Build Thread 2: Electric Boogaloo


Advice

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Haven't been through the whole thread; have the Thundercats already been done? What about the SilverHawks or G-Force?

Commonly I create warbands of NPC's around cartoons from my youth. The last one I did was around the cartoon COPS. There was Longarm that used manacles as an exotic weapon, Bowser - druid with a wolf animal companion named Blitz, Mace, who ironically was a ranger with a powerful magic composite longbow he called Mazooka, Barricade - a bard with tactics at group control (Hypnosis spell et al), and finally Mainframe, a wizard (divination) with a few buff spells to keep the boys alive.

I don't have the builds or I'd post them. love the builds Bob, keep em comin and keep em fresh!


Mark Hoover wrote:

Haven't been through the whole thread; have the Thundercats already been done? What about the SilverHawks or G-Force?

Commonly I create warbands of NPC's around cartoons from my youth. The last one I did was around the cartoon COPS. There was Longarm that used manacles as an exotic weapon, Bowser - druid with a wolf animal companion named Blitz, Mace, who ironically was a ranger with a powerful magic composite longbow he called Mazooka, Barricade - a bard with tactics at group control (Hypnosis spell et al), and finally Mainframe, a wizard (divination) with a few buff spells to keep the boys alive.

I don't have the builds or I'd post them. love the builds Bob, keep em comin and keep em fresh!

I haven't seen any of them yet. You should create some (I would love to see someone's take on Snarf)! I'm working on the military tribute then I have another fun one coming up. I don't want to spoil the surprise but I can assure you that you didn't even come close with your queries.


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So...Misfits of Science then? I can't wait to see Johnny B.

I'll see what I can do to re-create the COPS warband.


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Bob_Loblaw wrote:
Lemmy does it best when he does his. I try to do mine as part of the narrative description of the build. Nicos does his in short bullet points (numbered but still bullet points).

Thanks for the compliment! I'm too proud to miss the chance of quoting that and making sure people read it twice in the same thread... hehe

Jokes aside, I think the best way to do go with these builds is posting, below the build itself, a short biography of the character, to give ideas for characters and etc,( Bob is really good at this! I still have fun when I read Kos' and Turret's builds and personalities! But I digress...) and, after the biography, add a few pointers to what you believe to be the most notable things about the build, its strengths and weaknesses, how to improve and/or adapt the character for different situations, etc.

This helps to understand the focus of the characters, since it's not hard to get somewhat lost in he wall of text that character stat blocks can be (specially when HL do things like adding the full description of Rings of Sustenance! WTH? I took more space than Saiki's feats!).

I did this with Saiki (Vishkanya Paladin) and Vanessa (Whip-wielding Human Oracle), but I admit I usually succumb to laziness and skip the biography -.-'

tl;dr: My personal favorite way of posting builds is making a post with

1- the statblock, 2- character biography/description 3- pointers to the build's most notable aspects.


Mark Hoover wrote:

So...Misfits of Science then? I can't wait to see Johnny B.

I'll see what I can do to re-create the COPS warband.

Misfits of Science! That goes back a bit. Not a bad idea. Not what my project was, but I can certainly add that to the list.


Bob_Loblaw wrote:
joeyfixit wrote:

So... you just post a build?

Okay. Here's one for a Gnome Paladin I'm working on. The original concept was inspired a bit by Captain America. But, you know, as a gnome, and in Pathfinder.

** spoiler omitted **

The idea is that someday she'll morph into something like

** spoiler omitted **...

That's all I'm doing is posting builds. I'm trying to just have some fun with them that's why I'm doing them in themes.

I like Jonah (mostly because we share a love of pie). What are her attack bonuses with her crossbow and bow? What were you trying to accomplish with the build? What are the strengths and weaknesses of the build?

Lemmy does it best when he does his. I try to do mine as part of the narrative description of the build. Nicos does his in short bullet points (numbered but still bullet points).

The first level of the character's rocking a 0Dex+1small+1BAB, so... 2? With smite evil, that's +6. Melee? Forget it. Wouldn't even try unless it's the thing she's smiting and she can't get away for some reason. Even then, all damage is going to come at a -3 to her strength roll. AC 17 isn't too shabby for a 1st level character with zilch Dex, though, so after she gets off her one shot per engagement, she'll be Johnny-on-the-spot with her shield, protecting whoever is weakest (probably the wizard).

I figure Tank and Face is really her primary role at level 1. By level 2 she can be healing 1d6x5/day, so we can add combat medic to her roles.

Now, by 14th level, I had calculated (hasted) a +24/+24/+24/+19/+14 with a longbow, in her Eidelon form. Against evil things you can add 8 once per day (assuming she can get her hands on magic weaponry and a headband of Charisma). Of course, that was with a 25 point build and the full 180k+ that a 14th level character's supposed to get. We'll see if I can get through two levels alive by building her up from the beginning.

One thing that can put this character into context: it's for a new PF game at my house that two friends are playing in. The two friends have never played PF before (although one has played 3.5). I've played tons, so I don't mind playing a defensive character that can take a few hits and play a leadership role (giving them hints) while they do all the cool monster slaying and saving the day and stuff.


Bob_Loblaw wrote:


Nicos does his in short bullet points (numbered but still bullet points).

i failed my english check, what is a bullet point?


Here is a tiefling fighter that I think fills the role of Navy SEAL fairly well.

Spoiler:

AIREDELMARTIERRA CR 9
Male Qlippoth-Spawn Tiefling Fighter (Tactician) 10
NG Medium Outsider (Native)
Init +11; Senses Darkvision, See in Darkness; Perception +14
--------------------
DEFENSE
--------------------
AC 27, touch 16, flat-footed 23. . (+6 armor, +3 shield, +4 Dex, +2 natural, +2 deflection)
hp 94 (10d10+30)
Fort +12, Ref +9, Will +6
DR Armor Focus, Medium; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Dagger +12/+7 (1d4+11/19-20/x2) and
. . +2 Longsword +13/+8 (1d8+18/19-20/x2) and
. . Masterwork Blade Boot +12/+7 (1d4+10/20/x2)
Ranged +1 Longbow, Composite (Str +3) +15/+10 (1d8+4/20/x3)
Special Attacks Weapon Training: Blades, Heavy
Spell-Like Abilities Darkness (1/day)
--------------------
STATISTICS
--------------------
Str 16/18, Dex 16/18, Con 14/16, Int 10, Wis 10/12, Cha 10
Base Atk +10; CMB +14; CMD 30
Feats Armor Focus, Medium, Armor of the Pit, Cosmopolitan: Perception, Knowledge (History), Fiendish Darkness, Fiendish Heritage, Grasping Tail, Improved Initiative, Lookout, Power Attack -3/+6, Stealth Synergy
Traits Bandit (River Kingdoms): Stealth, Jenivere Crew: Acrobatics
Skills Acrobatics +23, Climb +8, Escape Artist +6, Knowledge (Engineering) +6, Knowledge (History) +6, Knowledge (Nobility) +5, Linguistics +4, Perception +14, Stealth +18, Survival +11, Swim +12
Languages Abyssal, Common, Draconic, Dwarven, Elven
SQ Armor Training 2 (Ex), Prehensile Tail, Tactician () 8 rds (2/day) (Ex)
Combat Gear +1 Dagger, +1 Longbow, Composite (Str +3), +2 Buckler, +2 Longsword, +2 Mithral Armored Coat, Arrows (50), Masterwork Blade Boot; Other Gear Belt of Physical Perfection, +2, Boots of Elvenkind, Cloak of Resistance, +2, Dungeoneering Kit, Headband of Inspired Wisdom, +2, Mirror, small steel, Periscope, Ring of Protection, +2, Spelunking Kit, Spyglass
--------------------
TRACKED RESOURCES
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+1 Dagger - 0/1
Arrows - 0/50
Darkness (1/day) (Sp) - 0/1
Tactician () 8 rds (2/day) (Ex) - 0/2
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SPECIAL ABILITIES
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Armor Focus, Medium Gain DR 1/– in medium armor.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bandit (River Kingdoms): Stealth +1 to Stealth checks, Stealth is always a class skill for you.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.
Grasping Tail Your tail can retrieve small objects on your person as a swift action.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Tactician () 8 rds (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
--------------------
AiredelMarTierra works as part of a team of specialized troops. They all have similar training but tend to vary their skills a bit so that there is more information availble for tactical adjustments.

His prefered tactics are quick and silent. The team generally recons the area, often weeks or even months in advance. They use every possible method of extracting and gaining information so they can be ready for anything.

About a year ago, they were tasked with taking out an infamous villain who masterminded the deaths of thousands by blowing up their city.

By using his abilities, AiredelMarTierra is able to get in and out rather efficiently. Feats such as Stealth Synergy allow the team to work together even when they must be quiet. They prefer to use their darkness and ability to see in the dark whenever possible. Night missions are prefered.

Lookout improves the odds that the entire team is able to strike as a single unit, often before the enemy has a chance to react.

The piece of gear he looks forward to the most is the Ring of Freedom of Movement. That's a little ways off still but once every member of the team has that, they will be the unit that can take on any challenge.


Nicos wrote:
Bob_Loblaw wrote:


Nicos does his in short bullet points (numbered but still bullet points).
i failed my english check, what is a bullet point?

A bullet point is basically a checklist. So instead of writing out long paragraphs like I do, you summarize your points in short sentences.

This is an example of bullet points:

1) Strong, fast
2) Strikes hard, low hit points
3) High AC, decent saves

Out of curiosity, what is your native language?


joeyfixit wrote:

The first level of the character's rocking a 0Dex+1small+1BAB, so... 2? With smite evil, that's +6. Melee? Forget it. Wouldn't even try unless it's the thing she's smiting and she can't get away for some reason. Even then, all damage is going to come at a -3 to her strength roll. AC 17 isn't too shabby for a 1st level character with zilch Dex, though, so after she gets off her one shot per engagement, she'll be Johnny-on-the-spot with her shield, protecting whoever is weakest (probably the wizard).

I figure Tank and Face is really her primary role at level 1. By level 2 she can be healing 1d6x5/day, so we can add combat medic to her roles.

Now, by 14th level, I had calculated (hasted) a +24/+24/+24/+19/+14 with a longbow, in her Eidelon form. Against evil things you can add 8 once per day (assuming she can get her hands on magic weaponry and a headband of Charisma). Of course, that was with a 25 point build and the full 180k+ that a 14th level character's supposed to get. We'll see if I can get through two levels alive by building her up from the beginning.

One thing that can put this character into context: it's for a new PF game at...

That all makes sense. It was how I was seeing things but I wanted to make sure. I think that he will be a perfect addition to the group. Besides, liking pie takes the cake.


Bob_Loblaw wrote:
joeyfixit wrote:

The first level of the character's rocking a 0Dex+1small+1BAB, so... 2? With smite evil, that's +6. Melee? Forget it. Wouldn't even try unless it's the thing she's smiting and she can't get away for some reason. Even then, all damage is going to come at a -3 to her strength roll. AC 17 isn't too shabby for a 1st level character with zilch Dex, though, so after she gets off her one shot per engagement, she'll be Johnny-on-the-spot with her shield, protecting whoever is weakest (probably the wizard).

I figure Tank and Face is really her primary role at level 1. By level 2 she can be healing 1d6x5/day, so we can add combat medic to her roles.

Now, by 14th level, I had calculated (hasted) a +24/+24/+24/+19/+14 with a longbow, in her Eidelon form. Against evil things you can add 8 once per day (assuming she can get her hands on magic weaponry and a headband of Charisma). Of course, that was with a 25 point build and the full 180k+ that a 14th level character's supposed to get. We'll see if I can get through two levels alive by building her up from the beginning.

One thing that can put this character into context: it's for a new PF game at...

That all makes sense. It was how I was seeing things but I wanted to make sure. I think that he will be a perfect addition to the group. Besides, liking pie takes the cake.

She.

Is a girl.

Thanks for the feedback:)


joeyfixit wrote:

She.

Is a girl.

Thanks for the feedback:)

Oops. Can we say I forgot the 's' on the word "he?" :D

Sorry.


For the Air Force tribute I was going to create a pararescue team member. However, I decided to go with a Combat Controller (not the same thing as a controller in Pathfinder).

Here is my first attempt. I may revisit later. I know that ranger/horizon walker is a better choice but I wanted to step back from non-casters for a moment and see what I could do.

Spoiler:

USAF CR 9
Male Asoc Horizon Walker 4 Sorcerer (Wildblooded) 6
LN Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +20
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DEFENSE
--------------------
AC 20, touch 15, flat-footed 17. . (+5 armor, +3 Dex, +2 deflection)
hp 86 (4d10+6d6+30)
Fort +6, Ref +6, Will +7
Immune exhaustion
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OFFENSE
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Spd 30 ft., Sprinter
Melee +2 Spear +12/+7 (1d8+6/20/x3)
Ranged +2 Sling +12/+7 (1d4+5/20/x2)
Sorcerer (Wildblooded) Spells Known (CL 6, +10 melee touch, +10 ranged touch):
3 (4/day) Fly (DC 18)
2 (6/day) Scorching Ray, Mirror Image (DC 17), Invisibility
1 (8/day) Identify, Enlarge Person (DC 16), Endure Elements (DC 16), True Strike (DC 16), Blend (DC 16)
0 (at will) Read Magic (DC 15), Mage Hand, Ghost Sound (DC 15), Detect Magic, Dancing Lights, Prestidigitation (DC 15), Message
--------------------
STATISTICS
--------------------
Str 14/16, Dex 14/16, Con 12/14, Int 18/20, Wis 10/12, Cha 8/10
Base Atk +7; CMB +10; CMD 25
Feats Arcane Armor Training, Endurance, Eschew Materials, Run, Skill Focus: Acrobatics (Focused Study), Skill Focus: Perception (Focused Study), Skill Focus: Survival, Toughness +10
Traits Rice Runner
Skills Acrobatics +23, Climb +8, Concentration: Sorcerer +11, Disable Device +15, Fly +11, Heal +6, Knowledge (Geography) +14, Knowledge (Nature) +11, Perception +20, Spellcraft +16, Stealth +20, Survival +13, Swim +9, Use Magic Device +13
Languages Common, Draconic, Elven, Giant, Gnoll, Orc, Sylvan
SQ Arcane Bolt (1d4+3) (8/day), Magical Linguist (Ex), Metamagic Adept (1/day) (Ex), Sage, Terrain Dominance: Forest (4/day), Terrain Mastery: Desert (1 rds), Terrain Mastery: Forest (1 rds), Terrains: Desert (+4 bonus) (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Mountain (+2 bonus) (Ex)
Combat Gear +2 Leaf Armor, +2 Sling, +2 Spear; Other Gear Belt of Physical Perfection, +2, Headband of Mental Superiority, +2: Disable Device, Ring of Protection, +2, Thieves' tools, masterwork
--------------------
TRACKED RESOURCES
--------------------
+2 Spear - 0/1
Arcane Bolt (1d4+3) (8/day) - 0/8
Metamagic Adept (1/day) (Ex) - 0/1
Terrain Dominance: Forest (4/day) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bolt (1d4+3) (8/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Immune to Exhausted You are immune to the exhausted condition.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist (Ex) +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Run You run faster than normal.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Terrain Dominance: Forest (4/day) Hallucinatory Terrain 4/day (only forests). Treat favored terrain bonus as favored enemy bonus vs. native creatures.
Terrain Mastery: Desert (1 rds) Exhausted becomes Fatigued. Grant allies bonuses within this terrain.
Terrain Mastery: Forest (1 rds) +4 Stealth. Grant allies bonuses within this terrain.
Terrains: Desert (+4 bonus) (Ex) +4 to rolls vs Desert.
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Mountain (+2 bonus) (Ex) +2 to rolls vs Mountain.
--------------------
Usaf is a member of a eugenics program developed by a small cabal of humans that live in harmony with the land.

They are able to survive in nearly any environment at nearly any time. Their primary mission is to be capable of operating in hostile environments, directing air traffic and relaying battle relevant information to pilots and military leaders.

Because Usaf isn't a melee specialist, he has had to find other ways to enhance his abilities. He has always been smart so he figured out how to tap into his inner reserves for some additional boosts. He uses his spells to relay information to units that are not nearby.

If he does get himself into combat, he tries to get out of it quickly. He is able to enhance his ability to hit but he doesn't hit hard. His goal is to help other units, like a small team of tieflings that are far better suited for combat.


