Making 10th Level Characters


Advice


I've got a fairly extensive stable of 10th level characters I keep on hand to run one-shots with. I am looking to expand this stable, and I figure the first, easiest direction to go with this is to make ones of the classes that do not yet have representation in my characters.

Those classes are as follows:

Druid
Magus
Cavalier
Bard
Barbarian
Summoner
Gunslinger
Witch
Inquisitor

I would appreciate help with making builds for these, either in terms of advice, or in posting of complete builds. The characters should be relatively quirky, and not necessarily optimized for power, as powergaming would be in sharp contrast to the majority of other characters.

Parameters used for these characters (standardized)

Core races only
-Base Stat array (no deviation, assign stats as you please): 18, 14, 14, 12, 10, 10
-Wealth of 80k gp
-Use of archetypes and prestige classes is allowed, but try to keep multiclassing to a minimum

Those who create and share full builds (via email or messageboards) are entitled to access to the characters I have already created for this purpose (to be sent in PDF format via email), should they so desire.


Here's a 12th level Magus build I have, I just dropped off the last two levels

Magus:

Male Human (Chelaxian) Magus 10
LN Medium Humanoid (Human)
Init +8; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 28, touch 19, flat-footed 22 (+9 armor, +6 Dex, +3 deflection)
hp 93 (10d8+30)
Fort +12, Ref +12, Will +10
Defensive Abilities Spell Shield +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +3 Scimitar +17/+12 (1d6+9/18-20/x2) and
Gauntlet (from Armor) +13/+8 (1d3+1/20/x2) and
Unarmed Strike +13/+8 (1d3+1/20/x2)
Special Attacks Arcane Accuracy +5, Spellstrike
Magus Spells Known (CL 10, 8 melee touch, 13 ranged touch):
4 (2/day) Stoneskin (DC 19), Dimension Door
3 (4/day) Heroism (DC 18), Haste (DC 18), Vampiric Touch, Fly (DC 18)
2 (5/day) Mirror Image (DC 17), Pyrotechnics (DC 17), Glitterdust (DC 17), Bladed Dash (DC 17), Frigid
Touch
1 (12/day) Intensified Shocking Grasp (x4), Shield (x2) (DC 16), True Strike (x3) (DC 16), Ray of Enfeeblement (x2)
(DC 16), Feather Fall (DC 16)
0 (at will) Read Magic (DC 15), Detect Magic, Mage Hand, Prestidigitation (DC 15), Light
--------------------
STATISTICS
--------------------
Str 13, Dex 20/22, Con 14, Int 16/20, Wis 11, Cha 7
Base Atk +7; CMB +8; CMD 27
Feats Dervish Dance, Extra Arcane Pool, Intensified Spell, Power Attack -2/+4, Toughness +10, Weapon
Finesse, Weapon Focus: Scimitar
Traits Magical Lineage: Shocking Grasp, Reactionary
Skills Acrobatics +4, Climb -1, Escape Artist +4, Fly +17, Knowledge (Arcana) +18, Knowledge
(Dungeoneering) +18, Knowledge (Planes) +18, Perform (Dance) +0, Ride +4, Spellcraft +18, Stealth +4,
Swim -1, Use Magic Device +11
Languages Aklo, Common, Dwarven, Giant, Infernal, Varisian
SQ Arcane Pool (+3) (12/day) (Su), Improved Spell Combat (Ex), Knowledge Pool (Su), Metamagic Rod,
Maximize, Lesser, Spell Recall (Su)
Combat Gear +3 Scimitar, Celestial Armor; Other Gear Belt of Incredible Dexterity, +2, Cloak of
Resistance, +3, Handy Haversack (empty), Headband of Vast Intelligence, +4: Fly, Use Magic Device,
Metamagic Rod, Maximize, Lesser, Ring of Protection, +3, Ring of Wizardry I
--------------------
SPECIAL ABILITIES
--------------------
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool (+3) (12/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that
he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points
equal to 1/2 his magus level (minimum 1) + his Intelligence modifier.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the
caster level to reach beyond that cap).
Knowledge Pool (Su) You can spend Arcane Pool points to treat a spell you do not know as being in
your spellbook, for you to prepare spells with.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are
applied to it.
Metamagic Rod, Maximize, Lesser The wielder can cast up to three spells per day that are maximized
as though using the Maximize Spell feat.
Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 14,000 gp.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

It's a pretty vanilla build, but it also does well exactly what's it's designed to do, which his hit people with scimitar and shocking grasp really well

If you'd like I'll also throw up my current character, a 15th level Inquisitor of Groetus, and also the Witch build I'm toying around with as the BBEG of my homebrew campaign

Dark Archive

"." for future ref. I am at work but would love to see what gets dropped off here.


WhipShire wrote:
"." for future ref. I am at work but would love to see what gets dropped off here.

Here's an 8th level Pistolero Gunslinger I'm still tinkering with

Gunslinger:
Male Human Gunslinger (Pistolero) 8
LN Medium Humanoid (Human)
Init +13; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 23, touch 17, flat-footed 16 (+6 armor, +5 Dex, +2 dodge)
hp 76 (8d10+16)
Fort +8, Ref +11, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +8/+3 (1d3/20/x2)
Ranged +2 Distance, Reliable Pistol, Double Barrel
This property can only be placed on a ranged weap +12/+7 (1d8+13/20/x4)
--------------------
STATISTICS
--------------------
Str 11, Dex 21, Con 14, Int 10, Wis 16, Cha 7
Base Atk +8; CMB +8; CMD 23
Feats Deadly Aim -3/+6, Gunsmithing, Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw,
Rapid Reload: Pistol, Double Barrel, Rapid Shot
Traits Looking for Work: Craft (Alchemy), Reactionary
Skills Acrobatics +16, Craft (Alchemy) +12, Intimidate +9, Perception +14, Sense Motive +11
Languages Common
SQ Covering Shot (Ex), Dead Shot (Ex), Deadeye (Ex), Deeds, Figurine, Slate Spider, Grit (Ex), Gun
Training +5: Pistol, Double Barrel (Ex), Gunslinger Initiative (Ex), Gunslinger's Dodge (Ex), Pistol Training
(+5, misfire value -2) (Ex), Pistol-whip (Ex), Quick Clear (Ex), Targeting (Ex), Up Close and Deadly +2d6,
Utility Shot
Combat Gear +2 Distance, Reliable Pistol, Double Barrel
This property can only be placed on a ranged weap, +2 Mithral Chain Shirt
Mithral: Weighs half as much as normal., Alchemical Cartridge, Paper (20); Other Gear Figurine, Slate
Spider, Handy Haversack (empty)

Mind you, this guy is still a work in progress.

here's my fighter who recently died in one of my games.

