
wraithstrike |

Human Fighter (Two-Weapon Warrior Variant)
Alignment Neutral
Two Weapon Tim has been separated from his party somehow when the evil summoner appears, and tries to kill him. Who will prevail the good, but neutrally aligned Two Weapon Tim, rescuer of princesses and smiter of fiends, or some random summoner dude.
Str: 32 (+11) [5 points, +2 race, +1 levels, +5 inherent, +6 enhance.]
Dex: 24 (+7) [[5 points, +6 enhance, +4 inherent ]
Con: 20 (+5) [5 points, +2 enhance., +4 inherent]
Int: 11 (+0) [1 points]
Wis: 20 (+5) [5 points, +6 item]
Cha: 9 (-1) [-1 points]
Class and Racial abilities:
Defensive Flurry (Ex): At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.
Twin Blades (Ex): At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.
Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.
Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a twoweapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.
Equal Opportunity (Ex): At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3.
Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.
Deft Doublestrike (Ex): At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. This ability replaces weapon training 4.
Deadly Defense (Ex): At 19th level, when a twoweapon warrior makes a full attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. This ability replaces armor mastery.
Hit Dice: 20d10+120
Hit Points: 230
AC: 32 (+14 Armor, +3 Dexterity, +1 haste) [Touch 18(22 vs ranged attacks), Flat-footed 25]
AC is 37 after a full round attack. Touch=23
Init: +13 (+7 Dex, +4 Feat, +1 Competence, +1 Luck)
Speed: 60ft
Saves:
Fortitude +24 [+12 base, +5 Con, +5 Resist., +1 Comp., +1 Luck]
Reflex +20 [+6 base, +7 Dex, +5 Resist., +1 Comp., +1 Luck]
Will +20 [+6 base, +5 Wis, +2 Feat, +5 Resist., +1 Comp., +1 Luck], 1/day re-roll failed save
BAB: +20
Melee Atk:
Main Hand +43/+43/+38/+33/+28 (1d6+25 / 18-20 x3)
Offhand +43/+38/+33 (1d6+25 / 18-20 x3)
(Attack Breakdown: 20 BAB, +11 Strength, +5 Enhancement, +1 Competence, +1 haste, +4(Twin Blades), Perfect Balance +1, Weapon Focus, +1 Greater Weapon Focus, Balance (-1 TWF Penalty)
(Damage Breakdown: 11 Strength, +5 Enhancement, +1 Competence, +4(Twin Blades), +2 Weapon Spec, +2 Greater Weapon Spec, Two Weapon Rend allows for 1d10+16 addition damage if a primary and off hand attack hit)
Ranged Atk: +26/+26/+26/+21/+16/+11 (1d8+39/ x3; average 44.5)
range 110 feet
(Attack Breakdown: 20 BAB, +7 Dex, +5 Enhancement, +1 Competence, +1 haste, -2 Rapid Fire, -6 Deadly Aim)
(Damage Breakdown: 4.5 average of 1d8, 11 Strength, +5 Enhancement, +12 Deadly Aim, +1 Competence)
CMB: +31 (BAB 20+Strength 11)
CMD: 48 (cannot be grappled, cannot be disarmed while wielding a scimitar, 53 vs sunder while wielding a scimitar)
Skills:
Acrobatics +25 (20 ranks, +7 Dex, +1 Competence, -3(Armor check penalty))
Perception +30 (20 ranks, +5 Wis, +5 Competence,)
Feats:
Weapon Focus: Scimitar (scimitar)
Weapon Specialization: scimitar (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)
Improved Two Weapon Fighting (7 HD)
Rapid Shot (Fighter bonus)
Critical Focus (9 HD)
Manyshot (Fighter bonus)
Double Slice (11 HD)
Improved Critical (Scimitar) (Fighter bonus)
Two-Weapon Rend (13 HD)
Greater Weapon Focus: Scimitar (Fighter bonus)
Improved Precise Shot (15 HD)
Penetrating Strike (Fighter bonus)
Lunge (17 HD)
Greater Weapon Specialization: Scimitar (Fighter bonus)
Staggering Critical (19 HD)
Quick Draw (Fighter bonus)
Equipment: 880,000g WBL
+5 mithral full plate 35,500
+5 composite longbows (mighty +11) 51500
2 +5 scimitars 50315 x 2= 100630
ring of freedom of movement(ring slot 1) 40,000
Ring of Counterspells(maze) 4000+960(for the spell itself)=5960
manual of quickness in action +5 (already applied) 137,500
manual of gainful exercise +4 (already applied) 110,000
manual of bodily health +4 (already applied) 110,000
belt of physical might +6 (strength and dexterity) 45,000
headband of inspired wisdom +6 36000
boots of speed 12000
Dust of Disappearance 3500
Dust of Appearance 1500
greater bracers of archery 25000
cloak of resistance +5 25000
eyes of the eagle 2500
pale green prism ioun stone 30,000
pink rhomboid ioun stone 8000
luckstone 20,000
20 +1 axiomatic arrows 7,321
20 +1 anarchic arrows 7,321
20 +1 Unholy arrows 7,321
40 arrows 2 gp
Handy Haversack 2000
Elixir of Vision 250
potion of fly x 3= 2250
Potion of Enlarge Person 250 x 3 = 750
potion of cure light x2 100
potion of cure moderate x2 600
potion of see invisibility x2 300
Gold 27195
Body Slots taken up
Belt: belt of physical might +6 (strength and dexterity)
Eyes:eyes of the eagle
Feet: boots of speed
Headband:headband of inspired wisdom +6
Ring 1: ring of freedom of movement
Ring 2: Ring of Counterspells(maze) 4000+960(for the spell itself)=5960
Shoulders: Cloak of Displacement, Major
Wrist: greater bracers of archery

