Ashrael
Female angel-blooded aasimar (angelkin) antipaladin (tyrant, dread vanguard) 11 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Champions of Corruption 22, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Intrigue 64)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.), beacon of evil (30 ft.)
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 103 (11d10+33)
Fort +12, Ref +7, Will +10; +2 vs. [evil]
Immune disease; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft., fly 30 ft. (average)
Special Attacks channel negative energy 5/day (DC 18, 6d6), smite good 4/day (+3 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +14)
. . 1/day—alter self Antipaladin Spell-Like Abilities (CL 11th; concentration +14)
. . At will—detect good
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Statistics
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Str 20, Dex 12, Con 14, Int 12, Wis 11, Cha 17
Base Atk +11; CMB +16; CMD 27
Feats Angel Wings[ARG], Angelic Blood[ARG], Augment Summoning, Power Attack, Spell Focus (conjuration), Weapon Focus (nodachi)
Traits blood of dragons, simple disciple
Skills Handle Animal +17, Heal +2, Intimidate +17, Knowledge (religion) +15, Perception +1, Profession (torturer) +15, Sense Motive +14; Racial Modifiers +2 Heal
Languages Celestial, Common, Infernal
SQ cruelties (cursed, diseased, staggered), diabolic boon (diabolic servant [Erinyes], 2/day), touch of corruption 10/day (5d6)
Other Gear hireling, +1 adaptive flaming blackwood composite longbow, +1 haramaki barding, 110,000 gp
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Antipaladin Channel Negative Energy 6d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Beacon of Evil (Su) Use touch of corr. :+1 AC, atk., dmg., save vs. fear , fast healing 3
Cruelty (Cursed, DC 18) (Su) Touch of corruption can curse target, as per bestow curse (Fort neg).
Cruelty (Diseased, DC 18) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Staggered, DC 18) (5 rounds) (Su) Touch of corrupution can stagger target for 5 rounds (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fly (30 feet, Average) You can fly!
Immunity to Disease You are immune to diseases.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Good (4/day) (Su) +3 to hit, +11 to damage, +3 deflection bonus to AC when used.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Touch of Corruption (5d6 hit points, 10/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
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Hireling CR –
Advanced erinyes (Pathfinder RPG Bestiary 75, 288)
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness, true seeing; Perception +18
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Defense
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AC 29, touch 19, flat-footed 20 (+2 armor, +8 Dex, +1 dodge, +8 natural)
hp 130 (9d10+81)
Fort +15, Ref +14, Will +9
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
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Offense
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Speed 30 ft., fly 50 ft. (good)
Ranged +1 adaptive flaming blackwood composite longbow +18/+13 (1d8+10/×3 plus 1d6 fire) or
. . rope +17 touch (entangle)
Spell-Like Abilities (CL 12th; concentration +19)
. . Constant—true seeing
. . At will—fear (single target) (DC 21), greater teleport (self plus 50 lbs. of objects only), minor image (DC 19), unholy blight (DC 21)
. . 1/day—summon (level 3, 2 bearded devils, 50%)
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Statistics
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Str 28, Dex 27, Con 29, Int 18, Wis 22, Cha 25
Base Atk +9; CMB +18; CMD 37
Feats Combat Reflexes, Dodge, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot On The Run
Skills Acrobatics +20, Bluff +19, Craft (metalwork) +8, Diplomacy +16, Escape Artist +14, Fly +24, Intimidate +19, Knowledge (planes) +13, Knowledge (religion) +10, Perception +18, Sense Motive +18, Stealth +20
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal; telepathy 100 ft.
Other Gear +1 haramaki[UC], +1 adaptive flaming blackwood composite longbow
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Special Abilities
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Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Entangle (DC 22) (Su) Carries 50-ft rope that entangles foe as animate rope and can be hurled 30-ft. with no range penalty.
Fly (50 feet, Good) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Spell Resistance (19) You have Spell Resistance.
Summon (level 3, 2 bearded devils, 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
1. At this point in history they have no set HQ. Can't be cornered
2. They have cells all across the place, so easy for information to spread
3. They have a literal Lich as their leader
4. Dracoliches
I think GM says only max for your level 1 class. Not the 1k
@GM
With Bow Nomad, there are a few rule exploits that can be done via RAW, if chosen, I'm willing to discuss said exploits as potential feats she will/may take
Typical for her race, she has grey/dark skin. She does prefer to wear green clothing. To cover herself for the modisty rules of the society she is in. Though hard to tell female from male for those around. Despite her lithe build, she is rather strong, which helped her in her use of two bows. She does have an air being carefree about her. Going where the wind takes her. Even if she is seen as one of the children of the stars, she sees herself not as one from there
Build:
All the basic feats for archery
Rapid shot
Many shot
Clustered Shots
Weapon Focus
Sunbreaker, like many of his kin, not a big fan of the gods due to how they, the minotaurs, were created. But he does find some to be intriguing due to shared love of puzzles and mazes. So when it comes to the Egyptian gods, Thoth is closes to one he would be interested in, in the sense of wisdom and figuring out the unknown
Duskeno
Female kasatha ranger (bow nomad) 2 (Pathfinder Player Companion: People of the Stars, Pathfinder RPG Bestiary 4 174)
LN Medium humanoid (kasatha)
Init +7; Senses Perception +9
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge)
hp 24 (2d10+8)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +4
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+3/19-20) or
. . halberd +5 (1d10+6/×3)
Ranged composite shortbow +7 (1d6/×3) or
. . composite shortbow +7 (1d6/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
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Statistics
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Str 17, Dex 20, Con 17, Int 15, Wis 18, Cha 14
Base Atk +2; CMB +7; CMD 22
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Precise Shot, Two-weapon Fighting
Traits reactionary, spidery climber
Skills Climb +7, Craft (weapons) +7, Handle Animal +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +7, Perception +9, Stealth +8, Survival +9, Swim +6
Languages Common, Draconic, Dwarven, Kasatha
SQ desert runner, desert stride, finesse weapon attack attribute, jumper, multi-armed, stalker, track +1, twin bows
Other Gear chain shirt, arrows (40), blunt arrows[APG] (20), composite shortbow, composite shortbow, dagger, halberd, backpack, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), waterskin, weaponsmithing tools, whetstone, 9 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Multi-Armed (Ex) Has one primary and 3 off hands.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Track +1 Add the listed bonus to Survival checks made to track.