Alextros Crispin:
ALEXTROS CRISPIN CR 9
Male Dwarf (Chelaxian) Fighter 10
NG Medium Humanoid (Dwarf)
Init +8; Senses Darkvision (60 feet); Perception +10
--------------------
DEFENSE
--------------------
AC 32, touch 13, flat-footed 29 (+11 armor, +6 shield, +2 Dex, +2 natural, +1 dodge)
hp 98 (10d10+20)
Fort +9, Ref +5, Will +3
Defensive Abilities Bravery +3, Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash +12 (1d4+6/20/x2) and
+1 Corrosive Longsword
Upon command, a corrosive weapon becomes slick with acid that deals an +16/+11 (1d8+10/19-20/x2)
and
Axe, Throwing +15/+10 (1d6+5/20/x2) and
Flail +15/+10 (1d8+5/20/x2) and
Gauntlet (from Armor) +16/+11 (1d3+6/20/x2) and
Unarmed Strike +16/+11 (1d3+6/20/x2)
Ranged Shortbow, Comp. (Str +4) +12/+7 (1d6+4/20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Close
--------------------
STATISTICS
--------------------
Str 18/20, Dex 15, Con 15, Int 12, Wis 11, Cha 12
Base Atk +10; CMB +15; CMD 28
Feats Dodge, Double Slice, Greater Shield Focus, Greater Weapon Focus: Longsword, Improved Initiative,
Improved Shield Bash, Power Attack -3/+6, Shield Focus, Shield Slam, Two-weapon Fighting, Weapon
Focus: Longsword, Weapon Specialization: Longsword
Traits Charming, Outlander - Exile
Skills Acrobatics -2, Climb +1, Escape Artist -2, Fly -2, Intimidate +14, Perception +10, Perform (String
Instruments) +4, Profession (Soldier) +13, Ride -2, Sense Motive +10, Stealth -2, Swim +1
Languages Common, Dwarven, Infernal
SQ Armor Training 2 (Ex), Greed, Hardy +2, Hatred, Ioun Torch, Slow and Steady, Stability, Stonecunning
+2
Combat Gear +1 Corrosive Longsword
Upon command, a corrosive weapon becomes slick with acid that deals an, +2 Full Plate, +2 Shield,
Heavy Steel, Arrows (20), Axe, Throwing (2), Flail, Shortbow, Comp. (Str +4); Other Gear Amulet of
Natural Armor +2, Backpack, Masterwork (empty), Bedroll, Belt of Giant Strength, +2, Blanket, Flask, Flint
and steel, Handy Haversack (4 @ 137.16 lbs), Ioun Torch, Musical instrument, masterwork: Mandolin,
Pouch, belt (1 @ 0 lbs), Rope, silk (50 ft.)

he's not all that optimized, also he started out as human then was reincarnated as a Dwarf.

And finally here's my current character

Thorbrand Markas, Inquisitor of Groetus:
THORBRAND MARKAS CR 14
Male Human (Ulfen) Inquisitor 15
CN Medium Humanoid (Human)
Init +8; Senses Perception +24
--------------------
DEFENSE
--------------------
AC 28, touch 15, flat-footed 26 (+10 armor, +2 Dex, +3 natural, +3 deflection)
hp 123 (15d8+45); Judgement of Profane Healing 6
Fort +15, Ref +12, Will +18
Defensive Abilities Judgement of Profane Protection +4 / +8, Stalwart; DR Judgement of Profane
Resiliency 4 (Law); Resist Judgement of Profane Purity +4 / +8, Judgement of Profane Resistance 12
(Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +5 Guided Flail, Heavy
A weapon with the guided property allows its wielder to use his instin +20/+15/+10 (1d10+26/17-20/x2)
and
Dagger +12/+7/+2 (1d4+16/19-20/x2) and
Javelin of Lightning +12/+7/+2 (1d6+16/20/x2)
Ranged +2 Longbow, Composite (Str +4) +15/+10/+5 (1d8+12/20/x3)
Special Attacks Exploit Weakness, Greater Bane (+2 / 4d6) (15 rounds/day), Judgement of Profane
Destruction +6, Judgement of Profane Justice +4 / +8, Judgement of Profane Piercing +6, Judgement of
Profane Smiting (Magic, Chaos, Adaman, Vision of Madness (9/day)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (15 rounds/day), Vision of Madness (9/day)
Inquisitor Spells Known (CL 15, +12 melee touch, +13 ranged touch):
5 (4/day) Flame Strike (DC 21), Stoneskin, Communal (DC 21), Lend Judgment, Greater (DC 21),
Unwilling Shield (DC 21)
4 (5/day) Stoneskin (DC 20), Divine Power (DC 20), Freedom of Movement (DC 20), Judgment Light (DC
20)
3 (6/day) Magic Vestment (DC 19), Dispel Magic, Litany of Entanglement (DC 19), Righteous Vigor (DC
19), Terrible Remorse (DC 19)
2 (7/day) Resist Energy (DC 18), See Invisibility (DC 18), Silence (DC 18), Hold Person (DC 18),
Blistering Invective (DC 18), Castigate (DC 18)
1 (7/day) Expeditious Retreat (DC 17), Shield of Faith (DC 17), Comprehend Languages (DC 17), True
Strike (DC 17), Litany of Sloth, Litany of Weakness
0 (at will) Create Water, Read Magic (DC 16), Detect Magic, Guidance (DC 16), Light, Sift
--------------------
STATISTICS
--------------------
Str 17/19, Dex 14, Con 15/17, Int 13, Wis 17/23, Cha 7
Base Atk +11; CMB +15; CMD 30
Feats Combat Expertise +/-3, Combat Reflexes (3 AoO/round), Coordinated Charge, Cornugon Smash,
Gang Up, Improved Critical: Flail, Heavy, Improved Lightning Reflexes (1/day), Lightning Reflexes,
Outflank, Paired Opportunists, Power Attack -3/+6, Precise Strike, Shake It Off, Weapon Focus: Flail,
Heavy
Traits Armor Expert, Vagabond Child (urban): Disable Device
Skills Acrobatics +15, Disable Device +23, Heal +20, Intimidate +23, Knowledge (Arcana) +19, Knowledge
(Dungeoneering) +19, Knowledge (Religion) +11, Linguistics +2, Perception +24, Sense Motive +31,
Stealth +20 Modifiers Monster Lore
Languages Common, Giant, Skald, Varisian
SQ Aura of Madness (15 rounds/day) (DC 23) (Su), Deathlurker's Cloak, Inquisitor Domain: Madness, Ring
of Invisibility, Second Judgement (5/day) (Su), Sihedron Ring, Solo Tactics (Ex), Teamwork Feat (change
6/day), Track +7
Combat Gear +2 Longbow, Composite (Str +4), +4 Mithral Breastplate
Mithral: Weighs half as much as normal., +5 Guided Flail, Heavy
A weapon with the guided property allows its wielder to use his instin, Adamantine Arrows
Adamantine: Ignore hardness less than 20. (50), Adamantine Arrows
Adamantine: Ignore hardness less than 20. (50), Dagger (3), Javelin of Lightning; Other Gear A Sweet
Ass Hat, Amulet of Mighty Constitution, +2, Backpack, Masterwork (17 @ 32 lbs), Bag of Holding I (3 @
25.7 lbs), Bedroll, Belt of Giant Strength, +2, Blanket, Boots, Winged, Crowbar, Deathlurker's Cloak,
Efficient Quiver (100 @ 15 lbs), Grappling hook, Hammer, Headband of Inspired Wisdom, +6, Healer's kit
(10 uses), Iron Spike (10), Pearl of Power, 1st Level (2), Potion of Darkvision (CL 5) (2), Ring of
Invisibility, Rope, silk (50 ft.), Scroll: Invisibility Purge, Invisibility Purge, Invisibility Purge, Invisibility Purge,
Invisibility, Sihedron Ring, Spell component pouch, Thieves' tools, masterwork, Unholy symbol, silver:
Groetus, Wrist sheath, spring loaded (3 @ 3 lbs)

Also, June if you see this feel free to tell me if there's anything I should change about Thorbrand


Irulesmost wrote:


-Base Stat array (no deviation, assign stats as you please): 18, 14, 14, 12, 10, 10

Oops didn't see that


SwnyNerdgasm wrote:

Here's a 12th level Magus build I have, I just dropped off the last two levels

** spoiler omitted **...

Very nice build.