I like the AiredelMarTierra one (also, am I wrong or does the name mean Air of Earth-Sea or something similar?). It seems to be focused on overall utility, but has a decent damage output thanks to two-handed Power Attack.

Thanks to Tactician, his loud friends won't get in his way during infiltration and surprise attacks. Which is even better considering his amazing initiative modifier (I think I'm missing something here, it's 4 from Dex, 4 from Impr.Init. Where is the other +3 coming from?)

I particullary love how he carries all types of useful equipment, all of which can be retrieved with his tail. His will save is not very good, even with the Headband of Wisdom and Cloak of Resistance, but that is expected of fighters.

Yeah, I miss Steadfast Determination too...

I can the Survivalist/Info Transmission (or whatever is the correct military term for that) aspect of Usaf (heh, only got that one on the 2nd reading). He really seems like he can survive in all kinds of enviroments.

Toughness could probably be switched for a more powerful feat, but it's not a bad choice. On a gaming level, like most terrain-focused characters, he depends quite a bit on GM's cooperation, but not so much as to be unfeasible, since he chose 3 pretty common terrains, instead of over-specializing in only one. His AC is pretty low, but he's not a front-liner. And can't he use a longbow instead of a sling?

Arcane Strike may put a little more bang on his damage, if he really wants, I know it doesn't mesh well with Arcane Armor, but if he's attacking he doesn't need Arc.Armor, and if he's casting, he doesn't need Arc.Strike.


Lemmy wrote:

I like the AiredelMarTierra one (also, am I wrong or does the name mean Air of Earth-Sea or something similar?). It seems to be focused on overall utility, but has a decent damage output thanks to two-handed Power Attack.

Thanks to Tactician, his loud friends won't get in his way during infiltration and surprise attacks. Which is even better considering his amazing initiative modifier (I think I'm missing something here, it's 4 from Dex, 4 from Impr.Init. Where is the other +3 coming from?)

Tactical Awareness from being a tactician gives him +1/3 levels to his Initiative. He isn't meant to be a high damage dealer. The archetype doesn't actually prevent it but if I stick to the theme, then it certainly makes it harder. If there are 4 or 5 others in the group, all with similar builds (different teamwork feats and slightly different focus on skills), it could be rather scary how efficient at killing they are.

Quote:

I particullary love how he carries all types of useful equipment, all of which can be retrieved with his tail. His will save is not very good, even with the Headband of Wisdom and Cloak of Resistance, but that is expected of fighters.

Yeah, I miss Steadfast Determination too...

I was looking at his Will save and it is an issue. I'm sure I can make some adjustments. First one would be to not use the elite array :)

Quote:

I can the Survivalist/Info Transmission (or whatever is the correct military term for that) aspect of Usaf (heh, only got that one on the 2nd reading). He really seems like he can survive in all kinds of environments.

Toughness could probably be switched for a more powerful feat, but it's not a bad choice. On a gaming level, like most terrain-focused characters, he depends quite a bit on GM's cooperation, but not so much as to be unfeasible, since he chose 3 pretty common terrains, instead of over-specializing in only one. His AC is pretty low, but he's not a front-liner. And can't he use a longbow instead of a sling?

Arcane Strike may put a little more bang on his damage, if he really wants, I know it doesn't mesh well with Arcane Armor, but if he's attacking he doesn't need Arc.Armor, and if he's casting, he doesn't need Arc.Strike.

Toughness is something I was debating over and I was trying to see if I can adjust his spells to increase his AC but because I was getting tired I forgot about that.

He doesn't use a bow because he isn't proficient. I started off making him in Hero Lab and made him an elf. That's one reason he has toughness. Then I decided to give him a custom race. Then I changed my mind and was going to make him a half-orc. I couldn't get Hero Lab to drop the custom race abilities and I didn't want to start over. I probably should have. That or I can drop one racial ability for weapon familiarity.

After I posted it, I started to think that he might work better as a druid or cleric. The higher attack bonus and better weapon selection might be worth it. I also wouldn't have to use two feats to be able to cast spells in the armor.

As for the terrains, in a campaign I would choose whatever is most appropriate. It's hard to build a character in a vacuum sometimes.


How to get the best possible bonus to initiative at 1st level? Here's what I'm toying with making: a level 1 Ifrit rogue w/wildfire heart (+4 to initiative), Improved Initiative (+4), Reactionary (+2), Dex 20 (+5), and...what? Are there any other bonuses you can help me wring out?

He'll also have a trained war dog as a potential flanker. Surprise round/SA, first init/SA (war dog moves in), if he survives future rounds flanking/SA.


For level 1? You may have found pretty much everything. +15 is higher than most characters will be looking at over their careers. There may be an archetype or talent that pushes it higher as you level.


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Here is my US Army tribute. This was the branch I served in and it was hard finding the special forces unit that I wanted to focus on. I settled on Delta Force. I was going to originally name him after one of the actors in the movie Delta Force but I decided that I would rather name him after the founder. Blue Light was the name used for the unit until they were operationally ready when they finally became known as Delta Force.

Spoiler:

BECKWITH CR 9
Male Half-Orc Ninja 10
LN Medium Humanoid (Orc)
Init +3; Senses Darkvision; Perception +18
--------------------
DEFENSE
--------------------
AC 20, touch 14, flat-footed 17. . (+6 armor, +3 Dex, +1 deflection)
hp 93 (10d8+30)
Fort +9, Ref +13, Will +9
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=14)
--------------------
OFFENSE
--------------------
Spd 30 ft., Light Steps
Melee +1 Dagger +10/+5 (1d4+13/19-20/x2) and
. . +1 Shortsword +10/+5 (1d6+9/19-20/x2)
Ranged +1 Shortbow, Composite (Str +4) +9/+4 (1d6+9/20/x3)
Special Attacks Bleeding Attack +5, Crippling Strike, Ki Attack Speed, Sneak Attack +5d6, Sniper's Eye
--------------------
STATISTICS
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Str 16/18, Dex 14/16, Con 14/16, Int 12, Wis 12, Cha 8
Base Atk +7; CMB +11; CMD 25
Feats Alertness, Deadly Aim -2/+4, Endurance (Shaman's Apprentice), Iron Will, Point Blank Shot, Power Attack -2/+4
Skills Acrobatics +16, Bluff +7, Climb +11, Disable Device +18, Disguise +12, Escape Artist +13, Heal +5, Knowledge (Local) +10, Perception +18, Perform (Act) +5, Sense Motive +10, Sleight of Hand +9, Stealth +16, Swim +11 Modifiers Ki Jump (Running Start, 1/2 DC), No Trace +3
Languages Common, Giant, Orc
SQ Fast Stealth (Ex), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Sniper Goggles
Combat Gear +1 Dagger (4), +1 Shortbow, Composite (Str +4), +1 Shortsword, +2 Glamered Mithral Chain Shirt; Other Gear Belt of Physical Perfection, +2, Cloak of Resistance, +3, Ring of Protection, +1, Sniper Goggles, Thieves' tools, masterwork
--------------------
TRACKED RESOURCES
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+1 Dagger - 0/4
Ki Pool (Su) - 0/4
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SPECIAL ABILITIES
--------------------
Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage per round.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance (Shaman's Apprentice) +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start, 1/2 DC) (Su) Jumping is always counted as being at a running start and Jumping DCs are halved.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Disguise and Stealth when you are stationary and not acting.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You don't accidentally poison yourself with blades.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Sniper Goggles The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.

Construction
Requirements Craft Wondrous Item, true strike; Cost 10,000 gp
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
--------------------
Beckwith was raised in a city that had known mostly peace for centuries. He enjoyed a simple life. His brothers and friends would join him when he would go hunting. They really couldn't ask for anything more.

On one of the hunting trips, his brother and closest friend were captured by drow during the day! Beckwith ran back to speak with the council who promptly ignored him. They said that they couldn't take him seriously if he was going to lie about drow attacks during the day.

Beckwith began to study whatever he could so he could get his brother and friend back. As the months went on, more people started to make similar claims. Beckwith had already begun his attacks on small scounting units. Word spread of his abilities and the counsel called for him. They asked if he would help them train a specialized unit to counter the terrorism they were facing. So began Beckwith's Blue Light unit.

The Unit (as they call themselves) focuses on highly adaptable and completely autonomous small teams with a broad array of special skills for direct action and counter-terrorist missions. It takes an average of two years to train someone to meet the needs of the Unit.

At first blush, they don't come across as a threat, which is exactly the plan. Using a combination of skill and equipment, Beckwith is able to use deal high amounts of damage and weaken his enemies. He is able to strike from a hidden location with ease. With his skills he is able to hide in nearly any environment. He can blend in, disappear.

If there is one thing he wants to work on, it's striking first. Because he has yet to master that, he was unable to save his brother and friend when given the opportunity. Both died quickly when he miscalculated his opening attack. The assault didn't kill the captors, who promptly ensured that his mission would fail.


New theme:

Spoiler:

Berk
Male Halfling Monk (Monk of the Empty Hand) 3 Oracle 2
LN Small Humanoid (halfling)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 size, +1 dodge)
hp 29 (5d8)
Fort +6, Ref +9, Will +12
Defensive Abilities Evasion; Resist Tongues (Abyssal)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Club +5 (1d4+3/x2) and
. . Unarmed Strike FoB +3/+3 +4 (1d4/x2)
Special Attacks Flurry of Blows +3/+3 BAB +1, Versatile Improvisation
Oracle Spells Known (CL 2, +4 melee touch, +6 ranged touch):
1 (5/day) Identify, Comprehend Languages, Bless Water (DC 13), Cure Light Wounds (DC 13)
0 (at will) Read Magic, Purify Food and Drink (DC 12), Create Water, Detect Magic, Vigor
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 10, Int 8, Wis 16, Cha 14
Base Atk +3; CMB +3; CMD 19 (21 vs. Grapple)
Feats Catch Off-Guard, Combat Reflexes (4 AoO/round), Deadly Aim -1/+2, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (4/day) (DC 15), Throw Anything
Skills Acrobatics +13, Climb +2, Concentration: Oracle +4, Fly +5, Linguistics +6, Perform (oratory) +9, Profession (cook) +10, Stealth +7 Modifiers Think on It (1/day)
Languages Abyssal, Aquan, Common, Halfling, Ignan, Infernal
SQ AC Bonus +3, Fast Movement (+10'), Fearless, Maneuver Training, Stunning Fist (Stun), Unarmed Strike (1d6)
Combat Gear +1 Club (4); Other Gear Bag of Tricks, Gray (2/day), Cloak of Resistance, +2
--------------------
TRACKED RESOURCES
--------------------
+1 Club - 0/4
Bag of Tricks, Gray (2/day) - 0/2
Stunning Fist (4/day) (DC 15) - 0/4
Think on It (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Fearless +2 morale bonus vs Fear saves.
Flurry of Blows +3/+3 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Stunning Fist (4/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Think on It (1/day) (Ex) Reattempt a failed Knowledge check at +10
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tongues (Abyssal) You can only understand and speak one language in combat.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Versatile Improvisation (Ex) Improvised weapons can change damage type.
--------------------
Berk was born to be a chef! He has practiced his whole life. His favorite dishes include fish, large fish. The problem he runs into is that he gets so excited that he loses control of his speach pattern and switches into a near incomprehensible splattering of words. Because he gets so excited, he tends to throw his utensils and food around a bit too.

He's not that great in an adventure but when it comes to making meals for important people, as long as he isn't expected to talk about it, he does a great job.

His clubs are actually frozen fish.


Sorry this one took so long. It's more than one character. If I'm going to do this theme, I need to make sure I include these guys! There is so much going on with the group that I really can't go into all their tactics. I mentioned a few things for each but since they can all buff each other, it can get really confusing to write everything out.

I will probably do a Sesame Street character as an homage before I get back to more of these guys. I have some ideas for Kermit and Ms Piggy.

Animal:

Animal
Male Muppet Bard (Animal Speaker) 6
CN Medium Monstrous Humanoid
Init +5; Senses Darkvision, Low-Light Vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 51 (6d8+12)
Fort +6, Ref +10, Will +7
Defensive Abilities Stubborn
--------------------
Offense
--------------------
Speed 30 ft., Sprinter
Melee +1 Wooden Stake +2 (1d4+6/x2) and
. . +1 Wooden Stake +2 (1d4+3/x2) and
. . Bite (Bite Helper) -2 (1d3+2/x2)
Special Attacks Bardic Performance (standard action) (16 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Inspire Courage +2, Bite
Bard (Animal Speaker) Spells Known (CL 6, +3 melee touch, +7 ranged touch):
2 (4/day) Cacophonous Call (DC 14), Rage, Summon Nature's Ally II, Blindness/Deafness (DC 14), Blood Rage
1 (5/day) Summon Nature's Ally I, Confusion, Lesser (DC 13), Ear-Piercing Scream (DC 13), Negative Reaction (DC 13), Solid Note
0 (at will) Summon Instrument, Open/Close (DC 12), Know Direction, Ghost Sound (DC 12), Dancing Lights, Prestidigitation (DC 12)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 15, Int 6, Wis 10, Cha 15
Base Atk +4; CMB +5; CMD 18
Feats Bard Weapon Proficiencies, Diehard, Endurance, Power Attack -2/+4, Two-weapon Fighting
Traits Reactionary
Skills Acrobatics +1, Bluff +11, Climb -1, Concentration: Bard +8, Escape Artist +1, Fly +1, Handle Animal +11, Intimidate +11, Perception +9, Perform (comedy) +11, Perform (percussion instruments) +11, Ride +1, Sense Motive +9, Stealth +1, Swim -1
Languages Common
SQ Animal Friend (Cats), Bardic Knowledge +3, Bardic Performance: Attract Rats, 1d3 swarms, Bardic Performance: Soothing Performance, Lore Master (1/day), Nature's Speaker, Summon Nature's Ally, Versatile Comedy +11, Versatile Percussion Instruments +11
Combat Gear +1 Wooden Stake, +1 Wooden Stake, +2 Hide Shirt; Other Gear Cloak of Resistance, +2
--------------------
TRACKED RESOURCES
--------------------
+1 Wooden Stake - 0/1
+1 Wooden Stake - 0/1
Bardic Performance (standard action) (16 rounds/day) - 0/16
Lore Master (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Animal Friend (Cats) +4 to Handle Animal vs chosen kind, start as indifferent & won't attack.
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects.
Bardic Performance: Attract Rats, 1d3 swarms Summon multiple rat swarms that remain for performance duration.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Soothing Performance As Wild Empathy, but use perform with other class' bonus to check.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
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.
Nature's Speaker Can speak with animals of selected kinds at will.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Summon Nature's Ally Add summon spells to your bard spell list.
Versatile Comedy +11 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Percussion Instruments +11 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
--------------------
Animal's vocabulary is generally limited to guttural shouts and monosyllabic grunts, often repeating a few simple phrases. During performances, Animal is usually chained to the drum set, as his musical outbursts are extremely violent.

Floyd seems to be the only person who can, at least partially, control Animal with a few simple commands suggesting dog training.

Animal is also a bit of literal skirt-chaser. He recently chased a female co-ed out of the auditorium, chanting "Woo-maaaan!" after her. He also chases carriages. He has a passion for the impressionist paintings.

At first glance it appears he isn't much for combat but when he is allowed to, he can really get going. He loves yelling "ANIMAL!" when casting solid note and ear-piercing scream. When he gets going, he casts rage or blood rage, both increasing his combat prowess. He sometimes casts blood rage then rage. He doesn't get much out of it, but you can't convince him. You just let him do it. When fully raged, he can have up to a +10 bonus to his Strength.

There is still 3160 gold left in Animal's trust fund.