Twin Bows (Ex) You can wield two bows at once.
Blender
Female kasatha fighter (two-weapon fighter) 2 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 4 174)
LN Medium humanoid (kasatha)
Init +4; Senses Perception +10
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge)
hp 24 (2d10+8)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +4 (+1 vs. fear)
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+4/19-20) or
. . falcata +4 (1d8+4/19-20/×3) or
. . short sword +4 (1d6+4/19-20) or
. . short sword +4 (1d6+4/19-20) or
. . short sword +4 (1d6+4/19-20)
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Statistics
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Str 18, Dex 19, Con 17, Int 15, Wis 18, Cha 14
Base Atk +2; CMB +6; CMD 22
Feats Combat Expertise, Deadly Aim, Double Slice, Exotic Weapon Proficiency (falcata), Multiweapon Fighting, Power Attack
Traits scarred by space pirates, seeker, spidery climber
Skills Climb +3, Craft (weapons) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Perception +10, Stealth +7, Survival +9
Languages Common, Draconic, Dwarven, Kasatha
SQ desert runner, desert stride, finesse weapon attack attribute, jumper, multi-armed, stalker
Combat Gear potion of cure light wounds; Other Gear chain shirt, dagger, falcata[APG], short sword, short sword, short sword, adventurer's sash, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), trail rations (7), waterskin, weaponsmithing tools, whetstone, 3 gp, 5 sp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Multi-Armed (Ex) Has one primary and 3 off hands.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
BT Synth
Female drow summoner (synthesist) 2 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 80)
LE Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +11
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 15 (2d8+2)
Fort +1, Ref +4, Will +6; +2 vs. enchantments, +2 trait bonus vs. fear effects when eidolon is in 30 feet
Immune sleep; SR 8
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Offense
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Speed 30 ft.
Spell-Like Abilities (CL 2nd; concentration +7)
. . 1/day—dancing lights, darkness, faerie fire Summoner Spell-Like Abilities (CL 2nd; concentration +7)
. . 8/day—summon monster I
Summoner (Synthesist) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—identify, mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, detect magic, light, mending, open/close (DC 15)
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Statistics
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Str 12, Dex 18, Con 13, Int 17, Wis 17, Cha 20
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Exotic Weapon Proficiency (repeating heavy crossbow), Power Attack
Traits perpetual companion, seeker, twinned presence
Skills Craft (weapons) +6, Intimidate +11, Knowledge (arcana) +8, Knowledge (engineering) +8, Linguistics +8, Perception +11, Spellcraft +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Dwarven, Elven, Sakvroth, Undercommon
SQ finesse weapon attack attribute, fused eidolon, fused link, poison use, surface infiltrator[ARG]
Other Gear 1,000 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Drow Immunities - Sleep You are immune to magic sleep effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fused Eidolon (20/20 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Resistance (8) You have Spell Resistance.
Summon Monster I (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
Sandikhan
Female catfolk gunslinger (mysterious stranger, scatter gunner) 1 (Pathfinder Player Companion: People of the Wastes 12, Pathfinder RPG Bestiary 3 47, Pathfinder RPG Ultimate Combat 9, 51)
LE Medium humanoid (catfolk)
Init +4; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will -1; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
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Offense
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Speed 30 ft.
Melee cutlass +0 (1d6-1/18-20)
Ranged blunderbuss +6 (1d8+1)
Special Attacks deeds (careful shot, focused aim, gunslinger's dodge), grit (4)
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Statistics
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Str 9, Dex 19, Con 14, Int 14, Wis 9, Cha 19
Base Atk +1; CMB +0; CMD 14
Feats Gunsmithing[UC], Point-Blank Shot
Traits besmara's blessing, black powder fortune, keleshite princess
Skills Acrobatics +7, Climb +2, Craft (alchemy) +6, Craft (firearms) +4, Diplomacy +9 (+11 vs. people from chosen country), Intimidate +5 (+7 vs. people from chosen country), Knowledge (engineering) +6, Perception +6, Profession (sailor) +4, Stealth +5, Survival +1, Swim +2; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Elven, Sylvan
SQ cat's luck, gunsmith, sprinter
Combat Gear black powder reagent, black powder reagent; Other Gear parade armor[UE], blunderbuss[UC], cutlass, paper cartridge[UC] (26), pellets[UC] (45), alchemy crafting kit[APG], bandolier[UE], bedroll, canteen[UE], flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), hip flask[UE], masterwork backpack[APG], mess kit[UE], powder horn[UC], powder horn[UC], waterskin, 1 gp, 3 cp
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Special Abilities
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Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.