The Great Championship - PvP Sandbox - Arena A

Game Master BC4Realz

Welcome to the Great Championship! Here are some helpful links:

Current Battle Map

The Battles
Arena A
Arena B
Arena C
Arena D

Current Win/Loss Record

Fast Link to Discussion


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Been wanting to bash some heads in?

Looking for a way to get out your 'Roll'-playing insticts so you can actually Roleplay?

Well look know further than the Great Championship. A 1v1 double elimination tournament where the last man/woman/child standing is named the champion, and all the internet fame that goes along with it (so, nothing else).

Character Build & Battle Details:

Anything Goes! Well, anything Paizo goes. And we will be trying to keep it somewhat power balanced, at least on the surface.

Races - Any Paizo printed race of with 20 RPs or less (this is our nod towards power balancing...No gargoyles. Sorry.)

Attributes - 25 Point Buy - 18 is the pre-racially adjusted ceiling. 7 is the pre-racially adjusted floor.

Classes - Any Paizo printed class. Gunslingers? Occultists? Sure! Good luck during the first few levels!

Crafting - There won't be any time for custom crafting when you have battles on, so you will be getting your equipment at market price as you advance.

Advancement - Everyone will be starting at level 1. Win a battle - go up a level. Lose a battle - stay at the same level. Lose two battles, you are done. There will be a 3 day pause between each set of battles for characters to level up as necessary. You will be stating up and equipping to an appropriate wealth level of your new level. Each new battle will start with your character fully healed and rested, at the start of a new day. Any limited use abilities will be fully restored.

Battle maps - Battle maps will be chosen at random by the GM (Me!). The same battle map will be used in every match up, and a new one will be selected each round. They will be selected from what is available on the internet through a google search. Like this one. Some battle maps may benefit some builds over others...that's just luck of the draw. If there is a giant crevase in the middle of the map then I hope you have ranged options available.

Match ups - The first round of match ups will be random selection. From there matchups will be determined by the bracket, using a free bracket generator. The final winner of the winners bracket will face off against the final winner of the losers bracket (who will be at a 1 level penalty) to determine the grand champion.

Battle rooms - We will have Gameplay threads devoted to each battle. At the beginning of a battle each player will be given the thread URL they are to report to for that battle round, to meet their combatant.

So whose interested? Let's get some discussion started and depending on how the recruitment goes I will put a end date for recruitment out there in the next few days.

EDIT: A few other notes I did not think of - Firearms Early - Advanced firearms are allowed, but at the price listed for them on the PFSRD. Modern Firearms are out, since they do not follow the same pricing structure.

Wealth - Max wealth for character at level one. No traits that increase starting wealth.

Traits - Standard 2 traits per character, no weaknesses. As mentioned before, no traits that increase starting wealth.

If I am missing anything else let me know.

EDIT2: Running out of time for edits! Unchained - Unchained is fair game. Alternate multiclassing is fine (although it does not matter until level 3)...so the point is moot for now.


This sounds very interesting. Count me interested!

Edit: thinking Kasatha for race. Not sure what classes yet, but I've never had the chance to play one, so.


That is part of what the 20 racial point cap is all about. Playing the races that are probably slightly outside the range of normal PbP or tabletop play, but still have a chance of being taken down by a better build of a different race.

Those 4 arms would certainly give you an advantage in the first few rounds though.


Will there be team play? Because a wizard on his own won't make it past level 1


He has two chances to, since it is double elimination.

As stated, the plan for this championship is 1v1. If there is enough interest after this is over I might run a 2v2 or 4v4 random draw, or maybe a Hunger Games style battle royal.

As to arcanists getting the short end of the stick, I think it is all about the character build. Starting off as a lv1 wizard would probably be rough...but what about starting off as a Monk, and then multiclassing and prestige classing through the tournament?

Oh...which makes me realize - Unchained is fair game. Alternate multiclassing is fine (although it does not matter until level 3)...so the point is moot for now.


Hmm. So would we be posting our sheets here for all to see, or PMing them to you, or something like that?


That would (hopefully) be a whole lot of PMs.