I think you forgot to put in the third magus arcana (I assume accurate strike?).

Also the equipment adds up to 121,400 gp.

You could drop the scimitar down to +2 (-10.000 gp), the ring of protection down to +2 (-10.000 gp) and drop the ring of wizardry (-20.000 gp) to get to the 80k limit.


Big Django wrote:
SwnyNerdgasm wrote:

Here's a 12th level Magus build I have, I just dropped off the last two levels

** spoiler omitted **...

Very nice build.

I think you forgot to put in the third magus arcana (I assume accurate strike?).

Also the equipment adds up to 121,400 gp.

You could drop the scimitar down to +2 (-10.000 gp), the ring of protection down to +2 (-10.000 gp) and drop the ring of wizardry (-20.000 gp) to get to the 80k limit.

I just copy and pasted my 12th level magus and subtracted two levels, so I might have missed some things, I also skipped over the equipment totally thinking the stats, special abilities and spell selection were more important lol


Haha. No, the special abilities, spells, etc. are definitely more important. I imagine I can make the other things (stat array, wealth) conform to my standards pretty easily :p

But yeah, thanks for those.

I do find that it's usually feat/power (like rogue talents, rage powers, etc) selection that takes the longest for me, making these. Well, that's after I have the character concept narrowed down. And wealth can take some time, too. I've gotten it down to about an hour-and-a-half for each 10th level PC, but the motivation to make these remaining ones has been kind of hard to muster for whatever reason.


I'll post my witch build when I get to work, I'm nowhere near done with it so it'll take some time


I never made a cavalier so this could be all sorts of not optimized at all, but when you see what his mount is you'll understand why I had to do it...
This is also nowhere near done

Sir Crichton:

Male Human Cavalier (Beast Rider) 10
NG Medium Humanoid (Human)
Init +2; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 25, touch 13, flat-footed 22 (+9 armor, +3 shield, +2 Dex, +1 dodge)
hp 94 (10d10+20)
Fort +9, Ref +5, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Light Shield Bash +15/+10 (1d3+5/20/x2) and
+2 Corrosive Lance
Special Attacks Cavalier's Charge, Dragon's Challenge +10/+3 (4/day)
--------------------
STATISTICS
--------------------
Str 21, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Base Atk +10; CMB +15; CMD 28
Feats Animal Affinity, Cornugon Smash, Dodge, Jaguar Pounce, Pack Attack, Power Attack -3/+6, Precise
Strike, Shield of Swings, Weapon Focus: Lance
Skills Acrobatics +0, Climb +3, Escape Artist +0, Fly +0, Handle Animal +17, Intimidate +13, Ride +17,
Sense Motive +14, Stealth +0, Survival +14, Swim +3 Modifiers +2 Ride while riding your bonded mount.,
Dragon's Skills
Languages Common
SQ Aid Allies +4 (Ex), Animal Companion Link (Ex), Banner +3/+2 (Ex), Greater Tactician (Pack Attack or
Precise Strike) 8r (3/day) (Ex), Strategy (Ex)
Combat Gear +2 Corrosive Lance

And his trusty steed Tiny

Tiny:

Male Tyrannosaurus
NN Large Animal
Init +3; Senses Low-Light Vision, Scent; Perception +2
--------------------
DEFENSE
--------------------
AC 25, touch 12, flat-footed 22 (+3 Dex, -1 size, +13 natural)
hp 63 (+18)
Fort +8, Ref +9, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Powerful Bite (1 extra at -5) (Tyrannosaurus) +12 (1 extra at -5) (2d6+24/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab
--------------------
STATISTICS
--------------------
Str 27, Dex 17, Con 14, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +15 (+19 Grappling+19 Overrunning); CMD 28 (30 vs. Overrun)
Feats Bloody Assault, Endurance, Greater Overrun, Improved Overrun, Power Attack -2/+4, Weapon
Focus: Bite
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend
[Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Seek [Trick]
Skills Fly +1, Intimidate +9, Stealth -1
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Fetch [Trick], Multiattack / Extra
Attack, Perform [Trick], Seek [Trick]


Cool. That's real helpful. And yeah, I kinda planned for the Cav to be a beast rider, seeing as it allows you to do crazy stuff like that.


Irulesmost wrote:
Cool. That's real helpful. And yeah, I kinda planned for the Cav to be a beast rider, seeing as it allows you to do crazy stuff like that.

Hey I usually just chill at work all night and play around withe Hero Lab, if you have any requests I'd be glad to give them a try.


Here's a level 10 version of my favorite Eldritch Archer style build, built according to your specifications.

He's got craft wondrous item, but I didn't take any discounts on purchasing gear. Feel free to change that a little if you want to adjust for the fact some of it would probably be self-made. He also crafts his own arrows and such during down-time, but I also paid in full for those. The only discount taken is on his bow, which is his arcane bonded item, and thus would be self-enchanted.

Level 10 Eldritch Archer:

Human Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 4
N Medium Humanoid (Human)
Init +14; Senses: Darkvision 60'; Perception +19 Sense Motive +17
--------------------
DEFENSE
--------------------
AC 22, touch 18, flat-footed 14 (+4 armor, +8 Dex) [26 with Shield spell]
hp 74 (5d10+5; 5d6+10)
Fort +9, Ref +13, Will +8 (+2 to all when Heroism active)
--------------------
OFFENSE
--------------------
Spd 30 ft.; Fly 40 ft.
Ranged Full Attack: +19/+14 Damage: 1d8+1d6(acid)+5
Modifiers: Manyshot - If first attack hits, deal damage of two arrows
Haste - +1 to attack, one extra attack
Heroism - +2 to attack
Flame Arrow - +1d6 fire damage
Creature is evil - +2d6 damage
w/in 30' - +1 to attack, +1 damage
Arcane Strike - Swift action: +3 damage
Gravity Bow - 2d6 instead of 1d8 damage
Rapid Shot - one extra attack, -2 to attacks
Deadly Aim - +4 damage, -2 to attacks
Fully buffed example: +19/+19/+19/+14 Damage: 2d6+1d6(acid)+1d6(fire)+2d6(holy)+13
--------------------
STATISTICS
--------------------
Str 16, Dex 26, Con 12, Int 16, Wis 10, Cha 10
Base Atk +7; CMB +10; CMD 28
Feats: Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Scribe Scroll, Rapid Shot, Arcane Strike, Craft Wondrous Item, Deadly Aim, Improved Initiative, Manyshot
Traits: Adopted [Elf - Warrior of Old], Magical Knack
Skills: (+2 all skills from Heroism not included) Spellcraft +16, Knowledge Arcana +16, Knowledge Nature +11, Knowledge Religion +11, Knowledge Planes +7, Knowledge Dungeoneering +11, Knowledge Engineering +7, Knowledge History +7, Knowledge Geography +7, Knowledge Local +7, Fly +12 (+5 additional when using Overland Flight), Craft (Bows and Arrows) +7 (+5 additional if using Crafter’s Fortune), Sense Motive +17, Perception +19
Languages: Common, Elven, Draconic
SQ: Scholastic, Physical Enhancement (+2, on Str), Diverse Training, Arcane Bond (Composite Longbow), Transmuter Extra Spells (Opposition Schools: Necromancy, Evocation), Telekinetic Fist 5/day
Gear: +1 Holy Corrosive Compound Longbow (Str 3)[9.5k], Belt of Incredible Dexterity +4 [16k], Headband of Vast Intelligence +2 (Skill: Sense Motive) [4k], Ring of Counterspells (Greater Dispel Magic) [4k], Metamagic Rod (Extend, Lesser) [3k], Ioun Stone of Alertness [10k], Eyes of the Eagle [2.5k], Lesser Bracers of Archery [5k], Boots of Speed [12k], Cloak of Resistance +3 [9k], Handy Haversack [2k], Efficient Quiver [1.8k], 8 Adamantine arrows [420 gp] 50 arrows with Weapon Blanch (Adamantine) applied [500 gp], 60 Blunt arrows [8 gp], 30 arrows with Weapon Blanch (Silver) applied [15 gp], 240 Cold Iron arrows [24 gp]; 233 gp in purse