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

Dr Teeth:

Dr Teeth
Male Muppet Bard (Celebrity) 6
LN Medium Humanoid (goblinoid)
Init -1; Senses Darkvision, Low-Light Vision; Perception +9
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 57 (6d8+18)
Fort +5, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Bite Helper) +5 (1d3+1/x2)
Special Attacks Bardic Performance (standard action) (23 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 16), Bardic Performance: Inspire Competence +2, Bardic Performance: Suggestion (DC 16), Bite
Bard (Celebrity) Spells Known (CL 6, +5 melee touch, +3 ranged touch):
2 (4/day) Cure Moderate Wounds (DC 15), Hold Person (DC 15), Heroism (DC 15), Steal Voice (DC 15)
1 (5/day) Charm Person (DC 14), Cure Light Wounds (DC 14), Ear-Piercing Scream (DC 14), Saving Finale (DC 14)
0 (at will) Summon Instrument, Read Magic, Detect Magic, Dancing Lights, Prestidigitation (DC 13), Message
--------------------
Statistics
--------------------
Str 13, Dex 9, Con 16, Int 10, Wis 10, Cha 17
Base Atk +4; CMB +5; CMD 14
Feats Bard Weapon Proficiencies, Elemental Spell (Electricity), Ensemble, Extra Performance
Skills Appraise +8, Bluff +13, Concentration: Bard +9, Diplomacy +13, Intimidate +11, Perception +9, Perform (keyboard instruments) +11, Perform (sing) +11, Ride +3, Sense Motive +11, Stealth +3, Use Magic Device +11 Modifiers Emissary (1/day), Silver Tongued, Sociable
Languages Common, Goblin
SQ Bardic Knowledge +3, Bardic Performance: Gather Crowd, Famous +2 (SELECT REGION), Versatile Keyboard Instruments +11, Versatile Singing +11, Well Versed

--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (23 rounds/day) - 0/23
Emissary (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Bardic Performance (standard action) (23 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Gather Crowd (Ex) Perform check gathers crowd over d10 rds. Disperses unless engaged.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Suggestion (DC 16) (Sp) Make a Suggestion to one Fascinated creature.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Emissary (1/day) (Ex) Roll twice for Bluff or Diplomacy check, and take the better result.
Ensemble Nearby performers can aid your perform checks
Famous +2 (SELECT REGION) With natives of selected region gain bonus to Diplomacy & Intimidate.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Versatile Keyboard Instruments +11 (Ex) You may substitute the final value of your Perform: Keyboard Instruments skill for Diplomacy or Intimidate checks
Versatile Singing +11 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
--------------------
Dr. Teeth is the keyboard player and gravelly-voiced leader of the band. He is green-skinned and red-haired with, as his name suggests, a large grinning mouth of teeth, including a gold tooth claimed to be fashioned by melting down his gold records. He maintains a scruffy beard, a fur vest, a striped shirt, and a floppy purple top hat. He has arms so long that he needs to pay extra to a tailor to lengthen the sleeves (they are about 10% longer than normal). His introductory lines is: "Golden teeth and golden tones, welcome to my presence." He often misuses long words and mangles verb conjugation.

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

Janice:

Janice
Female Muppet Bard (Chelish Diva) 6
CG Medium Humanoid (goblinoid)
Init +3; Senses Darkvision, Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 51 (6d8+12)
Fort +4, Ref +8, Will +6
Defensive Abilities Costume Proficiency (Medium)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Gladius +5 (1d6+1/19-20/x2)
Special Attacks Bardic Performance (standard action) (18 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 17), Bardic Performance: Inspire Courage +2, Bardic Performance: Suggestion (DC 17), Prima Donna
Spell-Like Abilities Arcane Mark (1/day), Comprehend Languages (1/day), Message (1/day), Read Magic (1/day)
Bard (Chelish Diva) Spells Known (CL 6, +4 melee touch, +7 ranged touch):
2 (4/day) Cure Moderate Wounds (DC 16), Calm Emotions (DC 16), Allegro, Honeyed Tongue
1 (5/day) Moment of Greatness, Unnatural Lust (DC 15), Charm Person (DC 15), Cure Light Wounds (DC 15)
0 (at will) Summon Instrument, Read Magic, Detect Magic, Dancing Lights, Prestidigitation (DC 14), Message
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 15, Int 10, Wis 8, Cha 16/18
Base Atk +4; CMB +4; CMD 17
Feats Bard Weapon Proficiencies, Endurance, Iron Will, Lingering Performance, Spellsong
Skills Acrobatics +12, Bluff +13, Concentration: Bard +10, Diplomacy +14, Escape Artist +7, Knowledge (local) +8, Perception +8, Perform (act) +8, Perform (oratory) +14, Perform (sing) +13, Perform (string instruments) +13, Sense Motive +14
Languages Common
SQ Bardic Performance: Devastating Aria (1d4+6), Famous +2 (PICK APPROPRIATE), Magical Linguist, Versatile Oratory +14, Versatile String Instruments +13
Combat Gear +1 Gladius, +2 Studded Leather; Other Gear Headband of Alluring Charisma, +2
--------------------
TRACKED RESOURCES
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) - 0/1
Bardic Performance (standard action) (18 rounds/day) - 0/18
Comprehend Languages (Magical Linguist) (1/day) (Sp) - 0/1
Message (Magical Linguist) (1/day) (Sp) - 0/1
Read Magic (Magical Linguist) (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Arcane Mark once per day.
Bardic Performance (standard action) (18 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Devastating Aria (1d4+6) (Su) As a standard action, direct a burst of sonically charged words at a creature or object dealing 1d4+6 points of damage to an object or half this damage to a living creature.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 17) (Sp) Make a Suggestion to one Fascinated creature.
Comprehend Languages (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Costume Proficiency (Medium) (Ex) Cast bard spells in medium armor without risk of arcane spell failure.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Famous +2 (PICK APPROPRIATE) With natives of selected region gain bonus to Bluff & Intimidate.
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.
Magical Linguist (Ex) +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Message (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Message once per day.
Prima Donna (Ex) Spend additional round of bardic performance to gain augment other performances.
Read Magic (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Read Magic once per day.
Spellsong Combine spellcasting and bardic performance
Versatile Oratory +14 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile String Instruments +13 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
--------------------
Janice is a lead guitar player. She has blond hair, big eyelashes and lips, and usually wears a brown hat with a turquoise gem and a feather. Though she regularly performed vocals, she doesn't sing lead often. She enjoys acting as well.

This flower girl was involved with Zoot for about a year, but paired up with Floyd Pepper shortly after.

Janice tends to continue speaking when the rest of the group has gone quiet. Janice would be the last one still talking, on a topic with no apparent connection to the situation. She has been caught saying "So I told him 'Look, buddy, I don't take my clothes off for anybody, even if it is artistic,' and... Oh". and "Look, Mother. It's my life. OK. So if I want to live on a beach and walk around naked... Oh".

She isn't a combatant. She detests the violence. However, she isn't above giving a boost to Animal when the time comes to let him loose.

She still have 5510 gold left in her purse.

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

Lips:

Lips
Male Muppet Bard (Arcane Duelist) 6
NG Medium Humanoid (goblinoid)
Init +2; Senses Darkvision; Perception +8
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 45 (6d8+6)
Fort +6, Ref +10, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Longsword +7 (1d8+15/19-20/x2)
Ranged +1 Longbow, Composite (Str +4) +7 (1d8+7/x3)
Special Attacks Bardic Performance (standard action) (16 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 15), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +2
Bard (Arcane Duelist) Spells Known (CL 6, +6 melee touch, +6 ranged touch):
2 (4/day) Cure Moderate Wounds (DC 14), Heroism (DC 14), Blur (DC 14), Gallant Inspiration (DC 14)
1 (5/day) Moment of Greatness, Cure Light Wounds (DC 13), Timely Inspiration (DC 13), Unprepared Combatant (DC 13)
0 (at will) Summon Instrument, Read Magic, Detect Magic, Prestidigitation (DC 12), Message, Spark (DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 8, Cha 15
Base Atk +4; CMB +8; CMD 20
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Disruptive, Endurance, Power Attack -2/+4, Weapon Focus (Longsword)
Skills Acrobatics +10, Climb +9, Concentration: Bard +8, Escape Artist +7, Fly +1, Perception +8, Perform (wind instruments) +11, Ride +1, Stealth +10, Swim +3, Use Magic Device +11 Modifiers Gregarious
Languages Common
SQ Arcane Bond - Weapon (1/day), Bardic Performance: Bladethirst (+1), Bardic Performance: Rallying Cry
Combat Gear +1 Buckler, +1 Longbow, Composite (Str +4), +1 Longsword, +2 Chain Shirt; Other Gear Cloak of Resistance, +2
--------------------
TRACKED RESOURCES
--------------------
Arcane Bond - Weapon (1/day) - 0/1
Bardic Performance (standard action) (16 rounds/day) - 0/16
--------------------
Special Abilities
--------------------
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 (standard action) (16 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+1) (Sp) Enhance weapons.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (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: 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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Gregarious (Ex) Successful Diplomacy check causes target to take a -2 penalty vs further CHA skills for 24 hr.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------
Lips plays the trumpet. He has a yellow Afro, goatee, and a permanent squint. Lips is the muscle in the group. He and Animal are the two The Electric Mayhem like to buff and send into combat.

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

Sgt Floyd Pepper:

Sgt Floyd Pepper
Male Muppet Bard (Court Bard) 6
NG Medium Humanoid (goblinoid)
Init +8; Senses Darkvision, Low-Light Vision; Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 33 (6d8)
Fort +4, Ref +8, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Greataxe +5 (1d12+11/x3)
Special Attacks Bardic Performance (standard action) (16 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 15), Bardic Performance: Suggestion (DC 15)
Bard (Court Bard) Spells Known (CL 6, +4 melee touch, +6 ranged touch):
2 (4/day) Daze Monster (DC 14), Cure Moderate Wounds (DC 14), Heroism (DC 14), Blur (DC 14)
1 (5/day) Cure Light Wounds (DC 13), Forced Quiet (DC 13), Tap Inner Beauty, Vocal Alteration (DC 13)
0 (at will) Summon Instrument, Read Magic, Detect Magic, Dancing Lights, Prestidigitation (DC 12), Message
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 10, Wis 12, Cha 15
Base Atk +4; CMB +6; CMD 18
Feats Bard Weapon Proficiencies, Endurance, Improved Initiative, Power Attack -2/+4, Prodigy (Perform [oratory], Perform [string instruments])
Traits Adopted, Forlorn, Reactionary
Skills Acrobatics +11, Bluff +13, Concentration: Bard +8, Diplomacy +13, Handle Animal +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +8, Perception +10, Perform (oratory) +13, Perform (sing) +11, Perform (string instruments) +13, Ride +6, Sense Motive +13, Stealth +6 Modifiers Silver Tongued, Sociable
Languages Common
SQ Bardic Performance: Mockery -2, Bardic Performance: Satire -2, Heraldic Expertise +3 (2/day), Versatile Oratory +13, Versatile String Instruments +13, Well Versed, Wide Audience (+0 targets / 30' radius / 60' cone)
Combat Gear +1 Buckler, +2 Greataxe, +2 Studded Leather; Other Gear Cloak of Resistance, +1
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (16 rounds/day) - 0/16
Heraldic Expertise +3 (2/day) (Ex) - 0/2
--------------------
Special Abilities
--------------------
Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Mockery -2 (Su) Target takes penalties to Charisma checks and skills.
Bardic Performance: Satire -2 (Su) Inflict penalties to attack, damage, save vs. fear and charm.
Bardic Performance: Suggestion (DC 15) (Sp) Make a Suggestion to one Fascinated creature.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Heraldic Expertise +3 (2/day) (Ex) You add half your bard level to Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prodigy (Perform [oratory], Perform [string instruments]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Versatile Oratory +13 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile String Instruments +13 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Wide Audience (+0 targets / 30' radius / 60' cone) (Su) Bardic performance abilities may affect +0 targets or a 30'radius or a 60' cone.
--------------------
Sgt. Floyd Pepper is the bass player. A laid back "hipster" with a pink body and long orange hair, he usually wore a green army cap, or sometimes, while in the pit, a slightly fancier cap of stiffer, glittery material, and a red uniform with epaulets and ornate gold braid on the buttons. He also plays his bass left-handed.

Floyd is the most cynical member of the band. He observes his fellow performers' backstage antics and pratfalls with great amusement and is not above outright laughing at them. He's also somewhat arrogant, referring to himself as "one real cool dude" and "The hippest of the hip! I mean I have a room for life at the home of the chronically groovy!".

Although Dr. Teeth is the leader, Floyd is the one who sings lead most often. He has a close relationship with Janice, and is Animal's handler.

Floyd claims to consider himself an excellent songwriter but, with no apparent contradiction, admits that everyone hates his music. Not that he blames them. "If I didn't know I was a genius," he once declared, "I wouldn't listen to the trash I write."

His greataxe is custom made to look like a bass guitar. (I don't know or care if there is such a thing in Golarion, there is for these characters!). Being the lead singer in a party of bards means that there are plenty of people to boost his capabilities. That and he has a rabid drummer who listens to him (most of the time).

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

Zoot:

Zoot
Male Muppet Bard 6
CG Medium Humanoid (goblinoid)
Init -1; Senses Low-Light Vision; Perception +12
--------------------
Defense
--------------------
AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 33 (6d8)
Fort +2, Ref +4, Will +8
Defensive Abilities Resistant
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Gladius +5 (1d6+1/19-20/x2)
Ranged +1 Crossbow, Light +4 (1d8+1/19-20/x2)
Special Attacks Bardic Performance (standard action) (17 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 16), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +2, Bardic Performance: Suggestion (DC 16)
Bard Spells Known (CL 6, +4 melee touch, +3 ranged touch):
2 (4/day) Cure Moderate Wounds (DC 15), Enthrall (DC 15), Heroism (DC 15), Suggestion (DC 15)
1 (5/day) Moment of Greatness, Cure Light Wounds (DC 14), Chord of Shards (DC 14), Invigorate (DC 14)
0 (at will) Summon Instrument, Read Magic, Ghost Sound (DC 13), Detect Magic, Prestidigitation (DC 13), Message
--------------------
Statistics
--------------------
Str 11, Dex 7/9, Con 10, Int 14, Wis 17, Cha 16
Base Atk +4; CMB +4; CMD 13
Feats Bard Weapon Proficiencies, Endurance, Extra Performance (Perform (wind instruments)), Harmonic Spell, Lingering Performance, Skill Focus (Perform [wind instruments]) (Focused Study), Spellsong
Skills Concentration: Bard +9, Diplomacy +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +6, Perception +12, Perform (dance) +10, Perform (wind instruments) +15, Ride +3, Sense Motive +8, Spellcraft +10, Stealth +3 Modifiers Sociable
Languages Celestial, Common, Dwarven, Elven
SQ Bardic Knowledge +3, Lore Master (1/day), Well Versed
Combat Gear +1 Crossbow, Light, +1 Gladius, +2 Leaf Armor; Other Gear Belt of Incredible Dexterity, +2, Pipes of the Sewers
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (17 rounds/day) - 0/17
Extra Performance (Perform (wind instruments)) - 0/6
Lore Master (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (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: Suggestion (DC 16) (Sp) Make a Suggestion to one Fascinated creature.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Extra Performance (Perform (wind instruments)) +6 rounds/day of Bardic Performance.
Harmonic Spell Casting spells extends duration of bardic performance
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.
Resistant (Ex) +2 to save vs poison and mind-affecting effects.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Spellsong Combine spellcasting and bardic performance
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
--------------------
Zoot is a green (sometimes blue), balding saxophone player with dark glasses and a high-crowned blue felt hat, and was generally a laid-back fellow of few words. He is a a burned-out, depressed 50-year old musician, He mainly communicates through his playing rather than by speaking.

Being the oldest, he has seen the most. The others seek him out for information. He certainly knows what he's talking about.

Again, he's not a great combatant but what he can do is make sure that everyone else knows what's going on at all times. On a side note, his leaf armor has a unique smell and has been known to make others a bit hungry.


Here is Count von Count. He counts...a lot. He likes to summon creatures just to count them.