wraithstrike |

Human Fighter (Two-Weapon Warrior Variant) 2.0
Alignment Neutral
Two Weapon Tim 2.0 has been separated from his party somehow when the evil summoner appears, and tries to kill him. Who will prevail the good(but neutrally aligned) Tim, rescuer of princesses and smiter of fiends or some random summoner dude.
Str: 32 (+11) [5 points, +2 race, +1 levels, +5 inherent, +6 enhance.]
Dex: 24 (+7) [[5 points, +6 enhance, +4 inherent ]
Con: 20 (+5) [5 points, +2 enhance., +4 inherent]
Int: 11 (+0) [1 points]
Wis: 20 (+5) [5 points, +6 item]
Cha: 9 (-1) [-1 points]
Class and Racial abilities:
Defensive Flurry (Ex): At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.
Twin Blades (Ex): At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.
Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.
Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a twoweapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.
Equal Opportunity (Ex): At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3.
Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.
Deft Doublestrike (Ex): At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. This ability replaces weapon training 4.
Deadly Defense (Ex): At 19th level, when a twoweapon warrior makes a full attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. This ability replaces armor mastery.
Hit Dice: 20d10+120
Hit Points: 230
AC: 29 (+11 Armor, +7 Dexterity, +1 haste) [Touch 18(23 after full round attack) flat-footed 25]
AC is 34 after a full round attack.
Init: +13 (+7 Dex, +4 Feat, +1 Competence, +1 Luck)
Speed: 60ft
Saves:
Fortitude +24 [+12 base, +5 Con, +5 Resist., +1 Comp., +1 Luck]
Reflex +20 [+6 base, +7 Dex, +5 Resist., +1 Comp., +1 Luck]
Will +20 [+6 base, +5 Wis, +2 Feat, +5 Resist., +1 Comp., +1 Luck], 1/day re-roll failed save
BAB: +20
Melee Atk:
Main Hand +43/+43/+38/+33/+28 (1d6+25 / 18-20 x3) Enlarged damage 1d8+26
Offhand +43/+38/+33 (1d6+25 / 18-20 x3) Enlarged damage 1d8+26
(Attack Breakdown: 20 BAB, +11 Strength, +5 Enhancement, +1 Competence, +1 haste, +4(Twin Blades), Perfect +1 Weapon Focus, +1 Greater Weapon Focus, Balance (-1 TWF Penalty)
(Damage Breakdown: 11 Strength, +5 Enhancement, +1 Competence, +4(Twin Blades), +2 Weapon Spec, +2 Greater Weapon Spec, Two Weapon Rend allows for 1d10+16(18 if large) addition damage if a primary and off hand attack hit)
Ranged Atk: +26/+26/+26/+21/+16/+11 (1d8+39/ 19-20x3; average 44.5) range 110 feet
(Attack Breakdown: 20 BAB, +7 Dex, +5 Enhancement, +1 Competence, +1 haste, -2 Rapid Fire, -6 Deadly Aim)
(Damage Breakdown: 4.5 average of 1d8, 11 Strength, +5 Enhancement, +12 Deadly Aim, +1 Competence)
CMB: +31 (BAB 20+Strength 11)
CMD: 48 (cannot be grappled, cannot be disarmed while wielding a scimitar, 53 vs sunder while wielding a scimitar)
Skills:
Acrobatics +25 (20 ranks, +7 Dex, +1 Competence, -3(Armor check penalty))
Perception +30 (20 ranks, +5 Wis, +5 Competence,)
Feats:
Weapon Focus: Scimitar (scimitar)
Weapon Specialization: scimitar (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)
Improved Two Weapon Fighting (7 HD)
Rapid Shot (Fighter bonus)
Critical Focus (9 HD)
Manyshot (Fighter bonus)
Double Slice (11 HD)
Improved Critical (Scimitar) (Fighter bonus)
Two-Weapon Rend (13 HD)
Greater Weapon Focus: Scimitar (Fighter bonus)
Improved Precise Shot (15 HD)
Staggering Critical (Fighter bonus)
Lunge (17 HD)
Greater Weapon Specialization: Scimitar (Fighter bonus)
Stunning Critical (19 HD)
Quick Draw (Fighter bonus)
Equipment: 880,000g WBL
+5 celestial armor 38400
+5 Keen composite longbows (mighty +11) 73500
2 +5 scimitars 50315 x 2= 100630
ring of freedom of movement(ring slot 1) 40,000
Ring of Counterspells(maze) 4000+960(for the spell itself)=5960
manual of quickness in action +5 (already applied) 137,500
manual of gainful exercise +4 (already applied) 110,000
manual of bodily health +4 (already applied) 110,000
belt of physical might +6 (strength and dexterity) 45,000
headband of inspired wisdom +6 36000
boots of speed 12000
Dust of Disappearance 3500
Dust of Appearance 1500
greater bracers of archery 25000
cloak of resistance +5 25000
eyes of the eagle 2500
pale green prism ioun stone 30,000
pink rhomboid ioun stone 8000
luckstone 20,000
20 +1 axiomatic arrows 7,321
20 +1 anarchic arrows 7,321
20 +1 Unholy arrows 7,321
40 arrows 2 gp
Handy Haversack 2000
potion of fly x 3= 2250
Elixir of Vision 250(+10 competence bonus on Perception checks for 1 hour )
Potion of Enlarge Person 250 x 3 = 750
potion of cure light x2 100
potion of cure moderate x2 600
Gold 5495
Body Slots taken up
Belt: belt of physical might +6 (strength and dexterity)
Eyes:eyes of the eagle
Feet: boots of speed
Headband:headband of inspired wisdom +6
Ring 1: ring of freedom of movement
Ring2: Ring of Counterspells(maze) 4000+960(for the spell itself)=5960
Shoulders: Cloak of Displacement, Major
Wrist: greater bracers of archery