Caster Level 10
Spells Prepared (*Already cast with Lesser Rod of Extend, included in stats):
4- (2+S)- Greater Invisibility, Dimension Door, Flame Arrow (as 4th instead of 3rd)
3- (4+S)- Heroism x2, Flame Arrow, Greater Magic Weapon*, Magic Circle vs. Evil
2- (4+S)- Darkvision*, See Invisibility, Rope Trick, Mirror Image x2, Resist Energy
1- (5+S)- Mage Armor*, Shield x2, Gravity Bow x2, Vanish
Cantrips (4)- Detect Magic, Mend, Prestidigitation, Message


Here's one of my lower level barbarians I sent after my mage players, with his stats adjusted to your standards and a few levels added.

Thunk Mageslayer, Barbarian:
Male Human Barbarian 10
CN Medium Humanoid (Human)
Init +2; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 125 (10d12+40)
Fort +13, Ref +7, Will +8
Defensive Abilities Improved Uncanny Dodge (Lv >=14), Trap Sense +3; DR 2/—
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +3 Keen Falchion
This ability doubles the threat range of a weapon. Only piercing or slashing +19/+14 (2d4+10/15-20/x2)
Special Attacks Knockdown (1/rage), Witch Hunter (+3)
--------------------
STATISTICS
--------------------
Str 18/20, Dex 14, Con 16/18, Int 10, Wis 12, Cha 10
Base Atk +10; CMB +15 (+17 Sundering); CMD 27 (29 vs. Sunder)
Feats Improved Sunder, Iron Will, Lunge, Power Attack -3/+6, Shield of Swings, Weapon Focus: Falchion
Skills Acrobatics +12, Climb +2, Escape Artist -1, Fly -1, Intimidate +13, Knowledge (Arcana) +10,
Perception +14, Ride -1, Stealth -1, Survival +14, Swim +2
Languages Common
SQ Fast Movement +10 (Ex), Rage (25 rounds/day) (Ex), Ring of Feather Falling, Spell Sunder (Su),
Sunder Enchantment (Su), Superstition +4 (Ex)
Combat Gear +2 Spell Resistance (13) Breastplate
This property grants the armor's wearer spell resistance, +3 Keen Falchion
This ability doubles the threat range of a weapon. Only piercing or slashing; Other Gear Belt of Physical
Might, STR & CON +2, Boots of Speed (10 rounds/day), Cloak of Resistance, +2, Ring of Feather Falling,
Tanglefoot bag (5)

He's no AM BARBARIAN, but he did scare the snot out of my cousin's wizard

RPG Superstar 2012 Top 32

I usually play melee types or special ability types, but I recently did a mini-campaign at 10th level, and I made a witch. I really liked using battlefield control spells like stinking clouds, black tentacles, and cloudkill. Haste (from the Agility Patron) was an always welcome buff, and I really liked using the at will Hexes. The flight one was also handy for enhancing mobility, and the healing hex is a nice trump card. I had a Staff of Cackling Wrath, which is even cooler than its name!
The only problem I had was action economy. And the fact another PC was a Large fighter with an extra reach weapon, Combat Reflexes, and some other nifty abilities. He mowed down the competition.
I think the witch would have been more fun if it had 1 big opponent to focus on for 3 or 4 rounds. But we mostly fought 2 to 4 semi-big opponents and a bunch of mooks.


dotted.


Here's a Bounty Hunter i started up a while ago and never finished. Feel free to finish him and do whatever you want

Bounty Hunter:

Male Human Inquisitor 8 Ranger 2
LN Medium Humanoid (Human)
Init +12; Senses Perception +15
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +4 Dex, +1 dodge)
hp 72 (2d10+8d8+10); Judgement of Profane Healing 3
Fort +10, Ref +9, Will +9
Defensive Abilities Judgement of Profane Protection +2; DR Judgement of Profane Resiliency 2: Magic;
Resist Judgement of Profane Purity +2, Judgement of Profane Resistance 6 (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +9/+4 (1d3+1/20/x2)
Ranged +2 Axiomatic Longbow, Composite
An axiomatic weapon is lawfully aligned and infused with the +15/+10 (1d8+3/20/x3)
Special Attacks Bane (+2 / 2d6) (8 rounds/day), Judgement of Profane Destruction +3, Judgement of
Profane Justice +2, Judgement of Profane Piercing +3, Judgement of Profane Smiting (Magic, Law), Staff
of Order for 4 rounds (1/day)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (8 rounds/day), Touch of Law (5/day)
Inquisitor Spells Known (CL 8, +9 melee touch, +12 ranged touch):
3 (2/day) Magic Vestment (DC 15), Litany of Entanglement (DC 15), Terrible Remorse (DC 15)
2 (5/day) See Invisibility (DC 14), Silence (DC 14), Hold Person (DC 14), Castigate (DC 14)
1 (5/day) Expeditious Retreat (DC 13), Doom (DC 13), Forbid Action (DC 13), Litany of Weakness,
Tireless Pursuit (DC 13)
0 (at will) Stabilize, Detect Magic, Guidance (DC 12), Light, Brand (DC 12), Sift
Ranger Spells Known (CL 0, 9 melee touch, 12 ranged touch):
--------------------
STATISTICS
--------------------
Str 13, Dex 19, Con 12, Int 8, Wis 14, Cha 10
Base Atk +8; CMB +9; CMD 24
Feats Dodge, Improved Initiative, Lookout, Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Target
of Opportunity, Weapon Focus: Longbow
Traits Indomitable Faith, Reactionary
Skills Acrobatics +3, Climb +0, Craft (Bows) +12, Escape Artist +3, Fly +3, Handle Animal +5, Intimidate
+17, Perception +15, Ride +3, Sense Motive +19, Stealth +16, Survival +15, Swim +0 Modifiers Monster
Lore
Languages Common
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Inquisitor Domain: Law, Second Judgement (3/day)
(Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +1, Wild Empathy +2 (Ex)
Combat Gear +2 Axiomatic Longbow, Composite

And this one is a Battle Cleric I made for a friend, who may be a little off I never playtested him

Battle Cleric:

Male Human Cleric of Rovagug 10
CN Medium Humanoid (Human)
Init +1; Senses Perception +3
Aura Fury of the Abyss (+5) (6/day)
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 93 (10d8+30)
Fort +9, Ref +5, Will +10
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Spell Storing Greataxe
A spell storing weapon allows a spellcaster to store a single targe +13/+8 (1d12+8/20/x3) and
Gauntlet (from Armor) +11/+6 (1d3+4/20/x2) and
Unarmed Strike +11/+6 (1d3+4/20/x2)
Special Attacks Chaos Blade for 5 rounds, 1/day. (1/day), Destructive Smite +5 (6/day)
Cleric Spells Known (CL 10, 11 melee touch, 8 ranged touch):
5 (2/day) Wall of Stone (DC 18), Shout (DC 18), Breath of Life (DC 18)
4 (3/day) Magic Weapon, Greater (DC 17), Blessing of Fervor (DC 17), Chaos Hammer (DC 17), Freedom
of Movement (DC 17)
3 (4/day) Rage, Prayer, Animate Dead, Dispel Magic, Bestow Curse (DC 16)
2 (5/day) Resist Energy (DC 15), Desecrate, Align Weapon (DC 15), Silence (DC 15), Bull's Strength (DC
15), Grace (DC 15)
1 (5/day) Divine Favor (DC 14), Shield of Faith (DC 14), Bless, True Strike (DC 14), Obscuring Mist,
Sanctuary (DC 14)
0 (at will) Read Magic (DC 13), Detect Magic, Light, Vigor
--------------------
STATISTICS
--------------------
Str 19, Dex 13, Con 15, Int 11, Wis 16, Cha 7
Base Atk +7; CMB +11; CMD 22
Feats Combat Reflexes (2 AoO/round), Furious Focus, Power Attack -2/+4, Scribe Scroll, Toughness +10
Traits Birthmark, Deft Dodger
Skills Heal +16, Knowledge (Religion) +13, Spellcraft +13
Languages Common
SQ Aura (Ex), Aura of Destruction +5 (10 rounds/day) (Su), Channel Negative Energy 5d6 (1/day) (DC 13)
(Su), Cleric Domain: Destruction, Demon, Spontaneous Casting
Combat Gear +2 Mithral Full Plate, +2 Spell Storing Greataxe


Here's a bard (arcane duelist) modeled after a duelist I'm playing in Crimson Throne right now (differences there are the PC is human & fights with rapier instead of falcata -> if I were to remake him, this is what he'd look like).

Spoiler:
BARD 10 CR 9
Male Half-Elf Bard (Arcane Duelist) 10
CG Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +15
--------------------DEFENSE--------------------
AC 29, touch 15, flat-footed 25 (+9 armor, +5 shield, +4 Dex, +1 deflection)
hp 80 (10d8+20)
Fort +11, Ref +14, Will +10
Immune sleep; Resist Elven Immunities
--------------------OFFENSE--------------------
Spd 30 ft.
Melee +2 Keen Falcata +15/+10 (1d8+10/17-20/x3) or
+1 Whip, Scorpion +13/+8 (1d4+9/20/x2) or
Unarmed Strike +12/+7 (1d3+8/20/x2)
Special Attacks Bardic Performance (move action) (26 rounds/day), Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 19), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies)
Bard (Arcane Duelist) Spells Known (CL 10, +12 melee touch, +11 ranged touch, Concentration +20):
4 (2/day) Dimension Door, Freedom of Movement (DC 18)
3 (4/day) Haste (DC 17), Dispel Magic, Good Hope (DC 17), See Invisibility (DC 17)
2 (5/day) Alter Self (DC 16), Shatter (DC 16), Heroism (DC 16), Mirror Image (DC 16), Versatile Weapon (DC 16)
1 (6/day) Cure Light Wounds (DC 15), Charm Person (DC 15), Grease (DC 15), Feather Step (DC 15), Saving Finale (DC 15)
0 (at will) Read Magic (DC 14), Message, Prestidigitation (DC 14), Dancing Lights, Ghost Sound (DC 14), Detect Magic
--------------------STATISTICS--------------------
Str 18/20, Dex 16/18, Con 12/14, Int 10, Wis 10, Cha 16/18
Base Atk +7; CMB +12; CMD 27
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Disruptive, Great Fortitude, Harmonic Spell, Lingering Performance, Spellbreaker, Taldan Duelist, Weapon Focus: Falcata
Traits Focused Mind, Resilient
Skills Acrobatics +16, Appraise +4, Bluff +8, Climb +8, Diplomacy +16, Disguise +8, Escape Artist +7, Fly +3, Intimidate +17, Knowledge (Arcana) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +15, Perform (Oratory) +8, Ride +3, Sleight of Hand +7, Spellcraft +10, Stealth +7, Swim +4, Use Magic Device +8
Languages Common, Elven
SQ Arcane Armor - Medium, Arcane Bond - Weapon (1/day), Bardic Performance: Bladethirst (+2) (Sp), Bardic Performance: Rallying Cry (Su), Elf Blood, Ring of Feather Falling
Combat Gear +1 Whip, Scorpion, +2 Keen Falcata, +3 Buckler, +3 Mithral Breastplate; Other Gear Belt of Physical Perfection, +2, Cloak of Resistance, +3, Handy Haversack, Headband of Alluring Charisma, +2, Ring of Feather Falling, Ring of Protection, +1, Spell component pouch, Wand of Cure Light Wounds
--------------------TRACKED RESOURCES--------------------
Arcane Bond - Weapon (1/day) - 0/1
Bardic Performance (move action) (26 rounds/day) - 0/26
Wand of Cure Light Wounds - 0/50
--------------------SPECIAL ABILITIES--------------------
Arcane Armor - Medium At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane sp
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+2) (Sp) Enhance weapons.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 19) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Disruptive +4 DC to cast defensively for those you threaten.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Focused Mind +2 to Concentration checks
Harmonic Spell Casting spells extends duration of bardic performance
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Taldan Duelist Gain +1 shield bonus to AC, +2 on Acrobatics checks

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Round 0 (entering dangerous area): Good Hope
Round 1: Inspire Courage and Haste
Round 2: ATTACK!

Buffed with those 2 spells & Inspire courage:

Spoiler:
AC 30 Perception +17 Move 60'
Attack: +20/+20/+15 with +2 Keen Falcata (1d8+14 / 17-20/x3)

He's giving the party a +5 to hit, +4 damage, 1 extra attack on a full attack, +1 Reflex saves, +1 AC, +30' move, and +2 to all saves and skill checks. Not bad for what most people dismiss as "just a bard". :)

The bard represents good mix of combat, healing, buffs, face abilities, and skills.

The Exchange

A halfling Spellblade Magus for your collection...