Spoiler:

Count von Count CR 6
XP 2400
Male Muppet Summoner (Master Summoner) 5
LE Medium Undead (augmented humanoid, human)
Init +8; Senses Darkvision, Low-Light Vision; Perception +16
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+4 Dex, +7 natural, +1 dodge)
hp 58 (5d8+25); Fast Healing 5
Fort +5, Ref +7, Will +5
Defensive Abilities Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10
Weakness Vampire Weaknesses
--------------------
Offense
--------------------
Speed 30 ft.
Melee Slam (Vampire) +7 (1d4+6/x2)
Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Dominate (DC 14), Energy Drain (2 levels) (DC 14)
Spell-Like Abilities Summoning Mastery III (10/day)
Summoner (Master Summoner) Spells Known (CL 5, +7 melee touch, +7 ranged touch):
2 (3/day) Haste (DC 16), Summon Monster II, Blur (DC 16)
1 (5/day) Summon Monster I, Unseen Servant, Ventriloquism (DC 15), Summon Minor Monster
0 (at will) Open/Close (DC 14), Read Magic, Mending, Mage Hand, Detect Magic, Message
--------------------
Statistics
--------------------
Str 18, Dex 19, Con -, Int 20, Wis 12, Cha 18
Base Atk +3; CMB +7; CMD 22
Feats Alertness, Augment Summoning, Combat Reflexes (5 AoO/round), Dodge, Extra Summons, Improved Initiative, Lightning Reflexes, Skill Focus (Knowledge [engineering]) (Focused Study), Summon Defenders, Superior Summoning, Toughness +5
Skills Appraise +10, Bluff +12, Concentration: Summoner +9, Diplomacy +9, Fly +12, Knowledge (engineering) +16, Linguistics +13, Perception +16, Sense Motive +11, Stealth +12, Survival +6
Languages Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal
SQ Change Shape (dire bat or wolf, beast shape II), Eidolon Link, Gaseous Form, Lesser Eidolon, Life Link, Shadowless, Share Spells with Eidolon, Spider Climb

--------------------
TRACKED RESOURCES
--------------------
Children of the Night (1/day) (Su) - 0/1
Summoning Mastery III (10/day) (Sp) - 0/10
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dominate (DC 14) (Ex) As Dominate Person spell, takes standard action.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Energy Drain (2 levels) (DC 14) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Summoning Mastery III (10/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster
Superior Summoning When summoning more than one creature, summon an extra one
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
--------------------
The Count has a love of counting (arithmomania); he will count anything and everything, regardless of size, amount, or how much annoyance he is causing others.

His favorite number is 230, which is referring to the time 2:30. The Count mentions 2:30 at any chance he can get and often makes jokes about it.

The Count lives in an old, cobweb-infested castle which he shares with many bats. Sometimes he counts them. Some of the pet bats are named, including Grisha, Misha, Sasha, and Tatiana. He has a cat, Fatatita, as well. Sometimes he counts her. He also drives a special car designed in the features of a bat, named the Countmobile.

The Count has been shown with a number of girlfriends. They have included Countess von Backwards who counts backwards; Countess Dahling von Dahling, and one simply named "The Countess". The von Count family also includes an unnamed brother and mother as well as an Uncle Uno and grandparents.

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

Eidolon
Serpentine
LE Medium Outsider
Init +3; Senses Darkvision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 Dex, +4 natural, +1 dodge)
hp 12 (+2)
Fort +1, Ref +6, Will +3
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 20 ft., Climbing (20 feet)
Melee Bite (Bite) +3 (1d6+1/x2) and
. . Tail Slap (Tail Slap) -2 (1d6/x2)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +3; CMD 17 (can't be Tripped)
Feats Dodge
Skills Acrobatics +5, Climb +9, Escape Artist +5, Perception +5, Stealth +8 Modifiers Tail
Languages Common
SQ Undead Appearance +2

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Undead Appearance +2 An eidolon appears as an undead creature, and mimics some of an undead creature's abilities and weaknesses. Negative energy heals the eidolon, and positive energy (including a cleric's channel energy ability) harms it. Spells and effects that target


Is anyone still reading this thread? Should I change themes? I have plenty more ideas. I just don't want to post if no one is going to enjoy them.


Sorry, I missed the last few posts.

And forgot to check the thread since it appear on the front page.

I can't say much about the Muppet characters. I didn't watch the show growing up, so I don't know how faithful these builds are to the orginal characters. I'll try and check them more carefully, so I can at least comment on their in-game playability.

Beckwith seems cool, but Power Attack/Deadly Aim are not that good for a medium-BAB class without means of self buffing. I know you enjoy diversifying classes but this one really seems like it'd benefit more from the Ranger class, or at least a somewhat different feat selection; Rapid Shot and Manyshot would be a lot more useful for Sneak Attack.


I tried a 3 horseman of Apocalypse NPCs with the 4th member being a sythesist-mount.

The sysnthesist is a weird class for me that is why i have not finished the NPC party.

@Bob
I would like to see how you build an all-martial party that fills most posibles Pc roles.


Lemmy wrote:

Sorry, I missed the last few posts.

And forgot to check the thread since it appear on the front page.

I can't say much about the Muppet characters. I didn't watch the show growing up, so I don't know how faithful these builds are to the orginal characters. I'll try and check them more carefully, so I can at least comment on their in-game playability.

Beckwith seems cool, but Power Attack/Deadly Aim are not that good for a medium-BAB class without means of self buffing. I know you enjoy diversifying classes but this one really seems like it'd benefit more from the Ranger class, or at least a somewhat different feat selection; Rapid Shot and Manyshot would be a lot more useful for Sneak Attack.

The Muppets were an idea a friend gave me. I loved the idea and I was planning on doing some more like the professor and Beaker but I have shifted to something more interesting and time consuming for me. It's still themed builds, it's just requiring actually researching some things first.

Beckwith was hard to come up with a class because I didn't really know where to put Delta Force. I ended up with ninja because I didn't want to deal with animal companions or spells. My thought process was that a team of 4 to 6 of these guys could do some serious damage quickly in the first round. I was figuring that flanking and lack of Dexterity could make all the difference. With the sniper goggles he can deal 1d4+5d6+24 +5 Bleed within 30 feet with a dagger (I love the idea of throwing the dagger like that).

That's one thing I really like about concepts over builds. There are many ways to get to the same destination. The other reason I didn't go with ranger was because ranger is an actual special forces unit and I didn't want to use them to represent Delta Force.


Nicos wrote:

I tried a 3 horseman of Apocalypse NPCs with the 4th member being a sythesist-mount.

The sysnthesist is a weird class for me that is why i have not finished the NPC party.

If it makes you feel any better, there are a lot of people, myself included, that finds it weird and hard to work with.

Quote:

@Bob

I would like to see how you build an all-martial party that fills most posibles Pc roles.

I can try. Keep in mind that all-martials can be hard because there are some things they just can't do. Healing is easy (paladin) and skills are easy (diversity in the party and use ranger or monk). It's the arcane versatility that is harder.

What are the roles you see in a party? Maybe that will help me with build ideas.


Bob_Loblaw wrote:


Quote:

@Bob

I would like to see how you build an all-martial party that fills most posibles Pc roles.

I can try. Keep in mind that all-martials can be hard because there are some things they just can't do. Healing is easy (paladin) and skills are easy (diversity in the party and use ranger or monk). It's the arcane versatility that is harder.

What are the roles you see in a party? Maybe that will help me with build ideas.

i mean a functionally party for the most situations posible.


1 person marked this as a favorite.

Incidentally i am DMing red hand of doom to a party consiting of a barbarian, spell-less paladin, ranger (switch hitter), magus (kensai, so dimished spellcasting), gunslinger and a rogue.

I have to say that the concept of no full casters is interesting, I like to see how the party handle situations using mostly mundane methods but i am afraid that there could be parts of the module taht can no be overcome without heavy spellcasting abilities.


Magic is integral to the game. The trick is knowing when you absolutely must use it. There are situations where you have little choice. Hopefully the ranger and magus are able to step up a bit more than they expected and hopefully the rogue is using magic devices well enough.


I supose this is just a standar rogue build, but i made it for other thread so here it is

Spoiler:
Tiefling

Rogue (Scout ) 10

Str 8
Dex 24
Con 14
Int 14
Wis 14
Cha 8

Initiative: +11; perception: +15 ( Darkvision)
--------------------------------------------------------------------------- ------------------------
AC: 26
Touch AC: 19
FF AC: 19

Fort +9
REf +17 (plus evasion)
Will +11

CMD: 25

cold resistance 5, electricity resistance 5, and fire resistance 5.
--------------------------------------------------------------------------- -------------------------
Attack: +16/+11 (1d4+8 18-20/x2)

Or

+14/+14/+9/+9 (1d4+8 18-20/x2)

CMB: +6

--------------------------------------------------------------------------- --------------------------
Traits
+1 will, +1 Fort.

1. TWf, SA +1d6
2. Rogue finesse(weapon finessse), Evasion, trapfinding
3. Weapon focus (kukri), SA 21d6
4. Combat trick (Improved initiative)
5. Iron will, SA +3d6
6. Ofensive defense
7. Dodge, SA +4d6
8. Ninja trick (Wall climber)
9. ITWF, SA +5d6, trap sense +3
10. crippling strike

Skills
Perception +15
Acrobatics +25
Stealth +22
Bluff +14
DIplomacy +12
Disable device +20
Sense motive +15
Umd +11
Survival +10
Swim +7
Sleight of hands +20

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

--------------------------------------------------------------------------- ------------
+1 Agile kukri x2 (16k), Cloak of resistance +3 (9K), +3 mirthil Chainshirt (10K), Belt of Dex +4 (16 k),

Amulet of NAt armor +1 (2K), Ring of protection +1 (2K), Wand of cure light wounds (0,75 K), Boots of

elvenkind (2,5 K), handy havershack (2K).


Bob_Loblaw wrote:
Magic is integral to the game. The trick is knowing when you absolutely must use it. There are situations where you have little choice. Hopefully the ranger and magus are able to step up a bit more than they expected and hopefully the rogue is using magic devices well enough.

Heh, a magus in a "all martial" band feels a bit like cheating... 6 levels of prepared arcane casting (even if mostly focused on combat) is pretty much a caster for me. (He even gets access to wizard spells!)

There is a ranger archetype that is allowed to cast spontaneouly all spells he knows, which is his entire spell list, as long as he is in one of his favorite terrains, Spirit Ranger, I believe, and another archetype that can prepare any one druid spell per day in place of a ranger spell of same level, so that can help improve the party versatility.

UMD may be cheating, but it's allowed cheating, since that's the whole point of the skill...

Paladin, Ranger, Barbarian and Ninja would be my choice for an "all martial" party.

Edit: Also, Zamir's idea of using the Half-Elf "Arcane Training" alternate racial trait to abuse wands could be of great help.


somebody should do a list of all the builds i do not remember what ideas i already used ~_~


I think i like this one

Spoiler:
Dwarf
Maneuver master 2/ Lore warden 10

Str 7
Dex 24
Con 14
Int 14
Wis 16
Cha 5

================defenseive================================================= =============
AC= 28
Touch AC= 20
FF AC = 20

Saves
Fort +16 (+20 against spells and SLA)
Ref +18 (+22 against spells and SLA)
Will +14 (+18 against spells and SLA)

==========Offensive======================================================== ==============
Agile Whip ( 18 K): +26/+21/+16 (1d6+14)

or

Unarmed strike : +24/+19/+14 (1d3+11)

CMB:
Trip= +38
Disarm = + 29
Grapple= +35
Dirty Trick = +33
Drag = +29
Steal= +29
==================Traits, feats, Skills====================================================
Traits
Whip as wepon proficiency; +1 to will

1. Improved dirty Trick, Improved unarmed strike, Weapon finesse, Flurry of maneuvers
2. Improved Trip,
3. Steel soul, Weapon Focus (Whip)
4. Combat expertise, Greater dirty trick
5. Furys Fall
6. Whip mastery
7. Iproved whip mastery
8. Greater whip mastery.
9. Improved grapple
10. Combat reflexes
11. Lunge
12. Greater grapple.

Skills:

Swim +7
Climb +7
Perception +17
Stealth +22
Acrobatics +22
Knowledge (arcana) +17
Knowledge (dungeonering) +17

=====================gear================================================== =======
+2 Agile Whip ( 18 K), +4 Cloak of resistance (16 K), Gloves of dueling (15 K), +5 Brawler Mithal chain mail

(26 K), +4 Belt of Dex (16 K), Agile AoMF (5K), Muleback chord (1K)


I'm sorry I haven't posted any builds lately. I'm working on a huge conversion and I need to work up a back story for them all. I'm just over half way through. It's taking a lot of work to get the feel right for each one. They aren't going to be perfect but there should be something recognizable in each of them.

Spoiler:

Did you really think I would give it away!

Some of these builds will contain stuff from 3pp materials. I will try to remember that when I post them but I may not. As always, ask questions and I can provide answers.

I'm hoping to get it done by the end of the week but it may take a little longer.


I am running out of ideas, somebody have a good idea fo fighter (or ranger/barbarian/rogue or any martial class and/or multiclass)??


Nicos wrote:

I am running out of ideas, somebody have a good idea fo fighter (or ranger/barbarian/rogue or any martial class and/or multiclass)??

What do you want from the build?


There are currently 43 members of the Protectors Of The Universe’s Sentients. To be a member, one must be nominated and a consortium of 535 delegates must vote. If a majority agrees that you bring a valued set of talents, you are granted membership. In the beginning, there were fewer delegates but as time has gone on and as the area they protect has grown, so has the number of delegates. Only one has ever been voted in unanimously, and that is George Washington.

The requirements to becoming a Protector of the Universe’s Sentients are:
1) You must be at least middle age
2) You must be a natural born member of your race.
3) You must have been a defender of sentient races for at least 14 years
4) You must have a majority of the Consortium vote in the affirmative for your acceptance

Once a member, you are granted immortality. You can never die of old age, and once you are a member you no longer accrue age penalties. You can also call upon the wisdom and knowledge of any other member of the Protectors. They are not required to answer but your request will be heard.

As a member, you are expected to work for the common good of all sentient beings. You have the obligation to intervene whenever you see sentient beings being oppressed according to these rights:

1) Freedom of expression. Each being is allowed to freely practice their faith within the confines of the governmental regulations put forth.
2) Every being has a right to defend itself according to the laws of the land.
3) A being’s home is its castle. No being should ever have his home taken by another without just cause.
4) A being should be free to be itself so long as it does not impose its will upon another.
5) A being shall be subject to the laws of its own people before the laws of another.
6) A being shall be given justice according to the laws of its people. The laws must be as clear as possible so that all beings shall be judged fairly.
7) One’s property shall not be taken by force without just cause and whenever possible, reasonable compensation shall be given.
8) Unusual or excessive punishments shall not be permitted.
9) These rights shall not be applied equally but instead they shall be applied accordingly to the laws of each being’s lands.
10) The Protectors are not permitted to interfere with the rights of the various cultures unless any of the previous rights are being violated.

Each Protector is detailed below.


Spoiler:

George Washington
Male Angel-Blooded Aasimar (Angelkin) Paladin 16
LG Medium Outsider (native)
Init +0; Senses Darkvision; Perception +20
--------------------
Defense
--------------------
AC 30, touch 10, flat-footed 30 (+14 armor, +6 shield)
hp 116 (16d10+16)
Fort +18, Ref +12, Will +23
Immune charm, fear, disease; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft., Flight (20 feet, Poor)
Melee Heavy Shield Bash +15/+10/+5/+0 (1d4+14/x2) and
. . +5 Bane (Plants) Adamantine Battleaxe +20/+15/+10/+5 (1d8+19/x3)
Special Attacks Aura of Faith, Smite Evil (6/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 13, 15 melee touch, 16 ranged touch):
4 (2/day) Cure Serious Wounds (DC 21), Bestow Grace of the Champion
3 (4/day) Discern Lies (DC 20), Remove Curse (DC 20), Cure Moderate Wounds (DC 20), Deadly Juggernaut
2 (5/day) Weapon of Awe (DC 19), Weapon of Awe (DC 19), Zone of Truth (DC 19), Zone of Truth (DC 19), Holy Shield
1 (5/day) Divine Favor, Cure Light Wounds (DC 18), Bless Weapon, Bless Weapon, Hero's Defiance
--------------------
Statistics
--------------------
Str 15/19, Dex 7/11, Con 9/13, Int 12, Wis 16/22, Cha 18/24
Base Atk +16; CMB +20; CMD 30
Feats Acrobatic, Alertness, Channel Force, Fearless Aura, Flyby Attack, Improved Channel Force, Persuasive, Power Attack -5/+10
Skills Acrobatics -2, Climb +0, Concentration: Paladin +20, Diplomacy +24, Escape Artist -4, Fly +9, Heal +8, Intimidate +9, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nobility) +8, Perception +20, Profession (farmer) +10, Profession (soldier) +10, Ride -4, Sense Motive +15, Stealth -4, Swim +0
Languages Celestial, Common, Elven
SQ Aura of Courage +6 (20' radius), Aura of Good, Aura of Justice (10' radius), Aura of Resolve +6 (10' radius), Divine Weapon +4 (16 minutes) (3/day), Lay on Hands (8d6) (15/day), Mercy: Diseased, Mercy: Frightened, Mercy: Paralyzed, Mercy: Shaken, Mercy: Stunned, Paladin Channel Positive Energy 8d6 (7/day) (DC 25)
Combat Gear +4 Fortification, Moderate Shield, Heavy Steel, +5 Bane (Plants) Adamantine Battleaxe, +5 Mithral Full Plate; Other Gear Belt of Physical Perfection, +4, Headband of Mental Prowess, WIS & CHA +6
--------------------
TRACKED RESOURCES
--------------------
Divine Weapon +4 (16 minutes) (3/day) (Sp) - 0/3
Lay on Hands (8d6) (15/day) (Su) - 0/15
Paladin Channel Positive Energy 8d6 (7/day) (DC 25) (Su) - 0/7
Smite Evil (6/day) (Su) - 0/6
--------------------
Special Abilities
--------------------
Aura of Courage +6 (20' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (10' radius) (Su) You may expend two uses of your Smite Evil ability to allow your allies within aura to Smite evil, using your bonuses.
Aura of Resolve +6 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Channel Force Use channel to push or pull a single foe up to 5 feet for every 2d6 of damage.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Weapon +4 (16 minutes) (3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Flight (20 feet, Poor) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Improved Channel Force When using channel force, you can affect all creatures in a 60 foot line or 30 foot cone.
Lay on Hands (8d6) (15/day) (Su) You can heal 8d6 damage, 15/day
Mercy: Diseased (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy: Frightened (Su) When you use your lay on hands ability, it also removes the frightened condition.
Mercy: Paralyzed (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy: Stunned (Su) When you use your lay on hands ability, it also removes the stunned condition.
Paladin Channel Positive Energy 8d6 (7/day) (DC 25) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Smite Evil (6/day) (Su) +7 to hit, +16 to damage, +7 deflection bonus to AC when used.