For the sake of ease, we can keep it casual. I trust people to make a diligent effort to separate player and character knowledge. And if they don't I can always cry foul. :)

Post sheets here for all to see.


A switch-hitter Dhampir Antipaladin would probably be pretty beastly for this.


Thinking Unchained Monk, capitalizing on those four unarmed strikes.

Question, though, what archetypes do you say can be applied to Unchained Monk?

Edit: another question. For classes that it matters (domains, blessings, etc.) do we have to choose a god? Or can we just pick which domains we want?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Sure, I'm interested... but what to make....


@bigrig107 - Pathfinder Unchained, pg. 8 (Introduction): "Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace."

I read that to mean by the RAW Unchained monk does not have archetypes available, because they built the flexibility into the base class.

If you have a reference that seems to open that up more send it to me.

Frankly, I think a 4 armed monster that is flurry of blows every round that you are in melee with it will probably be enough for the first few rounds.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Krute Boodroot:

Ghoran greenrager 1
N Medium plant
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 20 (1d10+10)
Fort +5, Ref +2, Will +0
Immune plant traits
Weaknesses delicious, light dependent
--------------------
Offense
--------------------
Speed 45 ft.
Melee falchion +3 (2d4+3/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks bloodrage (7 rounds/day), confusing critical
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—detect poison, goodberry (sprout from own body), purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 16, Int 10, Wis 11, Cha 16
Base Atk +1; CMB +3; CMD 15
Feats Tribal Scars
Traits anatomist, linebreaker (belkzen)
Skills Acrobatics +6 (+10 to jump), Knowledge (arcana) +4, Perception +4, Spellcraft +4
Languages Common, Sylvan
SQ fast movement, fey bloodline, ghorus seed, past-life knowledge
Other Gear lamellar (leather) armor[UC], arrows (20), falchion, shortbow, sunrod (2), 10 gp
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm criticals
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Adjustments:
AC 16, touch 10, flat-footed 14 (+4 armor, +2 Dex, +2 natural, -2 rage)
hp 22 (1d10+12)
Fort +7, Ref +2, Will +2
Melee falchion +5 (2d4+6/18-20)

Confusing Critical (DC 15) (Su) When raging, critical hit confuses foe for 1 rd (Will neg).
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ghorus Seed (Ex) As a full-rd action, create a seed which will grow new you in 2d6 days, but die when it sprouts.
Light Dependent (Ex) 1d4 Constitution damage per day without exposure to sunlight.
Linebreaker +10 to base move speed when charging
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Past-Life Knowledge (Ex) Treat all Knowledge skills as class skills.
Plant Traits Plants have many immunities. (Immunity to Mind-Affecting effects, Paralysis, Poison, Polymorph, Sleep, Stunning)

Who will challenge the mighty Krute Bloodroot, whose rage matches the very cycle of life and death?


Looks great Reckless!

For ease of reference could you please add a stats while raging area to your offensive and defensive blocks?

Pretty straightforward adjustments to make, but if it is there it will be easier to remember to make them.

Probably want to mention that you took the Fey Bloodline too...unless you did and I didn't see it.


What would be the ruling on tiefling and aasimars? Variant heritages and the like as well as the table of randomness they can roll on?


Expect a post within about 24 hours ;)

Silver Crusade

Dotting. Will definitely have something for you in the morning

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I updated the post last night and decided this morning to Spent most of remaining money on 6 javelins and a spear for mid-ranged attacks. Will update the statblock after work.


@grixus - both are open to use separately or together.


Hey, that sounds interesting. Warpriest kasatha is coming.
I'll repeat bigrig107's question about god. Do we choose one and his domains, blessings, etc? Or just use whatever we want?


I missed the question Bigrig...sorry.

"If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval)."

I approve all Paizo domains...been wanting to play the growth domain cheese? Now is your chance.


Hm, Enlarge Person as a swift action at first level does sound nice.

Anyways, here is another contestant, Agkarar. Everything seems to be in order.