Sistra Smallblade:

Chaotic Good, female, halfling
Challenge Rating 9 [Level 10: Magus (Spellblade) 10]

Height: 2’11”, Weight: 30 lbs, Eyes: dark brown, Skin: dusky, Hair: brunette braid

Speed 30 feet, Initiative +7
Base Attack Bonus +7/+2, CMB +6, CMD 23
Save Vs: Fort +12, Ref +15, Will +10 (+12 Vs fear effects)

Armour Class 31 (35) = 10 + Dexterity +7, Size +1, Armour +9, Deflection +2, Natural Armour +2, (+4 shield spell)
Flat-footed 24 (28), Touch 20
Hit Points: 78 [10d8 +20 Constitution +10 favoured class]

Attacks:
+1 Agile Dagger – Attack +17/+12 [1d3+9 piercing or slashing damage, critical 19/20, 10ft range]
- With Piranha Strike – Attack +15/+10 [1d3+13 damage]
- With Two-Weapon Fighting – Attack +15/+10 [1d3+9 damage]
- With Piranha Strike & TWF – Attack +13/+8 [1d3+13 damage]
+1 Force Athame – Attack +17/+12 [1d3+2 piercing or slashing force damage, critical 19/20]
- With Piranha Strike – Attack +15/+10 [1d3+6 damage]
- With Two-Weapon Fighting – Attack +15/+10 [1d3+2 damage]
- With Piranha Strike & TWF (off-hand) – Attack +13/+8 [1d3+4 damage]

Abilities:
Str 10 [+0] Dex 24 [+7] Con 14 [+2] Int 18 [+4] Wis 10 [+0] Cha 12 [+1]

Racial Traits:
Small
Slow Speed
Fearless
Halfling luck
Keen senses
Sure-footed
Halfling weapon familiarities

Traits:
River Rat (regional): +1 trait bonus to damage dealt with a dagger and Swim checks, Swim is always a class skill
[Reserved for campaign trait]

Class Features:
Arcane Pool (9 points, +3 enhancement bonus)
Spell Combat
Force Athame
Magus arcana: familiar (Fox: 'Sir Foxton Cunningly-Sly'), arcane accuracy, arcane edge
Spell Recall
Knowledge Pool
Medium Armour
Improved Spell Combat (+2 circumstance bonus on concentration checks while using Spell Combat)
Fighter Training (counts as level 5 Fighter for Feat prerequisite purposes)

Feats:
Simple Weapons Proficiency, Martial Weapons Proficiency, Armour Proficiency (light), Armour Proficiency (medium) (B), Weapon Finesse, Two-Weapon Fighting, Weapon Focus (dagger), Piranha Strike (B), Combat Reflexes, Improved Two-Weapon Fighting, Alertness (from familiar)

Skills:
Acrobatics +17 (= +10 ranks +2 racial +7 Dex -2ACP)
- Jumping +22 (+5 competence bonus from boots)
Climb +8 (= +5 ranks +2 racial +3 class -2 ACP)
Knowledge (arcana) +11 (=+4 ranks +3 class +4 Int)
Perception +14 (= +2 racial +10 ranks from headband, +2 Alertness)
Sense Motive +2 (= +2 Alertness)
Spellcraft +17 (= +10 ranks +3 class +4 Int)
Stealth +19 (= +10 ranks +4 size +7 Dex -2 ACP)
Swim +3 (= +1 rank +1 trait +3 class -2 ACP)
Use Magic Device +14 (= +10 ranks +3 class +1 Cha)

Languages:
Common, Halfling, Draconic, Elven, Gnome

Spells Prepared:
Level 0 (5) dancing lights, detect magic, ghost sound, mage hand, prestidigitation
Level 1 (5+1) grease, magic missile, returning weapon, shield, true strike, vanish
Level 2 (4+1) alter self, animal aspect, blur, glitterdust, mirror image
Level 3 (3+1) force hook charge, haste, magic weapon (greater), wind wall
Level 4 (1+1) invisibility (greater), stoneskin

Spellbook:
Level 0 – all Magus
Level 1 – burning hands, expeditious retreat, frostbite, grease, magic missile, returning weapon, shield, true strike, vanish
Level 2 – alter self, animal aspect, blur, glitterdust, invisibility, mirror image
Level 3 – animal aspect (greater), force hook charge, haste, magic weapon (greater), vampiric touch, wind wall
Level 4 – invisibility (greater), stoneskin

Possessions:
+1 Agile dagger (‘Mister Stabbington-McSlice-a-lot’) (8,302gp)
Celestial Armour (+8 Max Dex, -2 ACP, CL 5 Fly once per day) (22,400gp)
Ring of Protection +2 (8,000gp)
Wand of Cure Light Wounds (50 charges) (750gp)
Amulet of Natural Armour +2 (8,000gp)
Belt of Incredible Dexterity +4 (16,000gp)
Boots of Striding and Springing (5,500gp)
Cloak of Resistance +2 (4,000gp)
Headband of Vast Intelligence +2 / Perception (4,000gp)
3x Pearls of Power level 1 (3x 1,000gp)
Explorer’s outfit
Spellbook
Spell component pouch (5gp)
43gp

Normal Attack Routine:
Assuming Piranha Striking and TWF with +1 Agile dagger and a +1 Force Athame, with 1 arcane pool point to enhance both weapons with Flaming / Frost / Shock properties =

+1 Agile Dagger +13/+8 [1d3+13 +3d6 damage]
plus
+1 Force Athame +13/+8 [1d3+4 +3d6 damage]
(Average damage if all four attacks hit = 63)

... Sacrificing a higher level spell to form the Force Athame increases its attack bonus and damage as usual. Alter self for a +2 Dexterity bonus increases AC by 1, all to-hit chances by 1, and agile weapon damage by 1 per hit (boosting average damage to 65). Haste adds an extra attack with the agile weapon, for an extra 25 average damage (26 if alter self is up as well, for a total average of 89 damage).

Suggested Future Direction:
Feats: Weapon Specialization (dagger) at 11, Greater Two-Weapon Fighting at 15, Greater Weapon Focus (dagger) at 17
Arcana: Devoted Blade at 12, Bane Blade at 15, Ghost Blade at 18

To make a more 'organic' character, I'd suggest dropping one of the Pearls of Power from her gear and spending the extra 1,000gp on other mundane equipment. Being a Magus who gets to spam Greater Magic Weapon and her arcane pool class feature, she'll never really have that much need for actual magical weapons - the +1 Agile dagger is simply for the Agile property she can't get any other way. That weapon property is from the Pathfinder Society Field Guide (page 50), whilst the Piranha Strike Feat is from Sargava: the Lost Colony (page 24), but everything else is the four core books. A simple normal longbow and arrows (with Magic Weapon or it's Greater cousin, plus her arcane pool enhancement thrown on it) gives her a pretty good ranged attack if needed, for example. Spare spellbooks and spell component pouches, and money spent on scribing extra spells into her book would also expand the character beyond what's presented above.

As can be seen from her spell selection, Sistra tends to focus on protective, self-buffing, and stealth-inducing magics, although she has a few blasty-type things up her sleeve, just in case (burning hands is always handy against swarms and the like, and frostbite is a marvel against Barbarians and their ilk... until they start to get decent DR anyway). Force hook charge is, of course, the Magus's version of 'pounce', and being a dedicated two-weapon fighting type, it's important for Sistra to get up close and personal with the bad guys quickly (although, obviously, she can't two-weapon fight on the same round she uses Spell Combat to cast force hook charge and make a full attack with her primary weapon, she should, at least, be in position for the next round). Her Celestial Armour (worn under non-descript travelling clothes) is probably her most important item, as it allows her to utilise her full Dexterity bonus to AC, yet still benefit from a decent armour bonus too. The fly spell once per day is always a nice option to have as well.

At higher levels, in the future, she should be adding arcana which give her more weapon property options for her arcane pool. Eventually something like an Anarchic / Holy / Bane enhancement could be adding 6d6+2 extra damage to each of her seven dagger attacks (with Greater Two-Weapon Fighting and Haste) against appropriate bad guys, which should help keep her doing relevant damage all the way up to level 20.