Spoiler:

John Adams
Male Traveller Gnome Bard (Court Bard) 8
NG Small Humanoid (gnome)
Init +0; Senses Low-Light Vision; Perception +14
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 21 (+5 armor, +4 shield, +1 size, +1 natural)
hp 27 (8d8-16)
Fort +2, Ref +8, Will +9
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +2/-3 (1d3-1/x2) and
. . +2 Longsword +8/+3 (1d6+1/19-20/x2)
Ranged +1 Crossbow, Light +8/+3 (1d6+1/19-20/x2)
Special Attacks Bardic Performance (move action) (23 rounds/day), Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (3 targets) (DC 19), Bardic Performance: Suggestion (DC 19)
Spell-Like Abilities Arcane Mark (1/day), Comprehend Languages (1/day), Message (1/day), Read Magic (1/day)
Bard (Court Bard) Spells Known (CL 8, +6 melee touch, +7 ranged touch):
3 (3/day) Cure Serious Wounds (DC 18), Haste (DC 18), Good Hope
2 (5/day) Cure Moderate Wounds (DC 17), Calm Emotions (DC 17), Blistering Invective, Honeyed Tongue
1 (6/day) Moment of Greatness, Share Language (DC 16), Cure Light Wounds (DC 16), Liberating Command, Recharge Innate Magic
0 (at will) Read Magic, Know Direction, Mage Hand, Detect Magic, Prestidigitation (DC 15), Message
--------------------
Statistics
--------------------
Str 9, Dex 11, Con 7, Int 14, Wis 12, Cha 20
Base Atk +6; CMB +4; CMD 14
Feats Bard Weapon Proficiencies, Leadership (Base Score 13), Lingering Performance, Prodigy (Perform [oratory], Profession [farmer]), Skill Focus (Perform [oratory])
Skills Acrobatics -1, Bluff +9, Climb -2, Concentration: Bard +13, Diplomacy +21, Escape Artist -1, Fly +1, Intimidate +9, Knowledge (geography) +13, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nobility) +17, Linguistics +13, Perception +14, Perform (comedy) +9, Perform (oratory) +21, Profession (farmer) +9, Ride -1, Sense Motive +21, Spellcraft +13, Stealth +3, Survival +7, Swim -2
Languages Abyssal, Catfolk, Celestial, Common, Draconic, Drow Sign Language, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Infernal, Orc, Sahaugin, Shadowtongue, Sylvan, Treant, Undercommon
SQ Bardic Performance: Glorious Epic (DC 19), Bardic Performance: Mockery -3, Bardic Performance: Satire -2, Heraldic Expertise +4 (2/day), Magical Linguist, Versatile Comedy +9, Versatile Oratory +21, Well Versed, Wide Audience (+0 targets / 30' radius / 60' cone)
Combat Gear +1 Crossbow, Light, +2 Longsword, +2 Shield, Heavy Wooden, +2 Studded Leather; Other Gear Amulet of Natural Armor +1, Cloak of Resistance, +2, Field Scrivener's Desk (1/day), Handy Haversack (2 @ 13.36 lbs)
--------------------
TRACKED RESOURCES
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) - 0/1
Bardic Performance (move action) (23 rounds/day) - 0/23
Comprehend Languages (Magical Linguist) (1/day) (Sp) - 0/1
Field Scrivener's Desk (1/day) - 0/1
Heraldic Expertise +4 (2/day) (Ex) - 0/2
Message (Magical Linguist) (1/day) (Sp) - 0/1
Read Magic (Magical Linguist) (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Arcane Mark once per day.
Bardic Performance (move action) (23 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (3 targets) (DC 19) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Glorious Epic (DC 19) (Su) Enemies within 30' are flat-footed.
Bardic Performance: Mockery -3 (Su) Target takes penalties to Charisma checks and skills.
Bardic Performance: Satire -2 (Su) Inflict penalties to attack, damage, save vs. fear and charm.
Bardic Performance: Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature.
Comprehend Languages (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Heraldic Expertise +4 (2/day) (Ex) You add half your bard level to Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks.
Leadership (Base Score 13) You attract loyal companions and devoted followers.
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.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Message (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Message once per day.
Prodigy (Perform [oratory], Profession [farmer]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Read Magic (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Read Magic once per day.
Versatile Comedy +9 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Oratory +21 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Wide Audience (+0 targets / 30' radius / 60' cone) (Su) Bardic performance abilities may affect +0 targets or a 30'radius or a 60' cone.

Spoiler:

Thomas Jefferson
Male Human Wizard 16
LN Medium Humanoid (human)
Init +4; Senses Perception +21
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 28 (+8 armor, +5 natural, +5 deflection)
hp 82 (16d6+16)
Fort +11, Ref +10, Will +20
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 16, 7 melee touch, 8 ranged touch):
8 (3/day) Moment of Prescience, Polymorph Any Object (DC 27), Summon Monster VIII
7 (4/day) Limited Wish, Teleport, Greater, Fly, Mass (DC 26), Fly, Mass (DC 26)
6 (4/day) Contingency, Antimagic Field, Disintegrate (DC 25), Disintegrate (DC 25)
5 (6/day) Overland Flight, Hold Monster (DC 24), Hold Monster (DC 24), Dominate Person (DC 24), Teleport, Teleport
4 (10/day) Scrying (DC 23), Scrying (DC 23), Scrying (DC 23), Enervation, Enervation, Enervation, Secure Shelter, Telekinetic Charge, Telekinetic Charge, Telekinetic Charge
3 (6/day) Blood Biography (DC 22), Displacement (DC 22), Displacement (DC 22), Clairaudience/Clairvoyance, Clairaudience/Clairvoyance, Fly (DC 22)
2 (6/day) See Invisibility, See Invisibility, Blur (DC 21), Hidden Knowledge, Hidden Knowledge, Embrace Destiny
1 (7/day) Enlarge Person (DC 20), Protection from Evil (DC 20), Protection from Chaos (DC 20), Unseen Servant, Ray of Enfeeblement (DC 20), Ray of Enfeeblement (DC 20), Charm Person (DC 20)
0 (at will) Read Magic, Mage Hand, Detect Magic, Prestidigitation (DC 19)
--------------------
Statistics
--------------------
Str 9, Dex 5/11, Con 7/13, Int 22/28, Wis 15/21, Cha 18/24
Base Atk +8; CMB +7; CMD 22
Feats Arcane Builder (Rings), Arcane Builder (Wands), Arcane Builder (Wondrous Items), Craft Wand, Craft Wondrous Item, Cypher Script, Fast Study, Forge Ring, Improved Initiative, Quicken Spell, Scholar (Knowledge [dungeoneering], Knowledge [engineering]), Scribe Scroll, Skill Focus (Disable Device) (Focused Study), Skill Focus (Perform [oratory]) (Focused Study), Skill Focus (Spellcraft) (Focused Study), Wizard Weapon Proficiencies
Traits Hedge Magician
Skills Bluff +9, Concentration: Wizard +25, Diplomacy +25, Disable Device +24, Fly +11, Knowledge (arcana) +18, Knowledge (dungeoneering) +26, Knowledge (engineering) +26, Knowledge (geography) +14, Knowledge (history) +18, Knowledge (local) +23, Knowledge (nature) +23, Knowledge (nobility) +14, Knowledge (planes) +18, Knowledge (religion) +23, Linguistics +25, Perception +21, Perform (oratory) +23, Perform (string instruments) +9, Profession (farmer) +18, Sense Motive +21, Spellcraft +28
Languages Aboleth, Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Ignan, Infernal, Orc, Shadowtongue, Sylvan, Terran, Treant, Undercommon
SQ +3 to Appraise checks, Deliver Touch Spells Through Familiar, Empathic Link with Familiar, Hand of the Apprentice (12/day), Metamagic Mastery (5/day), Scry on Familiar (1/day), Share Spells with Familiar, Silver Tongued, Speak with Animals, Speak With Familiar
Other Gear Amulet of Natural Armor +5, Belt of Physical Might, DEX & CON +6, Blessed Book, Bracers of Armor, +8, Cloak of Resistance, +5, Field Scrivener's Desk (1/day), Handy Haversack (empty), Headband of Mental Superiority, +6 (Sense Motive, Perception), Ring of Protection, +5, Ring of Wizardry IV, Spellbook 8380gp 185 pages (Wizard), Thieves' tools, masterwork
--------------------
TRACKED RESOURCES
--------------------
Field Scrivener's Desk (1/day) - 0/1
Hand of the Apprentice (12/day) (Su) - 0/12
Metamagic Mastery (5/day) (Su) - 0/5
Scry on Familiar (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane Builder (Rings) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Builder (Wands) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Cypher Script You are more efficient at using your spellbook
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Hand of the Apprentice (12/day) (Su) Throw the melee weapon you are holding 12/day.
Hedge Magician Magic item gp costs -5%.
Metamagic Mastery (5/day) (Su) Apply a metamagic feat you know for free 5/day.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Scholar (Knowledge [dungeoneering], Knowledge [engineering]) +2 bonus on two Knowledge skills
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
--------------------
Has 70695 gold remaining for lots of wands and scrolls plus a few toys if he so desires.


Spoiler:

James Madison
Male Half-Elf Cleric 16
LN Medium Humanoid (elf, human)
Init +0; Senses Low-Light Vision; Perception +11
--------------------
Defense
--------------------
AC 31, touch 14, flat-footed 31 (+9 armor, +4 shield, +4 natural, +4 deflection)
hp 115 (16d8+32)
Fort +12, Ref +5, Will +17
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +9/+4/-1 (1d4+1/x2) and
. . +3 Morningstar +16/+11/+6 (1d8+4/x2)
Special Attacks Staff of Order for 8 rounds (3/day)
Spell-Like Abilities Touch of Law (10/day)
Cleric Spells Prepared (CL 16, 13 melee touch, 12 ranged touch):
8 (2/day) Demand (DC 25)
7 (4/day) Dictum
6 (4/day) Brilliant Inspiration (DC 23)
5 (5/day) Command, Greater (DC 22)
4 (5/day) Discern Lies (DC 21)
3 (6/day) Prayer
2 (6/day) Enthrall (DC 19)
1 (6/day) Bless
--------------------
Statistics
--------------------
Str 8/12, Dex 6/10, Con 11/15, Int 16, Wis 18/24, Cha 16/22
Base Atk +12; CMB +13; CMD 27
Feats Alertness, Breadth of Experience, Cypher Magic, Discerning Eye, Divine Interference, Leadership (Base Score 22), Measured Response, Scribe Scroll, Skill Focus (Diplomacy) (Adaptability), Voice of the Sibyl
Skills Acrobatics -2, Bluff +7, Climb -1, Concentration: Cleric +23, Diplomacy +28, Escape Artist -2, Fly -2, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +10, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +15, Perception +11, Profession (scribe) +18, Ride -2, Sense Motive +18, Stealth -2, Swim -1
Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Shadowtongue, Sylvan, Terran
SQ Aura, Celestial Shield, Cleric Channel Positive Energy 8d6 (9/day) (DC 24), Cleric Domain: Law, Cleric Domain: Leadership, Elf Blood, Inspiring Command (6 allies), Spontaneous Casting
Combat Gear +3 Morningstar, Celestial Armor, Celestial Shield; Other Gear Amulet of Natural Armor +4, Belt of Physical Perfection, +4, Headband of Mental Prowess, WIS & CHA +6, Ring of Protection, +4
--------------------
TRACKED RESOURCES
--------------------
Celestial Armor - 0/1
Cleric Channel Positive Energy 8d6 (9/day) (DC 24) (Su) - 0/9
Feather Fall (1/day) - 0/1
Staff of Order for 8 rounds (3/day) (Su) - 0/3
Touch of Law (10/day) (Sp) - 0/10
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Celestial Shield Use feather fall once per day. If wearing celestial armor, use overland flight instead of flight once per day.
Cleric Channel Positive Energy 8d6 (9/day) (DC 24) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Law Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain: Leadership Associated Domain: Nobility
Cypher Magic Gain bonuses to caster level when using scrolls
Discerning Eye +2 to save against illusions and to detect forgeries.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiring Command (6 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Leadership (Base Score 22) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Measured Response You believe that a conservative but consistent response guarantees success.

Prerequisites: Worshiper of Abadar, base attack bonus +1.

Benefit: When you hit an opponent with a melee or ranged attack, you may choose to deal
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Staff of Order for 8 rounds (3/day) (Su) A weapon you are holding becomes axiomatic
Touch of Law (10/day) (Sp) A d20 roll becomes 11.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks

Spoiler:

James Monroe
Male Azata-Blooded Aasimar (Musetouched) Paladin 16
LG Medium Outsider (native)
Init -2; Senses Darkvision; Perception +17
--------------------
Defense
--------------------
AC 28, touch 8, flat-footed 28 (+13 armor, +7 shield, -2 Dex)
hp 132 (16d10+32)
Fort +16, Ref +7, Will +17
DR 3/&#151;; Immune charm, fear, disease; Resist acid 5, cold 5, electricity 5; SR 21
--------------------
Offense
--------------------
Speed 20 ft., Flight (20 feet, Poor)
Melee Heavy Shield Bash +20/+15/+10/+5 (1d4+4/x2) and
. . Holy Avenger +25/+20/+15/+10 (1d8+9/19-20/x2)
Special Attacks Aura of Faith, Smite Evil (6/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 13, 20 melee touch, 15 ranged touch):
4 (2/day) Break Enchantment (DC 18), Crusader's Edge (DC 18)
3 (3/day) Magic Weapon, Greater (DC 17), Prayer, Heal Mount (DC 17)
2 (4/day) Shield Other (DC 16), Weapon of Awe (DC 16), Aura of Greater Courage, Righteous Vigor (DC 16)
1 (4/day) Divine Favor, Bless Weapon, Bless Weapon, Veil of Positive Energy
--------------------
Statistics
--------------------
Str 12/16, Dex 7, Con 11/15, Int 12, Wis 16, Cha 19
Base Atk +16; CMB +19; CMD 27
Feats Animal Affinity, Celestial Servant, Cosmopolitan (Knowledge [history], Knowledge [local]), Flagbearer, Improved Channel, Reward of Life (4 HP), Scholar (Knowledge [history], Knowledge [local]), Word of Healing
Skills Acrobatics -8, Climb -3, Concentration: Paladin +17, Diplomacy +19, Escape Artist -8, Fly -12, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +17, Ride +15, Stealth -8, Swim -3
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Animal Companion Link, Aura of Courage +4 (10' radius), Aura of Good, Aura of Justice (10' radius), Aura of Resolve +4 (10' radius), Battle/Wrath Variant Channeling (±4 Sacred), Lay on Hands (8d6) (12/day), Mercy: Fatigued, Mercy: Frightened, Mercy: Paralyzed, Mercy: Shaken, Mercy: Stunned, Paladin Channel Positive Energy 8d6 (6/day) (DC 24), Share Spells with Companion, Summon Mount (3/day) (3/day)
Combat Gear +4 Adamantine Full Plate, +5 Fortification, Heavy Shield, Heavy Steel, Holy Avenger; Other Gear Belt of Physical Might, STR & CON +4
--------------------
TRACKED RESOURCES
--------------------
Lay on Hands (8d6) (12/day) (Su) - 0/12
Paladin Channel Positive Energy 8d6 (6/day) (DC 24) (Su) - 0/6
Smite Evil (6/day) (Su) - 0/6
Summon Mount (3/day) (3/day) (Sp) - 0/3
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (10' radius) (Su) You may expend two uses of your Smite Evil ability to allow your allies within aura to Smite evil, using your bonuses.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Battle/Wrath Variant Channeling (±4 Sacred) Grants a bonus/penalty to damage and confirming criticals
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Flagbearer Grant bonuses to allies who see your flag
Flight (20 feet, Poor) You can fly!
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (8d6) (12/day) (Su) You can heal 8d6 damage, 12/day
Mercy: Fatigued (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy: Frightened (Su) When you use your lay on hands ability, it also removes the frightened condition.
Mercy: Paralyzed (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy: Stunned (Su) When you use your lay on hands ability, it also removes the stunned condition.
Paladin Channel Positive Energy 8d6 (6/day) (DC 24) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Reward of Life (4 HP) With each use of lay on hands, gain hit points equal to your Charisma
Scholar (Knowledge [history], Knowledge [local]) +2 bonus on two Knowledge skills
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Smite Evil (6/day) (Su) +4 to hit, +16 to damage, +4 deflection bonus to AC when used.
Spell Resistance (21) You have Spell Resistance.
Summon Mount (3/day) (3/day) (Sp) summon your mount to your side.
Word of Healing Use lay on hands from a distance