Calypsopoxta |

Hailing from wherever he pleases, Summoning Sam!
Summoning Sam
Male Half-Elf Summoner 20
Alignment: CG
Str: 7 (-2)
Dex: 26 (+8) [7 points, +6 enhance., +2 levels, +3 inherent]
Con: 28 (+9) [10 points, +6 enhance., +2 levels, +2 inherent, +2 racial]
Int: 10 (+0) [0 points]
Wis: 10 (+0) [0 points]
Cha: 16 (+3) [7 points, +1 levels]
Class and Racial Abilities:
Low Light Vision
Elf Blood
Keen Senses
Cantrips
Eidolon
Life Link
Summon Monster I-IX (Sp)
Bond Senses
Shield Ally (Ex)
Maker’s Call (Su)
Transposition (Su)
Aspect (Su)
Greater shield ally (Su)
Life bond (Su)
Merge Forms (Su)
Greater Aspect (Su) *see eidolon*
Twin Form (Su)
Hit Dice: 20d8+200
Hit Points: 290
AC: 48 (+9 Armor, +4 Shield Ally, +8 Dex, +8 Nat. AC, +4 Deflect., +4 Dodge, +1 Insight) [34 Flat Footed, 27 Touch]
Init: 12 (+8 Dexterity, +4 Feat)
Speed: 30ft
Saves:
Fortitude: 21 (6 Base, 9 Con., 2 Feat, 4 Shield Ally)
Reflex: 20 (6 Base, 8 Dex., 2 Feat, 4 Shield Ally)
Will: 18 (12 Base, 2 Feat, 4 Shield Ally)
BAB:
Ranged Atk: None
Melee Atk: +13/+8/+3 (BAB -2 Str)
CMB: 13 (15 BAB, -2 Str)
CMD: 30 (15 BAB, -2 Str, +4 Deflect., +4 Dodge, +1 Insight)
Skills:
Ride 63 (20 Ranks, +20 Competence, +6 Skill Focus, +8 Racial, +8 Dex., +3 Trained, -2 Armor Check)
Spellcraft 23 (20 Ranks, +3 Trained)
Feats:
Skill Focus: Ride (Half-Elf)
Mounted Combat(1 HD)
Improved Initiative (3 HD)
Endurance (5 HD)
Diehard (7 HD)
Trick Riding (9 HD)
Toughness (11 HD)
Improved Shared Spells (13 HD)
Quicken Spell (15 HD)
Lightning Reflexes (17 HD)
Iron Will (19 HD)
Equipment:
Manual of Quickness in Action +3
Manual of Bodily Health +2
Celestial Armor
Ring of Protection +4
Dusty Rose Ioun Stone
Robe of Dodging +4
Vest of Constitution +6
Gloves of Dexterity +6
Boots of Riding +20
Money:
-880,000-
82500
55000
22400
32000
5000
40000
36000
36000
40000
-536100-
Spells Known/Per Day:
0-lvl: acid Splash, detect Magic, light, mending, message, read magic
1st-lvl: enlarge person, expeditious retreat, Identify, reduce person, rejuvenate eidolon(lesser), shield
6 per day
2nd-lvl: barkskin, blur, glitterdust, haste, see invisibility, summon eidolon, windwall
6 per day
3rd-lvl: dispel magic, evolution surge, fly, invisibility (greater), locate creature, rejuvenate eidolon
6 per day
4th-lvl: evolution surge(greater), mage’s faithful hound, purified calling, summon monster V, transmogrify, wall of stone
5 per day
5th-lvl: dispel magic (greater), heroism (greater), rejuvenate eidolon (greater), teleport (greater), true seeing
5 Per day
6th-lvl: dimensional lock, maze, protection from spells, summon monster IX, teleportation circle
Sam walks just behind Eddie whenever in dangerous territory.
And his huge white 8 limbed bear, Eidolon Eddie!
Huge(Long) Eidolon Quadruped 15
Alignment: CG
Str: 52 (+21) [14 Base, +3 Levels, +8 sum. lvl, +16 Huge, 5 Inherent, 6 Enhance.]
Dex: 28 (+9) [14 Base, +8 sum. lvl, -4 Huge, +4 inherent, +6 Enhance.]
Con: 21 (+5) [13 Base, +8 Huge]
Int: 7 (-2) [7 Base]
Wis: 10 (+0) [10 Base]
Cha: 11 (+0) [11 Base]
Class and Racial Abilities:
Darkvision
Link
Share Spells
Evasion
Devotion
Multiattack
Improved Evasion
Pounce
Rend
Trip
Evolutions: 31 Points (26 base +5 Half Elf Summoner)
(1)Pounce
(2)Trip
(10)Huge
(1)Improved Damage: Claws
(1)Racial Skill: Perception
(2)Rend
(2)Limbs (Arms)
(2)Limbs (Arms)
(1)Claws
(1)Claws
(1)Claws
(1)Improved Natural Armor
(1)Improved Natural Armor
(1)Improved Natural Armor
(1)Improved Natural Armor
-Summoner- (6 points, costs 3 via Greater Aspect)
(1)Racial Skill (Ride)
(1)Improved Natural Armor
(1)Improved Natural Armor
(1)Improved Natural Armor
(1)Improved Natural Armor
(1)Scent
Hit Dice: 15d10+75
Hit Points: 157
AC: 55 (31 Natural Armor, +8 Armor, +9 Dex, -2 Size) [47 Flat Footed, 17 Touch]
Init: 13 (+9 Dexterity, +4 Feat)
Speed: 40ft
Saves:
Fortitude: 18 (9 Base, 5 Con., 4 Resistance)
Reflex: 22 (9 Base, 9 Dex., 4 Resistance)
Will: 11 (5 Base, 2 Feat, 4 Resistance) [+4 Moral vs. Enchantment]
BAB:
Ranged Atk: None
Melee Atk: 1 Bite +35 (2d6+34), 6 Claws +38 (3d6+34), Rend
(Attack Breakdown: BAB 15, +21 Str., +5 Enhance., -2 Size, -4 Power Attack)
(Damage Breakdown: 2d6 [Huge Bite]; 3d6[Huge++ Claw], +21 Str, +5 Enhance, +8 Power Attack)
Rend: Every 2nd claw in 1 round; 3d6+31 (1½ Str Bonus)
Space: 15 ft; Reach: 10 ft
CMB: 45 (15 BAB, +21 Str., +2 Size, +5 Enhance) [-4 During Power Attack]
CMD: 47 (15 BAB, +21 Str., +9 Dex., +2 Size)
Skills:
Perception 26 (15 Ranks, +3 Trained, +8 Racial)
Intimidate 18 (15 Ranks, +3 Trained)
Fly 23 (15 Ranks, +3 Trained, +9 Dex., -4 Size)
Acrobatics 27 (15 Ranks, +3 Trained, +9 Dex)
Feats:
Combat Reflexes (1 HD)
Power Attack (3 HD)
Improved natural Attack (5 HD)
Endurance (7 HD)
Diehard (9 HD)
Improved Initiative (11 HD)
Iron Will (13 HD)
Bodyguard (15 HD)
Equipment:
Manual of Gainful Exercise +5
Amulet of mighty Fists +5
Manual of Quickness in Action +4
Bracers of Armor +8
Belt of Dexterity +6
Mask of Strength +6
Cloak of Resistance +4
*Permanent See Invisibility clvl 20*
Money:
-536100-
137500
125000
110000
64000
36000
36000
16000
5000
-1600-
He also has some huge saddlebags but, I cannot find em in the Core Book, pretty sure they are not over 1600 though
Edit: I shall await Ciretose's approval