Building on the base Ability Score array presented, she added her racial modifiers, then put both bonuses from leveling into Intelligence. Her magic item bonuses are already added in too. Future level-based Ability Score bonuses should be going into Intelligence, as her Dexterity is near to topping-out what AC benefit she'll actually gain (based on her armour of choice), and the extra Intelligence adds more spells, more arcane pool points, and extra bonuses to hit with the arcane accuracy arcana (which will help those Greater Two-Weapon Fighting attacks at -10 have a chance to actually hit stuff on occassion!).

Sovereign Court

Snoop Doggy Shortpants

:
Male Gnome Bard 10
CN Small Humanoid (Gnome)
Init +1; Senses Low-Light Vision; Perception +15
--------------------
DEFENSE
--------------------
AC 22, touch 11, flat-footed 22. . (+11 armor, +1 size)
hp 83 (10d8+30)
Fort +6, Ref +7, Will +7
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Keen Mithral Rapier +9/+4 (1d4+2/15-20/x2)
Special Attacks Bardic Performance (move action) (30 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 23), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies), Bardic Performance: Suggestion (DC 23)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Bard Spells Known (CL 10, +7 melee touch, +7 ranged touch):
4 (3/day) Cure Critical Wounds (DC 22), Discordant Blast
3 (5/day) Cure Serious Wounds (DC 21), Dispel Magic, Arcane Concordance, Exquisite Accompaniment
2 (6/day) Cure Moderate Wounds (DC 20), Glitterdust (DC 20), Allegro (DC 20), Cacophonous Call (DC 20), Create Treasure Map
1 (7/day) Beguiling Gift (DC 19), Hideous Laughter (DC 19), Charm Person (DC 19), Adjuring Step (DC 19), Chord of Shards (DC 19)
0 (at will) Haunted Fey Aspect (DC 19), Summon Instrument, Detect Magic, Mage Hand, Scrivener's Chant, Sift
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 16, Int 14, Wis 10, Cha 22/26
Base Atk +7; CMB +6; CMD 16
Feats Bard Weapon Proficiencies, Improved Counterspell, Lingering Performance, Skill Focus: Bluff, Spellsong, Voice of the Sibyl
Traits Charlatan (3/day), Rapscallion
Skills Acrobatics +24, Bluff +24, Climb -1, Craft (Alchemy) +17, Diplomacy +24, Disable Device -3, Disguise +11, Fly +24, Handle Animal +24, Intimidate +11, Perception +15, Perform (Dance) +24, Perform (Sing) +24, Perform (Wind Instruments) +24, Ride -1, Sense Motive +24, Sleight of Hand +12, Spellcraft +15, Stealth +16, Swim -1, Use Magic Device +24
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ Bardic Knowledge +5 (Ex), Circlet of Persuasion, Gnome Magic, Hatred, Illusion Resistance, Jack of All Trades: Trained skills (Ex), Lore Master (1/day) (Ex), Rod of Splendor, Versatile Dance +24 (Ex), Versatile Singing +24 (Ex), Versatile Wind Instruments +24 (Ex), Well Versed (Ex)
Combat Gear +2 Keen Mithral Rapier, +5 Mithral Breastplate; Other Gear Adventurer's Sash (empty), Circlet of Persuasion, Grappling hook, Handy Haversack (2 @ 8 lbs), Rod of Splendor, Rope, Spider Silk (50')
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +5 (Ex) Add + 5 to all knowledge skill checks.
Bardic Performance (move action) (30 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 23) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 23) (Sp) Make a Suggestion to one Fascinated creature.
Charlatan (3/day) Swift, expend spell to gain spell level as bonus on Bluff for next round.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Rod of Splendor The possessor of this rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod creates and garbs her in clothing of the finest fabrics, plus adornments of furs and jewels.

Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.

The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 x1,000 gp)-1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).

In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent - a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as one hundred persons. The tent and its trappings last for one day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.

Strong conjuration and transmutation; CL 12th; Craft Rod, eagle's splendor, fabricate, major creation; Price 25,000 gp.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spellsong Combine spellcasting and bardic performance
Versatile Dance +24 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Singing +24 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Versatile Wind Instruments +24 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Snoop is definitely NOT optimized for combat! He's a skill monkey that prefers to Bluff and talk his way out of trouble. He provides some utility as a counterpeller and buffer as well. He's got a lot of great roleplaying hooks as wekk with the Rod of Splendor, and spells like Create Treasure Map. I have played this character in the past with a slightly different build, and he is a LOT of fun!

Sovereign Court

Axxop and Wexler

:

Male Half-Orc Druid (Saurian Shaman) 10
CN Medium Humanoid (Orc)
Init +0; Senses Darkvision (60 feet); Perception +18
--------------------
DEFENSE
--------------------
AC 27, touch 11, flat-footed 27. . (+11 armor, +5 natural, +1 deflection)
hp 83 (10d8+20)
Fort +9, Ref +3, Will +10
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Bite (Saurian's Natural Weapons) +12 (1d6+5/20/x2) and
. . Claw x2 (Saurian's Natural Weapons) +12 x2 (1d4+5/20/x2) and
. . Rake (Saurian's Natural Weapons) +12 (1d4+5/20/x2)
Druid (Saurian Shaman) Spells Known (CL 10, 12 melee touch, 7 ranged touch):
5 (2/day) Animal Growth (DC 18), Cure Critical Wounds (DC 18)
4 (3/day) Atavism (DC 17), Ball Lightning (DC 17), Bloody Claws (DC 17)
3 (4/day) Neutralize Poison (DC 16), Call Lightning (DC 16), Magic Fang, Greater (DC 16), Cure Moderate Wounds (DC 16)
2 (5/day) Barkskin, Restoration, Lesser (DC 15), Bull's Strength (DC 15), Spider Climb (DC 15), Natural Rhythm (DC 15)
1 (5/day) Magic Fang (DC 14), Produce Flame, Entangle (DC 14), Bristle (DC 14), Goodberry
0 (at will) Purify Food and Drink (DC 13), Detect Poison, Know Direction (DC 13), Detect Magic
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STATISTICS
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Str 20, Dex 10, Con 14, Int 10, Wis 16, Cha 12
Base Atk +7; CMB +12 (+14 Grappling); CMD 23
Feats Cleave, Druid Weapon Proficiencies, Fight On (+2) (1/day), Multiattack, Natural Spell, Power Attack -2/+4, Rending Claws
Traits Brute (Orc), Deadeye
Skills Acrobatics -3, Climb +2, Escape Artist -3, Fly -3, Handle Animal +14, Intimidate +3, Knowledge (Nature) +15, Perception +18, Ride -3, Stealth -3, Survival +18, Swim +2
Languages Common, Druidic, Orc
SQ Animal Companion Link (Ex), Nature Sense (Ex), Orc Ferocity (1/day), Resist Nature's Lure (Ex), Saurian Wild Shape (5/day) (Su), Saurian's Totem Transformation (Move Action) (10 minutes/day) (Su), Saurian's Totemic Summons (Su), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +11 (Ex), Wild Shape (3/day) (Su), Wild Shape (Beast Shape III: Diminutive - Huge animal), Wild Shape (Elemental Body II: Small - Medium elemental), Wild Shape (Plant Shape I: Small - Medium plant creature), Woodland Stride (Ex)
Combat Gear +5 Ironwood Breastplate; Other Gear Amulet of Natural Armor +5, Handy Haversack (empty), Pathfinder's Kit, Ring of Protection, +1
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Brute (Orc) Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fight On (+2) (1/day) 1/day when below 0HP, add your CON Mod as temporary HP for 1 minute.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rending Claws If you hit an opponent with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Saurian Wild Shape (5/day) (Su) Shapeshift into a dinosaur or reptile one or more times per day.
Saurian's Totem Transformation (Move Action) (10 minutes/day) (Su) Adopt aspect of the saurian while in normal form.
Saurian's Totemic Summons (Su) Standard action to summon dinosaur/reptiles and grant temp Hp.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small - Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small - Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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WEXLER CR 9
Male Tyrannosaurus
NN Large Animal
Init +8; Senses Low-Light Vision, Scent; Perception +14
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DEFENSE
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AC 27, touch 13, flat-footed 23. . (+4 Dex, -1 size, +14 natural)
hp 63 (+18)
Fort +8, Ref +10, Will +5
Defensive Abilities Evasion
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OFFENSE
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Spd 30 ft.
Melee Powerful Bite (1 extra at -5) (Tyrannosaurus) +13 (1 extra at -5) (3d6+16/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab
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STATISTICS
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Str 26, Dex 18, Con 14, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +15 (+19 Grappling); CMD 29
Feats Cleave, Improved Initiative, Improved Natural Armor, Improved Natural Attack: Powerful Bite (1 extra at -5) (Tyrannosaurus), Power Attack -2/+4
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Seek [Trick], Stay [Trick], Track [Trick], Work [Trick]
Skills Fly +2, Perception +14, Stealth +0
Languages
SQ Attack Any Target [Trick], Defend [Trick], Devotion +4 (Ex), Fetch [Trick], Fighting [Trick], Guard [Trick], Multiattack / Extra Attack, Seek [Trick], Track [Trick], Work [Trick]

