory. Haunted by loss, this goal is all that keeps him going these days.

αμαυρωμένος φίλος; विन्डस्पीकर The Witness

Left as a babe on the doorstep of one of Korryn's many orphanages, Ingen was raised into childhood by the closest thing to a mother he's ever known: Hatmora, the institution's Svenik headmistress. Compassionless even at the best of times, the boy nevertheless felt she picked him out for particularly poor treatment, reserving the cruelest invectives and most odious tasks just for him. Indeed, she made even his name sound like an insult. At the age of 5 he escaped into the streets of the city, surviving on his speed and wits until meeting Parson Grey, the self-proclaimed Archaeoenigmatist and Subsistence Scholar. The older man took the boy under his wing, teaching him his letters and lore, and was impressed how easily the lad took to learning. For his part, Ingen helped Parson carry his things (mostly parchments and ink) and provided extra income - a "father and son" bring in far more as beggars than a lone indigent.
For the better part of a decade the pair traveled the southern half of Cardriss at Parson's direction, often visiting long-historied settlements and crumbling ruins, with notable stays in a Vincenzian library (where Ingen first fell in love with architecture and written lore), the mountain ruins north of Tokelau (where he first saw the seeker's seal, though he didn't know it's significance at the time), and the city-state of Izar. Parson routinely had him make extensive notes and sketches of his observations of the locales they visited, training him in an observational methodology of his own devising. It was during the sea voyage to Tokelau that Ingen awoke in the middle of the night to see a robed figure, barely perceptible in the dim light belowdecks, rifling through his notes of their journeys. Somehow aware of his gaze, the figure turned, and Ingen saw it wore a silver crown seemingly set with eyes. After a moment the strange intruder vanished. Waking Parson and describing what he saw, his mentor was momentarily awed. "You've been witness to the Burglar of Secrets!" The Subsistence Scholar then began to inititate Ingen into his faith of The Treader of All Paths, part of which was the bestowing of his first title: The Witness.

Setting out from Izar for Borroka, the pair were unfortunate enough to pass through the town of Elmridge, where the Archaeoenigmatist contracted a dreadful illness. Fearing for his life and seeking to spare his protege from a similar fate, Parson Grey sent him away to Lorea - far from the sickness that seemed to be spreading through the lands of Borroka. It was the last The Witness has seen of his mentor.

Upon arriving in Lorea the young man discovered the best libraries were owned by the arcane university, and so applied for entry to the divination school and was accepted. He seemed a sponge for knowledge and quickly advanced through his studies. While his impressive mental faculties were enough to win over his Atlaean classmates, The Witness never quite fit in, preferring to avoid revelry and instead celebrated his successes by indulging in tangential or off-curriculum research in the libraries. One of his tangential studies was into the possible combination of the city's horticultural expertise with the art of scrying, specifically through the use of iris flowers. While collecting data and samples in the city's famed public gardens he observed the hummingbirds which dwell there and was impressed by their speed, precision, and - after more tangential research - visual acuity. So impressed, in fact, that he chose one as his familiar - The Choreographer of Flowers.

The rare occasions he did venture to more traditional celebrations were on account of Itzal, a student of the School of Illusion, whom he remains good friends with to this day. The two young wizards appear polar opposites at first, but both have a passion for perception and how it may be used to disguise or shape reality.