wraithstrike |

[announcer] Tonight we are going to witness a great match. Are you ready. Tell me arrrrrrrreeeeeee you reeeeeeeaaaaaaaadddddy. For the hundreds in attendance. For those all around the world. Let's get ready to rummmmmmmmmmmmmmmble. [/announcer]
Don't forget the first match is in a 60 x 60 room with us 60 feet apart.
With that said
My initiative is: This is my official imitative roll for Tim in the enclosed area. (1d20+13=19)

wraithstrike |

Hailing from wherever he pleases, Summoning Sam!
** spoiler omitted **...
What is a robe of dodging? I assumed you were just moving standard items slot to other places. I better end the fight quickly :)
Edit:and I most likely lost initiative. Hopefully I can survive the first round.

Calypsopoxta |

Calypsopoxta wrote:Hailing from wherever he pleases, Summoning Sam!
** spoiler omitted **...
What is a robe of dodging? I assumed you were just moving standard items slot to other places. I better end the fight quickly :)
Edit:and I most likely lost initiative. Hopefully I can survive the first round.
We shall see, ready for my first turn? Are you visible n all that?

Calypsopoxta |

Calypsopoxta wrote:I'm just here to settle disputes. If there is agreement on the builds, begin whenever you like.Hailing from wherever he pleases, Summoning Sam!
** spoiler omitted **...
Well I actually have no idea what his build has, I promised I wouldn't peak, thought that was the GMs job.

seekerofshadowlight |

Allowing custom items for stats in whatever slots you want seems to circumvent one of the major balancing factors built into the class.
Mask of Strength?
we went over this, Calypsopoxta does not agree. also I can help but notice you have ridding skills yet eddie can not be ridden. He needs to mount evo before you can ride him.

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ciretose wrote:Well I actually have no idea what his build has, I promised I wouldn't peak, thought that was the GMs job.Calypsopoxta wrote:I'm just here to settle disputes. If there is agreement on the builds, begin whenever you like.Hailing from wherever he pleases, Summoning Sam!
** spoiler omitted **...
I agreed only to arbitrate, sorry if there was confusion.
Now would be a good time to check builds, since there is a dispute on the floor re: Robe of Dodging. Cite the location or how it was made.
I can make calls on changes and approved items.

wraithstrike |

wraithstrike wrote:We shall see, ready for my first turn? Are you visible n all that?Calypsopoxta wrote:Hailing from wherever he pleases, Summoning Sam!
** spoiler omitted **...
What is a robe of dodging? I assumed you were just moving standard items slot to other places. I better end the fight quickly :)
Edit:and I most likely lost initiative. Hopefully I can survive the first round.
I am currently visible, but I am displaced(50% miss chance)

Calypsopoxta |

Calypsopoxta wrote:ciretose wrote:Well I actually have no idea what his build has, I promised I wouldn't peak, thought that was the GMs job.Calypsopoxta wrote:I'm just here to settle disputes. If there is agreement on the builds, begin whenever you like.Hailing from wherever he pleases, Summoning Sam!
** spoiler omitted **...
I agreed only to arbitrate, sorry if there was confusion.
Now would be a good time to check builds, since there is a dispute on the floor re: Robe of Dodging. Cite the location or how it was made.
I can make calls on changes and approved items.
Wraith approved the items, last I checked. He decided that it would simply be an asterisk on the fight that magic item value rules were used in the fight.
Edit: Wraith make sure everything in my Eidolons expenses is approved, and I'll continue.

wraithstrike |

Allowing custom items for stats in whatever slots you want seems to circumvent one of the major balancing factors built into the class.
Mask of Strength?
I allowed him to misplace items since this is just for fun, but my I did expect for all the items to already exist.
The only exceptions were skill boosting items that did not go past the standard(non-epic limit) which is 30 in 3.5. I am thinking we should just stay core to avoid the confusion. I don't feel like writing a manifesto on exceptions to the agreed rules.edit: We will play it as is for the melee fight.
edit2: Make sure you evolutions are correct for you to be able to use mounted attacks, and then roll your miss chance for the displacement when you attack.