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

Kortright
Wolf
NN Large Animal
Init +4; Senses Darkvision, Low-Light Vision, Scent; Perception +17
--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 Dex, -1 size, +15 natural)
hp 143 (+78)
Fort +13, Ref +12, Will +5
Defensive Abilities Evasion; DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 27
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (1 extra at -5) (Wolf) +14 (1 extra at -5) (2d6+22/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Evil (1/day), Trip
--------------------
Statistics
--------------------
Str 28, Dex 18, Con 20, Int 6, Wis 12, Cha 6
Base Atk +9; CMB +19; CMD 33 (37 vs. Trip)
Feats Bloody Assault, Eldritch Claws, Improved Natural Armor, Improved Natural Attack (Bite [1 extra at -5] [Wolf]), Power Attack -3/+6, Toughness +13, Vital Strike
Skills Fly +2, Perception +17, Stealth +0 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Devotion +4, Improved Evasion, Multiattack / Extra Attack

--------------------
TRACKED RESOURCES
--------------------
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Acid (15) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (15) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (15) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
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 -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +13 to damage.
Spell Resistance (27) You have Spell Resistance.
Trip (Ex) You can make a trip attempt on a successful attack.
Vital Strike Standard action: x2 weapon damage dice.

Spoiler:

John Quincy Adams
Male Traveller Gnome Rogue (Investigator) 8
NG Small Humanoid (gnome)
Init +6; Senses Low-Light Vision; Perception +16
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 27 (8d8-16)
Fort +2, Ref +10, Will +5
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=12), Trap Sense
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Shortsword +11/+6 (1d4+2/19-20/x2)
Special Attacks Bleeding Attack +4, Sneak Attack +4d6, Sniper's Eye
Spell-Like Abilities Arcane Mark (1/day), Comprehend Languages (1/day), Message (1/day), Read Magic (1/day)
--------------------
Statistics
--------------------
Str 9/11, Dex 13/15, Con 7, Int 16, Wis 12, Cha 16
Base Atk +6; CMB +5; CMD 17
Feats Alertness, Combat Reflexes (3 AoO/round), Improved Initiative, Rogue Weapon Proficiencies, Shrewd Tactician, Weapon Finesse
Skills Acrobatics +13, Bluff +10, Diplomacy +15, Disguise +11, Escape Artist +11, Fly +4, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nobility) +11, Linguistics +11, Perception +16, Perform (dance) +12, Perform (oratory) +12, Profession (scribe) +10, Sense Motive +14, Stealth +6, Swim +11 Modifiers Coax information, Follow Up
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Ignan, Infernal, Orc, Shadowtongue, Sylvan, Terran
SQ Magical Linguist
Combat Gear +2 Glamered Studded Leather, +2 Shortsword; Other Gear Belt of Physical Might, STR & DEX +2, Cloak of Resistance, +2
--------------------
TRACKED RESOURCES
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) - 0/1
Comprehend Languages (Magical Linguist) (1/day) (Sp) - 0/1
Message (Magical Linguist) (1/day) (Sp) - 0/1
Read Magic (Magical Linguist) (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Arcane Mark once per day.
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage per round.
Coax information (Ex) A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
Comprehend Languages (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Message (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Message once per day.
Read Magic (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Read Magic once per day.
Shrewd Tactician Flanking is less efficient against you
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.


Spoiler:
Andrew Jackson
Male Half-Orc Gunslinger (Mysterious Stranger, Pistolero) 16
NG Medium Humanoid (orc)
Init +14; Senses Darkvision; Perception +22
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 24 (+7 armor, +5 Dex, +4 natural, +3 deflection)
hp 148 (16d10+48)
Fort +18, Ref +20, Will +17
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=20)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +4 Pistol +21/+16/+11/+6 (1d8+21/19-20/x4)
--------------------
Statistics
--------------------
Str 11, Dex 15/21, Con 11/17, Int 12, Wis 10/16, Cha 16/22
Base Atk +16; CMB +16; CMD 34
Feats Deadly Aim -5/+10, Devastating Strike, Extra Grit, Greater Vital Strike, Gunsmithing, Improved Critical (Pistol), Improved Devastating Strike, Improved Initiative, Improved Vital Strike, Quick Draw, Rapid Reload (Pistol), Vital Strike, Weapon Focus (Pistol)
Traits Reactionary
Skills Bluff +15, Diplomacy +22, Handle Animal +13, Intimidate +27, Knowledge (history) +10, Knowledge (local) +15, Knowledge (nobility) +5, Perception +22, Ride +9, Sense Motive +11, Sleight of Hand +12, Survival +7
Languages Abyssal, Common, Orc
SQ Deed: Bleeding Wound, Deed: Clipping Shot, Deed: Covering Shot, Deed: Dead Shot, Deed: Deadeye, Deed: Evasive, Deed: Expert Loading, Deed: Focused Aim (+6), Deed: Gunslinger Initiative, Deed: Gunslinger's Dodge (+2 AC), Deed: Lightning Reload, Deed: Pistol-Whip, Deed: Slinger's Luck, Deed: Targeting, Deed: Twin Shot Knockdown, Deed: Utility Shot, Grit, Orc Ferocity (1/day), Pistol Training (+7, never misfires), Stranger's Fortune (6/day), Up Close and Deadly +4d6
Combat Gear +4 Pistol, +4 Studded Leather; Other Gear Amulet of Natural Armor +4, Belt of Physical Might, DEX & CON +6, Cloak of Resistance, +5, Headband of Mental Prowess, WIS & CHA +6, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Grit (8/day) - 0/8
Orc Ferocity (1/day) - 0/1
Stranger's Fortune (6/day) (Ex) - 0/6
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Bleeding Wound (Ex) Use 1 grit to deal Dex bleed dam, or use 2 grit to deal 1 Str/Dex/Con bleed.
Deed: Clipping Shot (Ex) At 11th level, when the mysterious stranger misses with a firearm attack, she can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). She can decide to use this deed and spend the grit poin
Deed: Covering Shot (Ex) Use 1 grit, entangle missed foe for 1 round.
Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Evasive (Ex) While have grit, gain Evasion and Improved Uncanny Dodge.
Deed: Expert Loading (Ex) Use 1 grit, prevent broken gun from exploding due to misfire.
Deed: Focused Aim (+6) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Lightning Reload (Ex) While have grit, reload 1 barrel as a swift action with no AoO, or free with Rapid Reload.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Slinger's Luck (Ex) Use 1 grit to reroll a skill check, or 2 to reroll a save. Must take 2nd result.
Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects.
Deed: Twin Shot Knockdown (Ex) At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made. This deed rep
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Devastating Strike Deal extra damage when using Vital Strike bonus
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Devastating Strike Gain bonus on rolls to confirm critical hits
Improved Uncanny Dodge (Lv >=20) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 20+.
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.
Pistol Training (+7, never misfires) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow.
Stranger's Fortune (6/day) (Ex) Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
Up Close and Deadly +4d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
Vital Strike Standard action: x2 weapon damage dice.

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

Poll
Male Parrot
NN Tiny Animal
Init +2; Senses Low-Light Vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 10 ft., Flight (40 feet, Average)
Melee Bite (Parrot) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Tricks Come [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Stay [Trick]
Skills Climb +2, Fly +6, Perception +9, Stealth +10, Swim +2
Languages
SQ Come [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Perform [Trick], Stay [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Stay [Trick] The animal will stay where it is.

Spoiler:

Martin Van Buren
Male Halfling Magus 8
LN Small Humanoid (halfling)
Init +3; Senses Perception +12
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor, -1 Dex, +1 size)
hp 43 (8d8)
Fort +7, Ref +2, Will +9
--------------------
Offense
--------------------
Speed 15 ft.
Melee +2 Longsword +9/+4 (1d6+2/19-20/x2)
Special Attacks Arcane Accuracy +4, Spellstrike
Magus Spells Prepared (CL 8, 7 melee touch, 6 ranged touch):
3 (3/day) Displacement (DC 17), Fireball (DC 17), Haste (DC 17)
2 (5/day) Shatter (DC 16), Scorching Ray, Scorching Ray, Blur (DC 16), Mirror Image
1 (5/day) Shield, Magic Missile, Enlarge Person (DC 15), Enlarge Person (DC 15), Ray of Enfeeblement (DC 15)
0 (at will) Open/Close (DC 14), Flare (DC 14), Read Magic, Detect Magic, Prestidigitation (DC 14)
--------------------
Statistics
--------------------
Str 9/11, Dex 9, Con 11, Int 18, Wis 14, Cha 12
Base Atk +6; CMB +5; CMD 14
Feats Craft Wand, Extra Arcana, Extra Arcane Pool, Extra Arcane Pool, Improved Initiative
Skills Acrobatics +0, Climb +1, Concentration: Magus +12, Diplomacy +9, Escape Artist -2, Fly +6, Intimidate +10, Knowledge (history) +10, Knowledge (local) +12, Perception +12, Profession (barkeep) +6, Profession (barrister) +10, Ride -2, Sense Motive +5, Stealth +2, Swim -1, Use Magic Device +12
Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling
SQ Arcane Pool (+2) (12/day), Fearless, Improved Spell Combat, Knowledge Pool, Spell Recall, Wand Mastery, Wand Wielder
Combat Gear +2 Longsword, +3 Armored Coat; Other Gear Belt of Giant Strength, +2
--------------------
TRACKED RESOURCES
--------------------
Arcane Pool (+2) (12/day) (Su) - 0/12
--------------------
Special Abilities
--------------------
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool (+2) (12/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Fearless +2 morale bonus vs Fear saves.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wand Mastery (Su) Apply your INT modifier instead of the minimum ability modifier when using a wand
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
--------------------
Still need to buy wands...lots of wands...

Spoiler:

William Henry Harrison
Male Elf Oracle 1
NN Medium Humanoid (elf)
Init -2; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 8, flat-footed 12 (+4 armor, -2 Dex)
hp 6 (1d8-2)
Fort -2, Ref -2, Will +4
Immune sleep; Resist Elven Immunities, Wasting
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Longsword +0 (1d8/19-20/x2)
Ranged Sling -2 (1d4/x2)
Oracle Spells Known (CL 1, +0 melee touch, -2 ranged touch):
1 (4/day) Sanctuary (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14)
0 (at will) Read Magic, Detect Magic, Guidance, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 11, Dex 7, Con 7, Int 14, Wis 15, Cha 17
Base Atk +0; CMB +0; CMD 8
Feats Elven Weapon Proficiencies, Self-sufficient
Skills Acrobatics -4, Bluff -1, Climb -2, Concentration: Oracle +4, Diplomacy +3, Disguise -1, Escape Artist -4, Fly -4, Heal +12, Intimidate +4, Knowledge (history) +6, Knowledge (local) +3, Perception +4, Profession (brewer) +6, Profession (farmer) +6, Ride -4, Stealth -4, Survival +4, Swim -2
Languages Common, Elven, Orc, Sylvan
SQ Elven Magic, Healing Hands
Combat Gear Chain Shirt, Dagger, Longsword, Sling;
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
--------------------
Special Abilities
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Healing Hands (Ex) +4 Heal, improve effectiveness of Heal skill
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Wasting +4 competence bonus to save vs. Disease

Spoiler:

John Tyler
Male Elf Druid 8
NG Medium Humanoid (elf)
Init -1; Senses Low-Light Vision; Perception +19
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, -1 Dex, +2 natural, +1 deflection)
hp 43 (8d8)
Fort +6, Ref +1, Will +10
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Scimitar +8/+3 (1d6+2/18-20/x2)
Druid Spells Prepared (CL 8, 6 melee touch, 5 ranged touch):
4 (3/day) Grove of Respite, Cure Serious Wounds (DC 18), Ancestral Memory
3 (4/day) Magic Fang, Greater (DC 17), Magic Fang, Greater (DC 17), Cure Moderate Wounds (DC 17), Cure Moderate Wounds (DC 17)
2 (4/day) Barkskin, Bull's Strength (DC 16), Animal Aspect, Wartrain Mount
1 (5/day) Magic Fang (DC 15), Magic Fang (DC 15), Goodberry, Pass without Trace (DC 15), Cure Light Wounds (DC 15)
0 (at will) Read Magic, Create Water, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 11, Dex 9, Con 11, Int 13, Wis 17/19, Cha 15/17
Base Atk +6; CMB +6; CMD 16
Feats Andoren Falconry (+1 AC), Animal Affinity, Druid Weapon Proficiencies, Elven Weapon Proficiencies, Jackal Heritage, Natural Spell
Skills Acrobatics -3, Climb -2, Concentration: Druid +12, Diplomacy +11, Escape Artist -3, Fly -3, Handle Animal +16, Knowledge (history) +5, Knowledge (local) +7, Knowledge (nature) +10, Perception +19, Perform (string instruments) +6, Ride +9, Stealth -3, Survival +6, Swim -2
Languages Common, Druidic, Elven, Sylvan
SQ Elven Magic, Improved Empathic Link, Pack Bond, Resist Nature's Lure, Spontaneous Casting, Trackless Step, Wild Empathy +11, Wild Shape (2/day), 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
Combat Gear +2 Hide, +2 Scimitar; Other Gear Amulet of Natural Armor +2, Headband of Mental Prowess, WIS & CHA +2, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Wild Shape (2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
Andoren Falconry (+1 AC) Bonuses when dealing with birds of prey class feature
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Jackal Heritage +2 to saves vs mind-affecting effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural Spell You can cast spells while in Wild Shape.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
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 atttitude of an animal, as if using Diplomacy.
Wild Shape (2/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.

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

Canis
Wolf
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 14 (+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Wolf) +2 (1d6+1/x2)
Special Attacks Trip
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Skill Focus (Survival)
Tricks Track [Trick]
Skills Perception +5, Survival +5 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Track [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

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

Johnny Ty
Male Owl
NN Small Animal
Init +2; Senses Low-Light Vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 12 (+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 10 ft., Flight (80 feet, Average)
Melee Bite (Owl) +2 (1d4/x2) and
. . Talon x2 (Owl) +2 x2 (1d4/x2)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Acrobatic
Skills Acrobatics +8, Fly +10, Stealth +6
Languages

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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

Le Beau
Male Dog
NN Small Animal
Init +3; Senses Low-Light Vision, Scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural)
hp 24 (+9)
Fort +5, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Dog) +4 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 15 (19 vs. Trip)
Feats Run, Toughness +3
Skills Fly +5, Perception +6, Stealth +7, Survival +2 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +4
Languages

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
--------------------
Greyhound

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

Lupin
Wolf
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +8
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 14 (+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Wolf) +2 (1d6+1/x2)
Special Attacks Trip
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Skill Focus (Perception)
Tricks Track [Trick]
Skills Perception +8, Survival +2 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Track [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

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

The General
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6 natural)
hp 21 (+6)
Fort +5, Ref +5, Will +2
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +4 (1d4+3/x2) and
. . Hooves x2 (Horse) -1 x2 (1d6+1/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. Trip)
Feats Nimble Moves, Run
Skills Acrobatics +6, Fly +0, Perception +6, Stealth -2
Languages

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Bob_Loblaw wrote:
Nicos wrote:

I am running out of ideas, somebody have a good idea fo fighter (or ranger/barbarian/rogue or any martial class and/or multiclass)??