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SPECIAL ABILITIES
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Attack Any Target [Trick] The animal will attack any creature on command.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Axxop is a Saurian Shaman Druid I've been wanting to play. Wexler is his T-Rex companion. Pretty straightforward for a Druid, but the dinosaur flavor gives it a nice quirk IMO.


This character offers the opportunity example of what Combat Manuevers can do. He can be played straight forward, but there's enough tactical options if the player chooses to explore them.

Heldra Hammerheart:

"How do ya like that, they complain about us 'we women' trying to pick up their bloody axes and then they leave me here with nothin' but a furnace hotter 'n Hades and... steel frying pans as faaaar as the eye can see."

Heldra comes from a more... orthodox Dwarven society. The men fight, craft, and trade while the women cook, clean, and prevent their stupid husbands from collapsing the cave system on top of more kids than you can shake a stick at.

Heldra hated it from the moment she wasn't allowed to pick up an Axe like her daddy, Halrum Shieldcrusher. She was an ornery one, everyone said that's why she was left with a deadbeat husband. Powerless to change society, she channeled her growing discontent into rearing her children and honing her body. To keep from having too much attention she never showed off the fact that she could literally break through that thick skull of theirs, and instead took to glorified "pranks" that left the city clerics busy for weeks. As long as it was funny, she could get away with it.

Of course she had the best sons (and the best daughters too, but only by her reckon). Most of them grew up to join the army, a few made some fine craftsmen. It was the one "womanly" thing she did well. Well, and the Bonsai garden she kept in her back yard, and those "Housekeeping Secrets: Meditating to Beat Out Stress" books she'd always read, but none of the guys ever got that.

Antsy as she was for fighting, she was tied down to family, at least until about thirty years ago. A stroke of bad luck saw most of her kids MiA, or the outposts they were in taken over. Letter upon letter arrived informing her of her country's "Deepest Regrets," until finally she snapped. If the fatherland was going to do jack squat than the motherland was going to have to get out there. She left her younger kids with her deadbeat husband and set out find the missing members of her family and bury the dead ones. In at least one case, both at the same time.

Personality: Heldra has no idea what she's doing. She's been going on three decades and can count on one hand the number of breaks she's had, and it's starting to grate on her. But at least she doesn't feel so helpless like she did in that kitchen. Besides--how could she go back now?

Heldra is small, full of energy, and highly competitive. She constantly feels the need to prove herself, especially to men. She always looks on the positive, always hopes for the absolute best, and then b~@*~es out the cosmos when it doesn't come at least close to her expectations. But hey, there's always next time, right?

Female Dwarven Quinggong Maneuver Master
LN Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +17
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DEFENSE
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AC
22, touch 22, flat-footed 19. . (+7 Monk, +3 Dex, +2 Deflection)
Constant Blur Effect
+4 Natural Armor while using Barkskin
hp 74 (10d8+30)
Fort +10, Ref +10, Will +11; +2 vs Poison/Spells/Spell-Like abilities
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OFFENSE
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Spd
50 ft.
Melee Unarmed Strike +12/+7 (2d6+6)
...Masterwork Shephard's Staff +20 vs CMD (Mechanically a Guisarme used exclusively to trip. See below for trip.)
...Trip +19 vs CMD (Target falls prone in any square you threaten, provokes an attack of opportunity, and you may start a Grapple as a Swift Action)
...Dirty Trick +19 vs CMD (Target is blinded, dazzled, deafened, entangled, shaken, or sickened for 1d4 rounds, +1 round per 5 you beat their CMD by. They may take a standard action to end the effect.)
...Grapple +17 (Target is Grappled)
Full Attack Option Flurry of Maneuvers (Full Attack, 1 Free Maneuver at -2, 1 Free Maneuver at -5. These may be maneuvers that normally take a standard action).

Str 20 (22), Dex 14 (16), Con 14 (16), Int 10, Wis 16 (18), Cha 8
Base Atk +7; CMB +15 (+19 Trip/Dirty Trick, +17 Grapple); CMD 27 (31 vs Trip/Dirty Trick, 29 vs Grapple)
Feats Improved Unarmed Strike, Stunning Fist (11/day, DC 21), Improved Trip, Ki Throw, Improved Dirty Trick, Mantis Style, Combat Reflexes, Greater Dirty Trick, Improved Grapple, Binding Throw, Greater Trip
Skills Acrobatics +26, Climb +6, Escape Artist +3, Fly +3, Handle Animal -1, Heal +17, Intimidate -1, Knowledge +0, Perception +17, Ride +3, Sense Motive +17, Stealth +16, Survival +4, Swim +6
Languages Common, Dwarven
SQ Slow and Steady, Darkvision (60ft), Ancient Enmity, Craftsman, Deep Warrior, Rock Stepper, Hardy, Stability, Dwarven Weapon Familiarity, Flurry of Maneuvers (Ex), Unarmed Strike (2d6), AC bonus (+3 +Wis Mod), Evasion, Fast Movement +30ft, Maneuver Training, Maneuver Defense, Ki Pool (Magic and Lawful, 9 Points), Reliable Maneuver, High Jump, Meditative Maneuver, Barkskin (Sp, costs 1 Ki), Improved Evasion
Combat Gear Masterwork Shepherd's Staff, Ring of Protection +2, Monk's Robes, Minor Cloak of Displacement Other Gear Pathfinder's Kit, Belt of Physical Perfection +2, Headband of Insight +2, Opalescent White Ioun Stone (Keyed to Guisarmes, Implanted in the Body), Handy Haversack


Wow, this thing grew a lot in my absence. Cool!

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