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Gallard Stormeye wrote:Allowing custom items for stats in whatever slots you want seems to circumvent one of the major balancing factors built into the class.
Mask of Strength?
I allowed him to misplace items since this is just for fun, but my I did expect for all the items to already exist.
The only exceptions were skill boosting items that did not go past the standard(non-epic limit) which is 30 in 3.5. I am thinking we should just stay core to avoid the confusion. I don't feel like writing a manifesto on exceptions to the agreed rules.
If this were not a previous agreement, I would rule stay core. My opinion was this was a conscious limiting decision on the part of the developers for this purpose (as well as similar intent on Animal Companions, etc...)
But since there was an agreement I would suggest that movement of existing items listed in core to alternative slots would be approved, but only moving existing items.
An exception can be made for the ride item, as it was specifically requested, within the guidelines outlined above.

Calypsopoxta |

Gallard Stormeye wrote:Allowing custom items for stats in whatever slots you want seems to circumvent one of the major balancing factors built into the class.
Mask of Strength?
I allowed him to misplace items since this is just for fun, but my I did expect for all the items to already exist.
The only exceptions were skill boosting items that did not go past the standard(non-epic limit) which is 30 in 3.5. I am thinking we should just stay core to avoid the confusion. I don't feel like writing a manifesto on exceptions to the agreed rules.
edit: We will play it as is for the melee fight.
edit2: Make sure you evolutions are correct for you to be able to use mounted attacks, and then roll your miss chance for the displacement when you attack.
Well, I recall posting every item in the other thread, individually. The only one that doesn't exist is the robe, which I guess I'll ditch it. There's rules for it's creation, but no item in pathfinder has a dodge bonus yet.
I could take the boots to 30? Wow that's crazy...

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wraithstrike wrote:Gallard Stormeye wrote:Allowing custom items for stats in whatever slots you want seems to circumvent one of the major balancing factors built into the class.
Mask of Strength?
I allowed him to misplace items since this is just for fun, but my I did expect for all the items to already exist.
The only exceptions were skill boosting items that did not go past the standard(non-epic limit) which is 30 in 3.5. I am thinking we should just stay core to avoid the confusion. I don't feel like writing a manifesto on exceptions to the agreed rules.
edit: We will play it as is for the melee fight.
edit2: Make sure you evolutions are correct for you to be able to use mounted attacks, and then roll your miss chance for the displacement when you attack.Well, I recall posting every item in the other thread, individually. The only one that doesn't exist is the robe, which I guess I'll ditch it. There's rules for it's creation, but no item in pathfinder has a dodge bonus yet.
I could take the boots to 30? Wow that's crazy...
Sounds settled, if you want to use the money allocated to the robe, now is the time to do so.

wraithstrike |

wraithstrike wrote:Gallard Stormeye wrote:Allowing custom items for stats in whatever slots you want seems to circumvent one of the major balancing factors built into the class.
Mask of Strength?
I allowed him to misplace items since this is just for fun, but my I did expect for all the items to already exist.
The only exceptions were skill boosting items that did not go past the standard(non-epic limit) which is 30 in 3.5. I am thinking we should just stay core to avoid the confusion. I don't feel like writing a manifesto on exceptions to the agreed rules.
edit: We will play it as is for the melee fight.
edit2: Make sure you evolutions are correct for you to be able to use mounted attacks, and then roll your miss chance for the displacement when you attack.Well, I recall posting every item in the other thread, individually. The only one that doesn't exist is the robe, which I guess I'll ditch it. There's rules for it's creation, but no item in pathfinder has a dodge bonus yet.
I could take the boots to 30? Wow that's crazy...
Yeah, just remember it is an enhancement bonus.

Calypsopoxta |

Nah I'll let the chips fall where they may. I'll start my turn now.
Sam uses a move action to mount Eddie. Sam uses a swift action to cast a quickened Barkskin on himself, sharing the benefit and splitting the duration with Eddie, using a 6th level spell slot.
Sam uses a standard action to cast Teleport(greater), bringing Eddie and into his reach of Tim, directly in front of him by 10'.
Sam finishes his turn.
Eddie full-attacks Tim(power attacking), starting with a bite, we're shooting for above 50 on the percentile. Leaving this post for reply to confirm shooting for high, not low.

wraithstrike |

Nah I'll let the chips fall where they may. I'll start my turn now.
Sam uses a move action to mount Eddie. Sam uses a swift action to cast a quickened Barkskin on himself, sharing the benefit and splitting the duration with Eddie, using a 6th level spell slot.
Sam uses a standard action to cast Teleport(greater), bringing Eddie and into his reach of Tim, directly in front of him by 10'.
Sam finishes his turn.
Eddie full-attacks Tim(power attacking), starting with a bite, we're shooting for above 50 on the percentile. Leaving this post for reply to confirm shooting for high, not low.
How are you sharing the spell, while splitting the duration?

Calypsopoxta |

Bite and displacement. (1d20+38=41, 1d100=21) Miss with the bite.
(mistyped an old 38 attack bonus, they're all supposed to 35).
Rolling the 6 claws.
Bite and displacement. (1d20+35=38, 1d100=73, 1d20+35=48, 1d100=48, 1d20+35=39, 1d100=13, 1d20+35=40, 1d100=47, 1d20+35=54, 1d100=35, 1d20+35=36, 1d100=14)
Mistyped the name, but you see the rolls. I only hit once >_< Rolling damage. Claw damage (3d6+34=46)
46 Damage.
Eddie takes a 5' step back and the end of his full attack.

wraithstrike |

Bite and displacement. (1d20+38=41, 1d100=21) Miss with the bite.
(mistyped an old 38 attack bonus, they're all supposed to 35).
Rolling the 6 claws.
Bite and displacement. (1d20+35=38, 1d100=73, 1d20+35=48, 1d100=48, 1d20+35=39, 1d100=13, 1d20+35=40, 1d100=47, 1d20+35=54, 1d100=35, 1d20+35=36, 1d100=14)Mistyped the name, but you see the rolls. I only hit once >_< Rolling damage. Claw damage (3d6+34=46)
46 Damage.Eddie takes a 5' step back and the end of his full attack.
edit:I see it. Darn you :)
My first 4(highest attack bonus will be on the Eidolon. The lowest 4 will go after the summoner.
I am activating lunge, and taking a 5-foot step. This will lower my AC by 2 like it really matters :).