What do you want from the build?

a diferent, unique weird idea would be noce.


Spoiler:

James Polk
Male Dwarf Cavalier 8
LN Medium Humanoid (dwarf)
Init -1; Senses Darkvision; Perception +7
--------------------
Defense
--------------------
AC 24, touch 9, flat-footed 24 (+11 armor, +4 shield, -1 Dex)
hp 68 (8d10+16)
Fort +10, Ref +3, Will +4
Defensive Abilities Defensive Training; DR Resolute 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +8/+3 (1d4+9/x2) and
. . +1 Lance +9/+4 (1d8+14/x3) and
. . +1 Waraxe, Dwarven +9/+4 (1d10+10/x3)
Ranged +1 Longbow, Composite (Str +4) +6/+1 (1d8+4/x3)
Special Attacks Cavalier's Charge, Shield's Challenge +8 (3/day)
--------------------
Statistics
--------------------
Str 15/17, Dex 9, Con 15, Int 13, Wis 11, Cha 13
Base Atk +8; CMB +11; CMD 20
Feats Alertness, Animal Affinity, Duck and Cover, Power Attack -3/+6, Stand Still, Toxic Recovery
Skills Acrobatics -7, Climb -3, Diplomacy +12, Escape Artist -7, Fly -7, Handle Animal +14, Heal +5, Knowledge (history) +3, Knowledge (local) +10, Knowledge (nobility) +2, Perception +7, Perform (oratory) +7, Profession (barrister) +5, Ride +6, Sense Motive +2, Stealth -7, Swim -3 Modifiers +6 Ride while riding your bonded mount., Shield's Skills
Languages Common, Dwarven, Undercommon
SQ Animal Companion Link, Banner +2/+1, Expert Trainer +4, Greed, Hardy +2, Hatred +1, Slow and Steady, Stability +4, Stonecunning +2, Tactician (Duck and Cover) 7 rds (2/day)
Combat Gear +1 Lance, +1 Longbow, Composite (Str +4), +1 Waraxe, Dwarven, +2 Full Plate, +2 Shield, Heavy Steel; Other Gear Belt of Giant Strength, +2, Cloak of Resistance, +2
--------------------
TRACKED RESOURCES
--------------------
Shield's Challenge +8 (3/day) (Ex) - 0/3
Tactician (Duck and Cover) 7 rds (2/day) (Ex) - 0/2
--------------------
Special Abilities
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Duck and Cover Share the result of your Ref save die roll with an adjacent ally who also has this feat, but the borrower is knocked prone. Also gain a +2 cover bonus to AC vs. ranged attack if your ally is wielding a shield.
Expert Trainer +4 (Ex) +4 to train mounts, reduced training time option.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resolute 2 (Ex) Convert 2 point of damage per attack from lethal to non-lethal.
Shield's Challenge +8 (3/day) (Ex) +8 to damage target, -2 AC vs. others when used, +3 to hit your target if the target attacked someone other than you.
Shield's Skills +4 (Ex) +4 to Heal checks for others.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tactician (Duck and Cover) 7 rds (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Toxic Recovery Heal one point of ability damage on a successful saving throw.

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

Young Hickory
Male Boar
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +7
--------------------
Defense
--------------------
AC 27, touch 11, flat-footed 26 (+6 armor, +1 Dex, +10 natural)
hp 63 (+28)
Fort +8, Ref +6, Will +3
Defensive Abilities Evasion, Ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee Gore (Boar) +7 (2d6+12/x2)
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 4
Base Atk +5; CMB +9; CMD 20 (24 vs. Trip)
Feats Improved Natural Attack (Gore [Boar]), Nimble Moves, Power Attack -2/+4, Toughness +7
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +7, Climb +3, Escape Artist +0, Fly +0, Perception +7, Ride +0, Stealth +0, Swim +3
Languages
SQ Combat Riding [Trick], Devotion +4
Combat Gear +2 Chain Shirt;
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
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.

Spoiler:

Zachary Taylor
Male Catfolk Ranger (Horse Lord) 2
CG Medium Humanoid (catfolk)
Init +1; Senses Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 16 (2d10)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+1/x2) and
. . Masterwork Longsword +4 (1d8+1/19-20/x2)
Ranged Masterwork Longbow, Composite (Str +2) +2 (1d8+1/x3)
Ranger (Horse Lord) Spells Prepared (CL 0, 3 melee touch, 3 ranged touch):
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 11, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 14
Feats Animal Affinity, Mounted Combat
Skills Acrobatics -3, Climb -3, Escape Artist -3, Fly -3, Handle Animal +8, Knowledge (local) +3, Knowledge (nature) +6, Perception +8, Profession (soldier) +6, Ride +4, Stealth +4, Survival +7, Swim +1
Languages Catfolk, Common, Sylvan
SQ Cat's Luck (1/day), Enemies: Monstrous Humanoids (+2 bonus), Sprinter, Track +1, Wild Empathy +3
Combat Gear Armored Coat, Masterwork Longbow, Composite (Str +2), Masterwork Longsword, Shield, Heavy Wooden;
--------------------
TRACKED RESOURCES
--------------------
Cat's Luck (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Enemies: Monstrous Humanoids (+2 bonus) (Ex) +2 to rolls vs Monstrous Humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Track +1 +1 to survival checks to track.
Wild Empathy +3 (Ex) Improve the atttitude of an animal, as if using Diplomacy.

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

Whitey
Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Combat Riding [Trick]
Combat Gear Arrows (40);
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Spoiler:

Millard Fillmore
Male Human Druid 6
NG Medium Humanoid (human)
Init -1; Senses Perception +12
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
hp 27 (6d8-6)
Fort +6, Ref +3, Will +10
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Scimitar +7 (1d6+3/18-20/x2)
Ranged +1 Sling +4 (1d4+3/x2)
Spell-Like Abilities Speak with Animals (9 rounds/day)
Druid Spells Prepared (CL 6, 6 melee touch, 3 ranged touch):
3 (3/day) Magic Fang, Greater (DC 16), Dominate Animal (DC 16), Cure Moderate Wounds (DC 16), Animal Aspect, Greater
2 (4/day) Animal Messenger, Summon Swarm, Animal Aspect, Hold Animal (DC 15), Wilderness Soldiers
1 (4/day) Detect Animals or Plants, Calm Animals (DC 14), Speak with Animals, Cure Light Wounds (DC 14), Commune WIth Birds
0 (at will) Read Magic, Purify Food and Drink (DC 13), Detect Magic, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 12/14, Dex 9, Con 9, Int 15, Wis 17, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Cosmopolitan (Knowledge [engineering], Diplomacy), Druid Weapon Proficiencies, Great Fortitude, Iron Will, Lightning Reflexes
Skills Acrobatics -3, Climb +0, Concentration: Druid +9, Diplomacy +10, Escape Artist -3, Fly -3, Handle Animal +10, Knowledge (engineering) +8, Knowledge (history) +5, Knowledge (local) +8, Knowledge (nature) +13, Knowledge (religion) +8, Perception +12, Profession (fisherman) +8, Ride -3, Stealth -3, Survival +12, Swim +0
Languages Common, Druidic, Elven, Gnoll, Sylvan, Treant
SQ Animal Companion Link, Druid Domain: Animal, Resist Nature's Lure, Share Spells with Companion, Spontaneous Casting, Trackless Step, Wild Empathy +7, Wild Shape (2/day), Wild Shape (Beast Shape II: Tiny - Large animal), Wild Shape (Elemental Body I: Small elemental), Woodland Stride
Combat Gear +1 Scimitar, +1 Sling, +2 Hide; Other Gear Belt of Giant Strength, +2
--------------------
TRACKED RESOURCES
--------------------
Speak with Animals (9 rounds/day) (Sp) - 0/9
Wild Shape (2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Druid Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Speak with Animals (9 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
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 +7 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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

Christian
Lion
NN Medium Animal
Init +4; Senses Low-Light Vision, Scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 21 (+6)
Fort +4, Ref +7, Will +3
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Lion) +3 (1d6+4/x2) and
. . Claw x2 (Lion) +3 x2 (1d4+4/x2) and
. . Rake x2 (Lion) +3 x2 (1d4+4/x2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 18 (22 vs. Trip)
Feats Power Attack -1/+2, Toughness +3
Skills Acrobatics +8, Perception +6, Stealth +8 Modifiers +4 Stealth in Undergrowth
Languages

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Spoiler:

Franklin Pierce
Male Kyton-Spawn Tiefling Fighter (Tactician) 8
NG Medium Outsider (native)
Init +8; Senses Darkvision; Perception +11
--------------------
Defense
--------------------
AC 21, touch 10, flat-footed 21 (+9 armor, +2 natural)
hp 76 (8d10+24)
Fort +9, Ref +2, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Greatsword +13/+8 (2d6+7/19-20/x2)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 16, Int 12, Wis 8, Cha 18
Base Atk +8; CMB +10; CMD 20
Feats Armor of the Pit, Cosmopolitan (Profession [barrister], Knowledge [local]), Improved Initiative, Lookout, Outflank, Power Attack -3/+6, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Traits Reactionary, Valashmai Veteran (Perception)
Skills Appraise +3, Bluff +6, Diplomacy +15, Escape Artist +2, Intimidate +6, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nobility) +10, Perception +11, Profession (barrister) +10
Languages Abyssal, Common, Draconic, Dwarven, Infernal
SQ Armor Training 2, Tactician () 7 rds (1/day)
Combat Gear +2 Greatsword, Celestial Armor; Other Gear Dilettante's Outfit, Noble's outfit
--------------------
TRACKED RESOURCES
--------------------
Celestial Armor - 0/1
Tactician () 7 rds (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Tactician () 7 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.


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Spoiler:

James Buchanan
Male Human Oracle 8
LN Medium Humanoid (human)
Init +0; Senses Clouded Vision, Darkvision; Perception -1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 51 (8d8+8)
Fort +3, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Oracle Spells Known (CL 8, +8 melee touch, +6 ranged touch):
4 (4/day) Planar Ally, Lesser, Cure Critical Wounds (DC 18), Legend Lore
3 (6/day) Locate Object, Locate Object, Cure Serious Wounds (DC 17), Cure Serious Wounds (DC 17)
2 (7/day) Cure Moderate Wounds (DC 16), Cure Moderate Wounds (DC 16), Tongues (DC 16), Arrow of Law (DC 16), Blinding Ray (DC 16)
1 (7/day) Moment of Greatness, Identify, Sanctuary (DC 15), Bless, Cure Light Wounds (DC 15), Compel Hostility, Know the Enemy
0 (at will) Resistance (DC 14), Stabilize, Read Magic, Mending, Purify Food and Drink (DC 14), Create Water, Detect Magic, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 12, Int 14, Wis 8, Cha 18
Base Atk +6; CMB +8; CMD 18
Feats Magical Aptitude, Oracular Intuition, Persuasive, Rhetorical Flourish, Scholar (Knowledge [nobility], Knowledge [local])
Skills Bluff +12, Diplomacy +17, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +17, Knowledge (nature) +10, Knowledge (nobility) +17, Knowledge (planes) +10, Knowledge (religion) +10, Sense Motive +1, Spellcraft +15 Modifiers Lore Keeper
Languages Common, Dwarven, Elven
SQ Spontaneous Symbology, Whirlwind Lesson (1 student, 4 days)

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Clouded Vision You cannot see beyond 60'
Darkvision (60 feet) You can see in the dark (black and white vision only).
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Rhetorical Flourish Use verbal misdirection while making Diplomacy check
Scholar (Knowledge [nobility], Knowledge [local]) +2 bonus on two Knowledge skills
Spontaneous Symbology (Ex) Spontaneously cast Symbol spells.
Whirlwind Lesson (1 student, 4 days) (Su) You and another student may study a magical tome in 6h.

Spoiler:

Abraham Lincoln
Male Archon-Blooded Aasimar (Lawbringers) Inquisitor (Vampire Hunter) 8
LG Medium Outsider (human, native)
Init +10; Senses Darkvision; Perception +17
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, +1 Dex)
hp 43 (8d8); Judgement of Sacred Healing 3
Fort +7, Ref +4, Will +12
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Resist acid 5, cold 5, electricity 5, Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 Longsword +8/+3 (1d8+3/19-20/x2) and
. . Unarmed Strike +7/+2 (1d3+1/x2) and
. . Wooden Stake +7/+2 (1d4+1/x2)
Ranged Masterwork Longbow, Composite (Str +2) +6/+1 (1d8+1/x3)
Special Attacks Bane (+2 / 2d6) (8 rounds/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Silver)
Spell-Like Abilities Discern Lies (8 rounds/day)
Inquisitor (Vampire Hunter) Spells Known (CL 8, +7 melee touch, +7 ranged touch):
3 (3/day) Heroism (DC 18), Searing Light, Cure Serious Wounds (DC 18)
2 (5/day) Restoration, Lesser (DC 17), See Invisibility, Invisibility, Hunter's Lore
1 (6/day) Shield of Faith (DC 16), True Strike, Magic Weapon (DC 16), Cure Light Wounds (DC 16), Wrath
0 (at will) Disrupt Undead, Read Magic, Create Water, Detect Magic, Guidance, Brand (DC 15)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 9/11, Int 11, Wis 19/21, Cha 15/17
Base Atk +6; CMB +7 (+9 Grappling); CMD 18 (20 vs. Grapple)
Feats Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lookout, Scholar (Knowledge [religion], Knowledge [local]), Shielded Caster
Traits Valashmai Veteran (Perception), World Traveler (Knowledge [local])
Skills Acrobatics +0, Bluff +7, Climb +0, Concentration: Inquisitor +13, Diplomacy +14, Escape Artist +0, Fly +0, Heal +10, Intimidate +9, Knowledge (history) +5, Knowledge (local) +11, Knowledge (nobility) +5, Knowledge (religion) +13, Perception +17, Ride +0, Sense Motive +17, Spellcraft +10, Stealth +5, Survival +10, Swim +0 Modifiers Monster Lore
Languages Common
SQ Detect Undead, Inquisitor (Vampire Hunter) Domain: Tactics, Scion of Humanity, Second Judgement (3/day), Seize the Initiative (8/day), Silversmith +4, Solo Tactics, Sun Strike +1d6, Teamwork Feat (change 5/day), Track +4, Weapon Master (8 rounds/day)
Combat Gear +2 Armored Coat, +2 Buckler, +2 Longsword, Masterwork Longbow, Composite (Str +2), Wooden Stake (10); Other Gear Belt of Mighty Constitution, +2, Cloak of Resistance, +1, Headband of Mental Prowess, WIS & CHA +2
--------------------
TRACKED RESOURCES
--------------------
Bane (+2 / 2d6) (8 rounds/day) (Su) - 0/8
Discern Lies (8 rounds/day) (Sp) - 0/8
Second Judgement (3/day) (Su) - 0/3
Seize the Initiative (8/day) (Su) - 0/8
Sun Strike +1d6 (Su) - 0/0
Teamwork Feat (change 5/day) - 0/5
Weapon Master (8 rounds/day) (Su) - 0/8
Wooden Stake - 0/10
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane (undead) weapon.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Vampire Hunter) Domain: Tactics Associated Domain: War
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Silver) (Su) DR bypass
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Scholar (Knowledge [religion], Knowledge [local]) +2 bonus on two Knowledge skills
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Seize the Initiative (8/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Shielded Caster +4 to concentration checks if an adjacent ally also has this feat. +1 more if the ally has a shield, +1 more if the shield is a heavy or tower shield.
Silversmith +4 Gain +4 bonus on Craft or Spellcraft checks to create a silver item that bypasses DR/silver
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Sun Strike +1d6 (Su) As a swift action, infuse weapon with light of the sun, dealing +1d6 damage to creatures vulnerable to sunlight.
Teamwork Feat (change 5/day) Swap your most recent Teamwork feat for another
Track +4 +4 to survival checks to track.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Weapon Master (8 rounds/day) (Su) Gain the temporary use of a combat feat.