Defense:

AC: 22 =+6 armor, +2 shield, +2 dex, +2 dodge
Touch: 14 =+2 dex, +2 dodge
Flat-footed: 18 =+6 armor, +2 shield

HP: 11 (1d8 +2(con) +1(favored class))

CMD: 16 =10 +0(BAB) +2(Dex) +4(Str)

Fort: +4 =2(class) +2(Con)
Ref: +2 =0(class) +2(Dex)
Will: +5 =2(class) +3(Wis)

Offense:

Speed: 30 ft. (20 ft. in armor)

CMB +4 =+0(BAB) +4(Str)

BAB: +0
Melee: Earth breaker +5 (2d6+6 /x3)
Ranged: Light crossbow +2 (1d8, 19-20/×2, 80 ft.)

Special Attacks:
Sacred Weapon 1d6
Blessings 4/day:
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Spells Prepared:
0th - Create Water, Light, Spark
1st (2/day) - Divine Favor, Shield of Faith

Statistics:

Agkarar
Male, Kasatha, Humanoid (kasatha)
Warpriest (Blessings: Travel, Protection) 1
Init +6; Senses: Perception +3, SM +8

Str 18 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 16 (+3)
Cha 7 (-2)

Traits:
Reactionary
Fate’s Favored

Feats:
1[character]: Improved Initiative
1[class]: Weapon Focus (Earth Breaker)

Skills:
2 per level = 2(class)
2 total
4 Knowledge (religion) 1 +0(int) +3(class)
8 Sense Motive 1 +4(wis) +3(class)

*ACP -6

Languages: Common, Kasatha

Racial features:
Ability Score: Kasathas are nimble and perceptive. They gain +2 Dexterity and +2 Wisdom)
Defensive Training, Greater: Kasathas have a +2 dodge bonus to Armor Class.
Desert Runner: Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Stalker: Perception and Stealth are class skills for kasathas.
Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.
Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump.
Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed.
Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Class Features:
1[warpriest]: Aura, blessings (minor), focus weapon, orisons, sacred weapon

Gear/Possessions:

Earth breaker (2d6/x3, B, 14 lbs.)
Crossbow, light (1d8, 19-20/×2, 80 ft., P, 4 lbs.)
Crossbow bolts (10)
Breastplate (AC+6, MDB 2, ACP-4, 30 lbs.)
Shield, heavy steel (AC+2, ACP-2, 15 lbs.)
Holy symbol, wooden

Carrying Capacity: Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 64 lb.

Money: 3 GP


Looks good Madcaster.

I wonder how many Kashathas we will end up with.


Having 4 arms is nice. Although pricey, if going for multiweapon fighting.


Awww. You got to my idea of a Kasatha warpriest first. Dang.

Although you didn't go Sacred Fist.....


Nah, I don't really like the idea of punching things with my bare hands. People were smart enough to invent weapons for this.


Weapons can be disarmed or sundered. True warriors use their own body to defeat their enemies.


Maybe you two will go up against each other at some point during the tourney and you will get to decide which build is superior.


Bah was going to post something but eh, too repetitive of other builds I've already done xD I can't wait to keep an eye on this though xD


Hmmm, I'd like to try and see if I can make it through the early levels with a Wizard. So here is Narg.

Is Strix an acceptable race? It does not seem to have an assigned race points number, but I would argue it would clearly be under 20. The Syrinx is very similar at 16 points is pretty comparable and would be my choice if Strix is not acceptable - they basically have slightly better IMO racial traits, but worse ability score mods, especially for my purposes.

Narg Crowbait:

Strix wizard 1 (Pathfinder Campaign Setting: Inner Sea World Guide 313)
NE Medium humanoid (strix)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 shield)
hp 9 (1d6+3)
Fort +2, Ref +4, Will +2; +2 bonus vs. illusion spells or effects
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—charm person (DC 15), color spray (DC 15), sleep (DC 15)
. . 0 (at will)—daze (DC 14), ghost sound (DC 14), mage hand
. . Opposition Schools Metal
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 18, Wis 10, Cha 6
Base Atk +0; CMB -1; CMD 13
Feats Improved Initiative, Scribe Scroll
Traits bully, reactionary
Skills Acrobatics +3, Fly +6, Intimidate +3, Perception +6, Spellcraft +8, Stealth +3; Racial Modifiers +2 Perception
Languages Auran, Common, Goblin, Infernal, Strix
SQ arcane bond (arcane familiar, scorpion, greensting), flexible enhancement, splintered spear, suspicious
Combat Gear scroll of entangle, scroll of shield, acid; Other Gear lamellar cuirass[UC], heavy wooden shield, crossbow bolts (20), light crossbow, spellbook, 9 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flexible Enhancement +1 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Flight (60 feet, Average) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs. humans.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metal You must spend 2 slots to cast spells from the Metal school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Splintered Spear (7/day) (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your S
Suspicious +2 bonus to save vs. illusion.