Calypsopoxta |

Calypsopoxta wrote:Bite and displacement. (1d20+38=41, 1d100=21) Miss with the bite.
(mistyped an old 38 attack bonus, they're all supposed to 35).
Rolling the 6 claws.
Bite and displacement. (1d20+35=38, 1d100=73, 1d20+35=48, 1d100=48, 1d20+35=39, 1d100=13, 1d20+35=40, 1d100=47, 1d20+35=54, 1d100=35, 1d20+35=36, 1d100=14)Mistyped the name, but you see the rolls. I only hit once >_< Rolling damage. Claw damage (3d6+34=46)
46 Damage.Eddie takes a 5' step back and the end of his full attack.
** spoiler omitted **
I will take my actions after the "share" issue is resolved.

Calypsopoxta |

Calypsopoxta wrote:Bite and displacement. (1d20+38=41, 1d100=21) Miss with the bite.
(mistyped an old 38 attack bonus, they're all supposed to 35).
Rolling the 6 claws.
Bite and displacement. (1d20+35=38, 1d100=73, 1d20+35=48, 1d100=48, 1d20+35=39, 1d100=13, 1d20+35=40, 1d100=47, 1d20+35=54, 1d100=35, 1d20+35=36, 1d100=14)Mistyped the name, but you see the rolls. I only hit once >_< Rolling damage. Claw damage (3d6+34=46)
46 Damage.Eddie takes a 5' step back and the end of his full attack.
** spoiler omitted **
I will take my actions after the "share" issue is resolved.
edit:I see it. Darn you :)My first 4(highest attack bonus will be on the Eidolon. The lowest 4 will go after the summoner.
I am activating lunge, and taking a 5-foot step. This will lower my AC by 2 like it really matters :).
The Eidolon's AC is 60, he will be using Bodyguard to give Sam +2 AC for as many attacks as he has AoOs remaining(10), making it 51 (excluding dodge robe, added barkskin).

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Calypsopoxta wrote:Bite and displacement. (1d20+38=41, 1d100=21) Miss with the bite.
(mistyped an old 38 attack bonus, they're all supposed to 35).
Rolling the 6 claws.
Bite and displacement. (1d20+35=38, 1d100=73, 1d20+35=48, 1d100=48, 1d20+35=39, 1d100=13, 1d20+35=40, 1d100=47, 1d20+35=54, 1d100=35, 1d20+35=36, 1d100=14)Mistyped the name, but you see the rolls. I only hit once >_< Rolling damage. Claw damage (3d6+34=46)
46 Damage.Eddie takes a 5' step back and the end of his full attack.
** spoiler omitted **
I will take my actions after the "share" issue is resolved.
edit:I see it. Darn you :)My first 4(highest attack bonus will be on the Eidolon. The lowest 4 will go after the summoner.
I am activating lunge, and taking a 5-foot step. This will lower my AC by 2 like it really matters :).
From APG 163:
Improved Share Spells
You can share spells with those you have a magical
connection with.
Prerequisites: Spellcraft 10 ranks, ability to acquire an
animal companion, eidolon, familiar, or special mount.
Benefit: Any non-instantaneous spell (but not any
spell-like ability) you cast on yourself can also affect a
creature bonded to you (such as an animal companion,
eidolon, familiar, or special mount). The creature must
be within 5 feet of you at the time of casting to receive
the benefit. The spell’s duration is halved between you
and your bonded creature (for example, a spell with a
duration of 1 hour has a duration of 30 minutes for both
you and your bonded creature).
If the spell or effect has a duration other than
instantaneous, it stops affecting the creature if it moves
farther than 5 feet away from you. It does not affect the
creature again if it returns before the duration expires.
You may share spells in this fashion even if the spells
normally do not affect creatures of that type.
This feat only applies to animal companions, eidolons,
familiars, or special mounts gained through a class feature.
Reads to me as described in play, as long as they stay within 5 feet.

Calypsopoxta |

I surmise that since elephants are huge, and you can reach someone on top of an elephant I can still reach the summoner. If the ruling goes against me then the attacks would have been against the Eidolon. The next post will be my actual attacks.
Nah, the ruling is I occupy all squares my mount does, so you can wail on me all you want. I checked into it just before our fight. If the mount is large or larger, we're considered adjacent cause we both occupy more than 1 square.

wraithstrike |

The third and fourth rolls will be my offhand attacks. This matters for the purpose of rend. The fourth attack being only at a +38 will be rolled separately. (1d20+43=61, 1d20+43=57, 1d20+43=59)
From this 1 attack hit, but it did crit. Currently you have to make a fort save of 30.
This is to see how long you will be stunned or staggered for. I made this roll last. (1d4+1=2)
You will be stunned or stagged for 2 rounds.
This is the last roll against the Eidolon of round 1. I need a nat 20 to hit you. (1d20+38=54)
Alas I missed. I will roll damage for my one attack now.
This is the critical damage roll (3d6+75=83)
83 damage to the summoner.
---------------------
These four rolls are against the summoner. The 3rd one is the offhand attack. (1d20+38, 1d20+33, 1d20+33, 1d20+28=[14, 38], [11, 33], [5, 33], [3, 28])
I got one hit in. Now I will roll damage.
damage against summoner (1d6+25=29)
The summoner takes 29.
PS: Good night Ciretose.