--------------------

Arcane Familiar
Greensting scorpion (Figment Archetype) (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 2 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Additional Traits, Weapon Finesse
[b]Traits
bully, extremely fashionable
Skills Acrobatics +7, Climb +11, Fly +11, Intimidate +1, Perception +8, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Silver Crusade

Here is Gark, orc barbarian.

statblock:

Gark
Male orc barbarian 1 (Pathfinder RPG Bestiary 222)
CE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +0
Defensive Abilities ferocity
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Melee nodachi +6 (1d10+7/18-20)
Ranged throwing axe +2 (1d6+5)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 21, Dex 12, Con 14, Int 10, Wis 10, Cha 9
Base Atk +1; CMB +6; CMD 17
Feats Power Attack
Skills Acrobatics +3 (+7 to jump), Intimidate +3, Perception +4, Survival +4
Languages Common, Orc
SQ fast movement
Other Gear lamellar (leather) armor[UC], nodachi[UC], throwing axe (3), 36 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.


Looks great. Let's recap what we have so far. In no particular order.

Recap the First:

Completed Submissions:
Gark - Orc Barbarian
Narg Crowbait - Strix Wizard
Agkarar - Kasatha Warpriest
Krute Boodroot - Ghoran Bloodrager

4 challengers is enough for 3 rounds of battle...A lv 3 v a lv 2 is not very exciting though. Lets get some more!


I usually don't do well in these but I keep trying.. so dotting here.


Got Dayreth all done.

crunch:

The dude
Suli magus (eldritch scion) 1 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Bestiary 3 258, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +0; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (1d8+5)
Fort +3, Ref +0, Will +2
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee battleaxe +5 (1d8+5/×3)
Special Attacks eldritch pool (+1, 4 points), spell combat
Magus (Eldritch Scion) Spells Known (CL 1st; concentration +4)
1st (2/day)—color spray (DC 14), frostbite[UM]
0 (at will)—acid splash, detect magic, disrupt undead, ray of frost
Bloodline Destined
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 13, Int 8, Wis 10, Cha 16
Base Atk +0; CMB +5; CMD 15
Feats Toughness
Skills Diplomacy +5, Sense Motive +2, Spellcraft +3; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Auran, Common
SQ bloodrager bloodline (destined[ACG]), destined strike +1, elemental assault, energy strike (electricity)
Combat Gear alchemist's fire, tanglefoot bag (2); Other Gear lamellar (leather) armor[UC], battleaxe, whetstone, 49 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Eldritch Pool +1 (4/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Elemental Assault (1d6 Electricity dam, 1 round, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Strike (electricity) (Su) Shock a creature that touches you for 1d6 electricity 1/round while elem asslt active.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Silver Crusade

ACK, forgot Gark's traits

Fixed:

Gark
Male orc barbarian 1 (Pathfinder RPG Bestiary 222)
CE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +0
Defensive Abilities ferocity
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Melee nodachi +6 (1d10+7/18-20)
Ranged throwing axe +2 (1d6+5)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 21, Dex 12, Con 14, Int 10, Wis 10, Cha 9
Base Atk +1; CMB +6; CMD 17
Feats Power Attack
Traits anatomist, bully
Skills Acrobatics +3 (+7 to jump), Intimidate +4, Perception +4, Survival +4
Languages Common, Orc
SQ fast movement
Other Gear lamellar (leather) armor[UC], nodachi[UC], throwing axe (3), 36 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.


Count me in im going to have a build up later today.


Alias of bobo D reporting for duty:

Crunch:

Nawyu Simi
Male Halfling Druid 1
Neutral small humoniod (halfling)
Init +7; Senses ; Perception +8

Defense

AC 21 ; Touch 16 ; Flat-Footed 16 ; (10+5dex+3armor+2sheild+1size)
11HP (1d8+3)
Fort +4; Ref +5; Will +5
Defensive Abilities: ;

Offense:
Speed 20
Space 5 ft; Reach 5 ft
Melee:
Scythe +1 1d6 (x4)
Ranged:
Sling +6 1d3 (x2)

Special Attacks
Spells Known/Prepared (CL )
1st 2/day (Obscuring mist, speak with animals)—
Cantrips: 3 (Create water, resistance, purify food and drink)—

Statistics

Str 10 , Dex 20 , Con 14 , Int 10, Wis 14 , Cha 10
Base Atk +0; CMB -1 ; CMD 14
Feats: Stealth synergy
Traits: Reactionary, Indomitable Faith
Skills ; Stealth +13, Survival +8, Sense motive +8, Perception +8 Racial Modifiers +2 sense motive and perception
Languages Common, Halfling, Druidic
SQ: Nature bond (small cat named Dimitrius)
Combat Gear
Scythe, wooden shield, studded leather armor, sling, 10 sling bullets.
Other Gear
Smokestick, 50 strawberries, water-skin, 8 days trail rations, 5 mules, Explorer’s outfit, holly and mistletoe,

Dimitrius my feline friend:

Dimitrius
N small animal
Init +5 Senses: scent, lowlight vision; perception +4

Defense:
AC 19; Touch 16; Flatfooted 14; (10+5dex+2armor+1natural armor+1size)
11HP (2d8+2)
Fort+4 Ref+8 Will+1

Offense:
Speed 50 ft
Space 5 ft, Reach 5ft
Melee:
Bite +1 1d4+1+trip, 2 claws +1 1d2+1

SQ: Share spells, link.

Statistics
Ability Scores Str 12, Dex 21, Con 13, Int 4, Wis 12, Cha 6
BAB +1; CMB+2 (+4 to trip) CMD 17
Feats: stealth synergy
Skills: Stealth +13, Perception +4
Languages: halfling (doesn’t talk well)
Gear: Leather barding


Nawyu, by RAW Druids cannot cast in studded leather because of the metal studs. You might want to revisit the armor you are wearing.


Are Summoners legal here? They seem like a big outlier


Both chained and unchained. Take your pick.

You can go into the battle with your eidolon summoned if you like.

No one gets to go in with any temp buffs cast though.


Sigh. I'll get it done on the profile.
Ok done now crunch looks like this:

Crunch:

Nawyu Simi
Male Halfling Druid 1
Neutral small humoniod (halfling)
Init +7; Senses ; Perception +8

Defense

AC 20 ; Touch 16 ; Flat-Footed 15 ; (10+5dex+2armor+2sheild+1size)
11HP (1d8+3)
Fort +4; Ref +5; Will +5
Defensive Abilities: ;

Offense:
Speed 20
Space 5 ft; Reach 5 ft
Melee:
Scythe +0 1d6-1 (x4)
Ranged:
Sling +6 1d3 (x2)

Special Attacks
Spells Known/Prepared (CL )
1st 2/day (Obscuring mist, speak with animals)—
Cantrips: 3 (Create water, resistance, purify food and drink)—

Statistics

Str 8 , Dex 20 , Con 14 , Int 10, Wis 14 , Cha 10
Base Atk +0; CMB -2 ; CMD 13
Feats: Stealth synergy
Traits: Reactionary, Indomitable Faith
Skills ; Stealth +13, Survival +8, Sense motive +8, Perception +8 Racial Modifiers +2 sense motive and perception
Languages Common, Halfling, Druidic
SQ: Nature bond (small cat named Dimitrius)
Combat Gear
Scythe, wooden shield, leather armor, sling, 10 sling bullets.
Other Gear
Smokestick, 50 strawberries, water-skin, 8 days trail rations, 6 mules, Explorer’s outfit, holly and mistletoe,


With only 20 AC :(
Edit: also fixed forgetting about the -2 strength


Confident they are, though I would not see them as an outlier here.