Calypsopoxta |

From this 1 attack hit, but it did crit. Currently you have to make a fort save of 30.This is to see how long you will be stunned or staggered for. I made this roll last. (1d4+1=2)
You will be stunned or stagged for 2 rounds.
This is the last roll against the Eidolon of round 1. I need a nat 20 to hit you. (1d20+38=54)
Alas I missed. I will roll damage for my one attack now.
This is the critical damage roll (3d6+75=83)
83 damage to the summoner.---------------------
These four rolls are against the summoner. The 3rd one is the offhand attack. (1d20+38, 1d20+33, 1d20+33, 1d20+28=[14, 38], [11, 33], [5, 33], [3, 28])I got one hit in. Now I will roll damage.
damage against summoner (1d6+25=29)
The summoner takes 29.
PS: Good night Ciretose.
Sam will attempt to make a ride check as an greater than your attack roll to negate the hit on Eddie using an immidiate action with Mounted Combat Ride check (1d20+63=64)
The attack on Eddie is negated.
Wait...did you attack only me? I remember you saying Eddie first, so I'm confused.

wraithstrike |

wraithstrike wrote:From this 1 attack hit, but it did crit. Currently you have to make a fort save of 30.This is to see how long you will be stunned or staggered for. I made this roll last. (1d4+1=2)
You will be stunned or stagged for 2 rounds.
This is the last roll against the Eidolon of round 1. I need a nat 20 to hit you. (1d20+38=54)
Alas I missed. I will roll damage for my one attack now.
This is the critical damage roll (3d6+75=83)
83 damage to the summoner.---------------------
These four rolls are against the summoner. The 3rd one is the offhand attack. (1d20+38, 1d20+33, 1d20+33, 1d20+28=[14, 38], [11, 33], [5, 33], [3, 28])I got one hit in. Now I will roll damage.
damage against summoner (1d6+25=29)
The summoner takes 29.
PS: Good night Ciretose.
Sam will attempt to make a ride check as an greater than your attack roll to negate the hit on Eddie using an immidiate action with Mounted Combat Ride check (1d20+63=64)
The attack on Eddie is negated.
Wait...did you attack only me? I remember you saying Eddie first, so I'm confused.
The first four attacks were on the Eidolon, but the last four were on the summoner. You negated the Eidolon crit, but Sam took 29.

Calypsopoxta |

Ok. Sam uses his turn to cast True Seeing on himself, sharing it with Eddie, then uses a swift action to cast enlarge person on eddie alone.
Eddie gains retains his original attack bonus (+1 str, -1 Size), loses 2 AC (-1 size, -1 Dex), gains +1 damage and one size catagory in damage and reach.
Eddie full attacks Tim: 1 Bite and 6 claws. (1d20+35=53, 1d20+35=43, 1d20+35=38, 1d20+35=41, 1d20+35=42, 1d20+35=44, 1d20+35=51)
7 Hits. The rend evolution entry in the APG doesn't state a limit, but I'll only do 1 to avoid a dispute.
1 Bite damage. (3d6+35=45)
1 Bite damage. (4d6+35=49, 4d6+35=54, 4d6+35=50, 4d6+35=49, 4d6+35=44, 4d6+35=46)
Meant to put 6 claws >_<
1 Rend Damage (4d6+33=47)
Eddie deals 384 damage minus seven times any applicable damage reduction. Eddie bypasses magic, metal, and alignment based with his +5 weapons.
(I didn't add anything but 1-1/2 strength to the rend damage, does power attack or enhancement get applied to that?)

wraithstrike |

Ok. Sam uses his turn to cast True Seeing on himself, sharing it with Eddie, then uses a swift action to cast enlarge person on eddie alone.
Eddie gains retains his original attack bonus (+1 str, -1 Size), loses 2 AC (-1 size, -1 Dex), gains +1 damage and one size catagory in damage and reach.Eddie full attacks Tim: 1 Bite and 6 claws. (1d20+35=53, 1d20+35=43, 1d20+35=38, 1d20+35=41, 1d20+35=42, 1d20+35=44, 1d20+35=51)
7 Hits. The rend evolution entry in the APG doesn't state a limit, but I'll only do 1 to avoid a dispute.
1 Bite damage. (3d6+35=45)
1 Bite damage. (4d6+35=49, 4d6+35=54, 4d6+35=50, 4d6+35=49, 4d6+35=44, 4d6+35=46)
Meant to put 6 claws >_<
1 Rend Damage (4d6+33=47)
Eddie deals 384 damage minus seven times any applicable damage reduction. Eddie bypasses magic, metal, and alignment based with his +5 weapons.(I didn't add anything but 1-1/2 strength to the rend damage, does power attack or enhancement get applied to that?)
I don't think power attack applies. You have defeated Tim. I think Rend has always been limited to one time unless otherwise stated. That is how it is for most monsters anyway. Tomorrow it is the archer's go. I do expect to win that one out in the open anyway.
I made a tactical error which I intended to use, but I will try to make up for it tomorrow.We will have the outside fight tomorrow. I will go the PvP thread, not ours to see what they have as a reasonable starting distance outside.

Calypsopoxta |

Calypsopoxta wrote:Ok. Sam uses his turn to cast True Seeing on himself, sharing it with Eddie, then uses a swift action to cast enlarge person on eddie alone.
Eddie gains retains his original attack bonus (+1 str, -1 Size), loses 2 AC (-1 size, -1 Dex), gains +1 damage and one size catagory in damage and reach.Eddie full attacks Tim: 1 Bite and 6 claws. (1d20+35=53, 1d20+35=43, 1d20+35=38, 1d20+35=41, 1d20+35=42, 1d20+35=44, 1d20+35=51)
7 Hits. The rend evolution entry in the APG doesn't state a limit, but I'll only do 1 to avoid a dispute.
1 Bite damage. (3d6+35=45)
1 Bite damage. (4d6+35=49, 4d6+35=54, 4d6+35=50, 4d6+35=49, 4d6+35=44, 4d6+35=46)
Meant to put 6 claws >_<
1 Rend Damage (4d6+33=47)
Eddie deals 384 damage minus seven times any applicable damage reduction. Eddie bypasses magic, metal, and alignment based with his +5 weapons.(I didn't add anything but 1-1/2 strength to the rend damage, does power attack or enhancement get applied to that?)
I don't think power attack applies. You have defeated Tim. I think Rend has always been limited to one time unless otherwise stated. That is how it is for most monsters anyway. Tomorrow it is the archer's go. I do expect to win that one out in the open anyway.
I made a tactical error which I intended to use, but I will try to make up for it tomorrow.
We will have the outside fight tomorrow. I will go the PvP thread, not ours to see what they have as a reasonable starting distance outside.
I completely blew the first round, conveniently forgetting I could pounce 80 ft away, oh well. I'm gonna go adjust my items to get rid of the robe now. See you on the field tomorrow.

wraithstrike |

Male Human Fighter 20 (archer varient)
Alignment: N
Str: 24 (+7) [5 points, +6 enhance., +4 inherent]
Dex: 32 (+11) [5 points, +2 race, +5 levels, +5 inherent, +6 enhance.]
Con: 20 (+5) [5 points, +2 enhance., +4 inherent]
Int: 11 (+0) [1 points]
Wis: 20 (+5) [5 points, +6 item]
Cha: 9 (-1) [-1 points]
Class and Racial abilities:
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any
bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This
ability replaces bravery. (+6 to perception, +30 to range)
Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or
sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every
four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal (CMB 25= 20 BAB + 7 Strength bonus +2 weapon focus feats, -4 )
Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.
Safe Shot (Ex): At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a
bow. This ability replaces weapon training 2.
Evasive Archer (Ex): At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level. This ability replaces weapon training 3.
Volley (Ex): At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature. This ability replaces weapon training 4.
Ranged Defense (Ex): At 19th level, an archer gains DR 5/— against ranged attacks. In addition, as an immediate action, he can catch an arrow fired at him and shoot it any target he chooses, as if he had the Snatch Arrows feat. This ability replaces armor mastery.
Weapon Mastery (Ex): An archer must choose a type of bow.
Hit Dice: 20d10+120
Hit Points: 234
AC: 29(33 vs ranged attacks) (+10 Armor, +8 Dexterity, +1 haste) [Touch 19(23 vs ranged attacks), Flat-footed 25]
Init: +17 (+11 Dex, +4 Feat, +1 Competence, +1 Luck)
Speed: 60ft
Saves:
Fortitude +24 [+12 base, +5 Con, +5 Resist., +1 Comp., +1 Luck]
Reflex +24 [+6 base, +11 Dex, +5 Resist., +1 Comp., +1 Luck]
Will +20 [+6 base, +5 Wis, +2 Feat, +5 Resist., +1 Comp., +1 Luck], 1/day re-roll failed save
BAB: +20
Ranged Atk: +37/+37/+37/+32/+27/+22 (1d8+2d6+34 /19-20 x4; average 44.5) range 140 feet
(Attack Breakdown: 20 BAB, +11 Dex, +2 Greater Weapon Focus, +4 Expert Archer, +5 Enhancement, +2 Competence, +1 haste, -2 Rapid Fire, -6 Deadly Aim)
(Damage Breakdown: 4.5 average of 1d8, +7 average damage of 2d6, +7 Strength, +4 Expert Archer , +5 Enhancement, +4 Greater Weapon Specialization, +12 Deadly Aim, +1 Competence)
Melee Atk: +39/+39/+34/+29/+24 (1d6+12 / 18-20)
(Attack Breakdown: 20 BAB, +12 Dex, +5 Enhancement, +1 Competence, +1 haste)
(Damage Breakdown: 7 Strength, +5 Enhancement, )
CMB: +27 Trick shot+36 CMD vs trickshot = 53(36+10+11-4))
CMD: 48 (cannot be grappled, cannot be disarmed while wielding a longbow, 53 vs sunder while wielding a longbow, 52 vs disarm and sunder while wielding a light blade)
Trick Shots: Disarm, Sunder, Grapple, Trip,Bull Rush
Skills:
Stealth +32 (20 ranks, +11 Dex, +1 Competence)
Perception +36 (20 ranks, +5 Wis, +5 Competence, +6 class)
Feats:
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) Improved critical
Greater Penetrating Strike (Fighter bonus)
Stunning Critical (17 HD)
Greater Weapon Specialization: Longbow (Fighter bonus)
Weapon Finesse (19 HD)
Quick Draw (Fighter bonus)
Equipment:
+4 Celestial Armor 28400
2 +5 composite longbows (mighty +7) 102000
+5 rapier 50315
ring of freedom of movement 40000
Ring of Counterspells(maze) 4000+960(for the spell itself)=5960
manual of quickness in action +5 (already applied) 137500
manual of gainful exercise +4 (already applied) 110000
manual of bodily health +4 (already applied) 100000
belt of physical might +6 (strength and dexterity) 90000
headband of inspired wisdom +6 36000
boots of speed 1200
Cloak of Displacement, Major 50000
Dust of Disappearance 3500
Dust of Appearance 1500
greater bracers of archery 25000
cloak of resistance +5 25000
eyes of the eagle 2500
pale green prism ioun stone 30000
pink rhomboid ioun stone 8000
luckstone 20000
20 +1 axiomatic arrows 7321
20 +1 anarchic arrows 7321
20 +1 unholy arrows 7321
60 arrows 3
potion of fly 1 750
Elixir of Vision 250
gold 959
I will fix the formatting tomorrow. It is basically the same as the other archer, but I fixed a few mathematical errors. He has almost the same item list as Tim.

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I don't mean to butt in on a private fight, but didn't the ride check to avoid taking damage eat up sam's swift action in the next round?
Also, is the eidolon a humanoid? - you could get around that by sharing I suppose.
Also, if the eidolon grows a size category doesn't that put it in reach of your deadly defence? - Of course two ride checks to negate hits makes the odds of crit / stunning it slim.