Well might as well toss this here: At least the double elimination gets me a little more play time.

stats:

terra
Human (Azlanti, Pureblooded) geokineticist 1 (Pathfinder RPG Occult Adventures 10, 89)
N Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 20 (1d8+12)
Fort +7, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 35 ft.
Melee
. . devastating infusion +3 (1d8+5)
Ranged
. . kinetic blast +4 (1d6+6 / range 30’ / B|P|S)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—devastating infusion
. . Blasts—earth blast (1d6+6)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 20, Int 12, Wis 12, Cha 9
Base Atk +0; CMB +2; CMD 17
Feats Dodge, Tribal Scars
Traits armor expert, auspicious tattoo (shoanti)
Skills Acrobatics +10, Heal +5, Intimidate +3, Perception +5, Stealth +8, Use Magic Device +3
Languages Azlanti, Common, Dwarven
SQ burn (1 point/round, max 8), devastating infusion, gather power
Combat Gear acid (2); Other Gear studded leather, 15 gp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Devastating Infusion 1d8+5 Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Earth Blast (Sp) Level 0; Burn 0
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.

Sovereign Court

Gormund, the Small Medium:

Gormund
Gathlain Medium 1
CG Small Fey
Init +6; Senses Perception +4, Low-Light Vision
FOLLOWING STATS ASSUMING CHAMPION SPIRIT
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+3 Armor, +4 Dex, +1 Size, +1 Nat Armor)
Hp 10 (1d8+2)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft., 40 ft. fly (poor)
Melee Dagger +3 (1d3+4 S)
Ranged Longbow +6 (1d6+3; P, x3, 100 ft.), Shuriken +6 (1+4; P, x2, 10 ft.)
Special Attacks
Entangle SLA 1/day (DC 13)
Feather Step SLA 1/day
Spells
0th- Light, Guidance
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot
Traits Reactionary, Indomitable Faith
Skills Fly +5, Perception +4, Spellcraft +4, Use Magic Device +6
Languages Common, Sylvan
SQ Natural Armor, Low-Light Vision, Influence 1
Combat Gear longbow, arrows (20), dagger, acid, shuriken (10); Other Gear studded leather, 35 gp
--------------------
Special Abilities
--------------------
Spirit (stats assume Champion spirit)
Spirit Bonus +1 (for Champion, on attack rolls, non-spell damage rolls, STR checks, STR-based skill checks and Fort saves; is applied)
Spirit Power, Lesser (Martial Prof and Shuriken Prof)
Spirit Surge 1d6 (on all rolls that spirit bonus is applied to)
Seance Boon (+2 on non-spell damage rolls for Champion)


Been a while since I have recapped submissions...

Been a bit since the last submission.

First

Recap the Second:

Completed Submissions:
Gark - Orc Barbarian
Narg Crowbait - Strix Wizard
Agkarar - Kasatha Warpriest
Krute Boodroot - Ghoran Bloodrager
Dayreth - Suli Magus
Naywu - Halfling Druid
Terra - Human Geokineticist
Gormund - Gathlain Medium (love the pun)

Second - Deadline: 8 combatants gets us to a level 4 finale. (8, 8, 4, 2) Decent...not great. But to get us to a level 5 finale it would have to be 16 combatants, so probably the best we can do given the interest level.

Let's leave recruitment open until the end of this week, incase interest blows up. Then we will move on to gameplay.

Silver Crusade

1 person marked this as a favorite.

Is the gathlain on the run from the law?

Because then he'd be a Small Medium At Large


*slow clap*


I have a tiny problem with small mediums at large, as they tend to be a huge nuisance and make colossal puns about their small nature.


Nawyu Simi wrote:
I have a tiny problem with small mediums at large, as they tend to be a huge nuisance and make colossal puns about their diminutive nature.

Fixed!


I am thinking of making an unchained Suli Monk. The combinations with his racial power and unarmed strike would be devastating.

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