Spoiler:

Andrew Johnson
Male Oni-Spawn Tiefling Monk (Drunken Master) 8
LN Medium Outsider (native)
Init +5; Senses Darkvision; Perception +15
--------------------
Defense
--------------------
AC 24, touch 20, flat-footed 22 (+1 shield, +1 Dex, +3 natural, +1 deflection, +1 dodge)
hp 43 (8d8)
Fort +8, Ref +7, Will +10
Defensive Abilities Evasion; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee Unarmed Strike +9/+4 (1d10+3/x2)
Special Attacks Flurry of Blows +6/+6/+1/+1, Ki Strike, Magic
--------------------
Statistics
--------------------
Str 14/16, Dex 11/13, Con 9/11, Int 12, Wis 19, Cha 10
Base Atk +6; CMB +11 (+13 Tripping); CMD 29 (31 vs. Trip)
Feats Armor of the Pit, Combat Reflexes (2 AoO/round), Dodge, Great Fortitude, Improved Initiative, Improved Trip, Improved Unarmed Strike, Monk Weapon Proficiencies, Snapping Turtle Style +1, Stunning Fist (9/day) (DC 18)
Traits Accelerated Drinker, Pesh Addict (Katapesh) (Knowledge [local])
Skills Acrobatics +12, Bluff +1, Diplomacy +8, Escape Artist +9, Knowledge (history) +6, Knowledge (local) +10, Knowledge (nobility) +5, Perception +15, Sense Motive +5, Stealth +12
Languages Abyssal, Common, Elven
SQ AC Bonus +7, Beguiling Liar, Drunken Ki, Fast Movement (+20'), High Jump (+8/+28 with Ki point), Ki Defense, Ki Pool, Maneuver Training, Slow Fall 40', Stunning Fist (Stun, Fatigue, Sicken), Unarmed Strike (1d10), Wholeness of Body (8 HP/use)
Other Gear Amulet of Natural Armor +1, Belt of Physical Perfection, +2, Ring of Protection, +1, Robe, Monk's
--------------------
TRACKED RESOURCES
--------------------
Drunken Ki (Su) - 0/4
Ki Pool (Su) - 0/8
Stunning Fist (9/day) (DC 18) - 0/9
--------------------
Special Abilities
--------------------
AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Beguiling Liar +4 to Bluff to tell a lie.
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of opportunity per round, and may make them while flat-footed.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Drunken Ki (Su) Drunken Ki pool allows the use of Ki powers.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+8/+28 with Ki point) (Ex) +8 to Acrobatics checks made to jump.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Slow Fall 40' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (9/day) (DC 18) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (8 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.


Spoiler:

Ulysses S Grant
Male Human Fighter (Unbreakable) 16
LN Medium Humanoid (human)
Init +5; Senses Perception +18
--------------------
Defense
--------------------
AC 27, touch 11, flat-footed 26 (+12 armor, +4 shield, +1 Dex)
hp 164 (16d10+64)
Fort +19, Ref +11, Will +14
Defensive Abilities Stalwart, Unflinching +4; DR Armor Focus, Heavy
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +16/+11/+6/+1 (1d4+15/x2) and
. . +3 Speed Longsword +21/+21/+16/+11/+6 (1d8+22/17-20/x2)
Ranged Oathbow (Str +2) +20/+15/+10/+5 (1d8+6/x3)
--------------------
Statistics
--------------------
Str 16/20, Dex 9/13, Con 14/18, Int 14, Wis 14, Cha 11
Base Atk +16; CMB +21; CMD 32
Feats Animal Affinity, Armor Focus, Heavy, Bleeding Critical, Critical Focus, Diehard, Endurance, Fast Healer +2, Furious Focus, Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Heroic Defiance (2/day), Heroic Recovery (3/day), Improved Critical (Longsword), Improved Initiative, Iron Will, Leadership (Base Score 16), Power Attack -5/+10, Weapon Focus (Longbow), Weapon Focus (Longsword), Weapon Specialization (Longbow), Weapon Specialization (Longsword)
Skills Acrobatics +0, Climb +4, Diplomacy +16, Escape Artist +0, Fly +0, Handle Animal +17, Intimidate +15, Knowledge (history) +4, Knowledge (local) +15, Knowledge (nobility) +4, Perception +18, Profession (soldier) +20, Ride +17, Stealth +0, Swim +4
Languages Common, Draconic, Dwarven
SQ Armor Training 2, Celestial Shield, Quick Recovery, Unlimited Endurance
Combat Gear +3 Speed Longsword, Celestial Plate Armor, Celestial Shield, Oathbow (Str +2); Other Gear Belt of Physical Perfection, +4, Cloak of Resistance, +5
--------------------
TRACKED RESOURCES
--------------------
Feather Fall (1/day) - 0/1
Heroic Defiance (2/day) - 0/2
Heroic Recovery (3/day) - 0/3
--------------------
Special Abilities
--------------------
Armor Focus, Heavy Gain DR 2/– in heavy armor.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Celestial Shield Use feather fall once per day. If wearing celestial armor, use overland flight instead of flight once per day.
Critical Focus +4 to confirm critical hits.
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fast Healer +2 Add your CON mod to all HP gains due to healing.
Heroic Defiance (2/day) 1/day, delay the onset of a harmful affliction or condition until the end of your next turn.
Heroic Recovery (3/day) 1/day, attempt an extra Fort save against a harmful condition or affliction.
Leadership (Base Score 16) You attract loyal companions and devoted followers.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Quick Recovery (Ex) At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. This ability replaces armor training 3.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Unflinching +4 (Ex) +4 Will save vs. mind-affecting effects
Unlimited Endurance (Ex) When exhausted, only suffer the effects of fatigued.

Spoiler:

Rutherford B Hayes
Male Half-Elf Summoner (Wild Caller) 8
LN Medium Humanoid (elf, human)
Init -1; Senses Bond Senses (8 rounds/day), Low-Light Vision; Perception +16
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 43 (8d8)
Fort +4, Ref +3, Will +11
Defensive Abilities Shield Ally (+2 AC/Saves); Immune sleep; Resist Elven Immunities, Shield Ally (+2 AC/Saves)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Longspear +7/+2 (1d8+1/x3)
Spell-Like Abilities Summon Nature's Ally IV (7/day)
Summoner (Wild Caller) Spells Known (CL 8, +6 melee touch, +5 ranged touch):
3 (3/day) Heroism (DC 17), Summon Nature's Ally IV, Fly (DC 17)
2 (5/day) Summon Nature's Ally II, Haste (DC 16), Restore Eidolon, Lesser (DC 16), Summon Eidolon
1 (5/day) Summon Nature's Ally I, Enlarge Person (DC 15), Summon Minor Ally, Mount, Rejuvenate Eidolon, Lesser
0 (at will) Resistance (DC 14), Open/Close (DC 14), Read Magic, Mage Hand, Detect Magic, Message
--------------------
Statistics
--------------------
Str 11, Dex 7/9, Con 9/11, Int 12, Wis 16, Cha 18
Base Atk +6; CMB +6; CMD 15
Feats Extra Evolution, Skill Focus (Diplomacy) (Adaptability), Skill Focus (Knowledge [local]), Skill Focus (Perception), Skill Focus (Profession [barrister])
Skills Concentration: Summoner +12, Diplomacy +15, Handle Animal +10, Knowledge (local) +15, Knowledge (nature) +6, Perception +16, Profession (barrister) +12
Languages Common, Elven, Sylvan
SQ Eidolon, Eidolon Link, Elf Blood, Life Link, Maker's Call/Transposition (1/day), Share Spells with Eidolon
Combat Gear +1 Longspear; Other Gear Belt of Physical Might, DEX & CON +2, Boots, Winged (3/day), Cloak of Resistance, +2
--------------------
TRACKED RESOURCES
--------------------
Bond Senses (8 rounds/day) (Ex) - 0/8
Boots, Winged (3/day) - 0/3
Maker's Call/Transposition (1/day) (Su) - 0/1
Summon Nature's Ally IV (7/day) (Sp) - 0/7
--------------------
Special Abilities
--------------------
Bond Senses (8 rounds/day) (Ex) Share your Eidolon's senses.
Eidolon Your eidolon is more natural and savage than normal.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (1/day) (Su) Dimension Door your Eidolon to you or swap places with your Eidolon.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Nature's Ally IV (7/day) (Sp) You may cast summon nature's ally of increasing level.

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

Wheeler
Quadruped
LN Large Outsider
Init +2; Senses Darkvision, Scent; Perception +9
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 19 (+2 Dex, -1 size, +10 natural)
hp 54 (+24)
Fort +9, Ref +7, Will +2
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bite) +11 (3d6+18/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Trip
--------------------
Statistics
--------------------
Str 27, Dex 15, Con 18, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +15; CMD 27 (31 vs. Trip)
Feats Improved Natural Attack (Bite [Bite]), Power Attack -2/+4, Skill Focus (Survival)
Skills Acrobatics +8, Fly +0, Perception +9, Stealth +7, Survival +17
Languages Common
SQ Devotion +4

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
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.
Trip (Ex) You can make a trip attempt on a successful attack.

Spoiler:

James A Garfield
Catfolk Cleric 1
CG Medium Humanoid (catfolk)
Init +2; Senses Scent; Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Morningstar +2 (1d8+2/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Spell-Like Abilities Calming Touch (4/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day) Bless
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 8, Int 10, Wis 13, Cha 15
Base Atk +0; CMB +2; CMD 14
Feats Toughness +3
Skills Acrobatics -4, Bluff +4, Climb -4, Concentration: Cleric +2, Diplomacy +8, Escape Artist -4, Fly -4, Knowledge (local) +1, Knowledge (nobility) +4, Ride -4, Sense Motive +3, Stealth -4, Swim -4 Modifiers Silver-Tongued Haggler (+1) (4/day)
Languages Catfolk, Common
SQ Aura, Cat's Luck (1/day), Cleric Channel Positive Energy 1d6 (5/day) (DC 12), Cleric Domain: Community, Cleric Domain: Trade, Spontaneous Casting, Sprinter
Combat Gear Crossbow, Light, Dagger, Morningstar, Scale Mail, Shield, Heavy Wooden;
--------------------
TRACKED RESOURCES
--------------------
Calming Touch (4/day) (Sp) - 0/4
Cat's Luck (1/day) (Ex) - 0/1
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) - 0/5
Dagger - 0/1
Silver-Tongued Haggler (+1) (4/day) (Su) - 0/4
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Calming Touch (4/day) (Sp) Heal 1d6 nonlethal damage and cure conditions by touch.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Community Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric Domain: Trade Associated Domain: Travel
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Silver-Tongued Haggler (+1) (4/day) (Su) +1 Bluff, Diplomacy, or Sense Motive
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.

Spoiler:
Chester A Arthur
Male Elf Paladin (Divine Defender) 8
LG Medium Humanoid (elf)
Init +3; Senses Low-Light Vision; Perception +6
Aura Shared Defense (+1 AC, 10', auto-stabilize, 8 rds)
--------------------
Defense
--------------------
AC 24, touch 9, flat-footed 24 (+11 armor, +4 shield, -1 Dex)
hp 52 (8d10)
Fort +9, Ref +4, Will +11
Immune sleep, charm, fear, disease; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +11/+6 (1d4+3/x2) and
. . +2 Longsword +13/+8 (1d8+5/19-20/x2)
Ranged +1 Longbow, Composite (Str +3) +8/+3 (1d8+4/x3)
Special Attacks Smite Evil (3/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Divine Defender) Spells Prepared (CL 5, 11 melee touch, 7 ranged touch):
2 (2/day) Fairness (DC 15), Righteous Vigor (DC 15)
1 (2/day) Bless Weapon, Tactical Acumen
--------------------
Statistics
--------------------
Str 14/16, Dex 9, Con 9/11, Int 13, Wis 15, Cha 16
Base Atk +8; CMB +11; CMD 20
Feats Breadth of Experience, Channeled Shield Wall, Cosmopolitan (Knowledge [history], Knowledge [local]), Elven Weapon Proficiencies, Improved Initiative
Skills Acrobatics -7, Climb -3, Concentration: Paladin +8, Diplomacy +14, Escape Artist -7, Fly -7, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +8, Perception +6, Perform (string instruments) +4, Profession (barrister) +10, Ride -7, Sense Motive +13, Stealth -7, Swim -3
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Aura of Courage +4 (10' radius), Aura of Good, Aura of Resolve +4 (10' radius), Divine Armor +2 (8 minutes) (1/day), Elven Magic, Lay on Hands (4d6) (7/day), Paladin Channel Positive Energy 4d6 (3/day) (DC 17)
Combat Gear +1 Longbow, Composite (Str +3), +2 Full Plate, +2 Longsword, +2 Shield, Heavy Steel; Other Gear Belt of Physical Might, STR & CON +2
--------------------
TRACKED RESOURCES
--------------------
Divine Armor +2 (8 minutes) (1/day) (Su) - 0/1
Lay on Hands (4d6) (7/day) (Su) - 0/7
Paladin Channel Positive Energy 4d6 (3/day) (DC 17) (Su) - 0/3
Smite Evil (3/day) (Su) - 0/3
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Channeled Shield Wall Enhance your shield and the shields of allies adjacent to you
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Armor +2 (8 minutes) (1/day) (Su) You can enhance your armor for 1 minute per level one or more times per day.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (4d6) (7/day) (Su) You can heal 4d6 damage, 7/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Paladin Channel Positive Energy 4d6 (3/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Shared Defense (+1 AC, 10', auto-stabilize, 8 rds) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.

Spoiler:

Grover Cleveland
Male Half-Elf Fighter 8 Samurai 8
LN Medium Humanoid (elf, human)
Init +2; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 28 (+12 armor, +4 shield, +2 Dex, +1 natural, +1 deflection)
hp 156 (16d10+48)
Fort +20, Ref +11, Will +11
Defensive Abilities Bravery +2, Resolve (4/day); Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +16/+11/+6/+1 (1d4+15/x2) and
. . +3 Speed Katana +20/+20/+15/+10/+5 (1d8+19/18-20/x2)
Ranged +3 Speed Longbow, Composite (Str +5) +21/+21/+16/+11/+6 (1d8+8/x3)
Special Attacks Seal's Challenge +8 (3/day), Weapon Training: Blades, Heavy
--------------------
Statistics
--------------------
Str 16/20, Dex 10/14, Con 12/16, Int 11, Wis 14, Cha 15
Base Atk +16; CMB +21; CMD 34
Feats Animal Affinity, Cosmopolitan (Knowledge [history], Knowledge [local]), Elven Accuracy, Indomitable Mount, Mounted Archery, Mounted Blade, Mounted Combat, Mounted Skirmisher, Persuasive, Power Attack -5/+10, Ride-by Attack, Skill Focus (Ride) (Adaptability), Spirited Charge, Trick Riding, Wheeling Charge
Skills Acrobatics +1, Climb +4, Diplomacy +12, Escape Artist +1, Fly +1, Handle Animal +19, Intimidate +20, Knowledge (history) +10, Knowledge (local) +10, Perception +4, Ride +30, Stealth +1, Swim +4 Modifiers +1 Ride while riding your bonded mount.
Languages Abyssal, Common, Elven, Infernal
SQ Animal Companion Link, Armor Training 2, Banner +2/+1, Celestial Shield, Elf Blood, I Shall Not Be Moved, Keeper (POTUS), Mounted Archer, Order of the Seal, Seal's Skills +4, Weapon Expertise (Katana)
Combat Gear +3 Speed Katana, +3 Speed Longbow, Composite (Str +5), Celestial Plate Armor, Celestial Shield; Other Gear Amulet of Natural Armor +1, Belt of Physical Perfection, +4, Cloak of Resistance, +5, Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Feather Fall (1/day) - 0/1
Resolve (4/day) (Ex) - 0/4
Seal's Challenge +8 (3/day) (Ex) - 0/3
--------------------
Special Abilities
--------------------
+1 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -1 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Bravery +2 (Ex) +2 Will save vs. Fear
Celestial Shield Use feather fall once per day. If wearing celestial armor, use overland flight instead of flight once per day.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Accuracy Reroll miss chance due to concealment.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
I Shall Not Be Moved (Ex) If move no more than 5-foot step, +2 dodge bonus to CMD to resist bull rush, overrun, push, pull and trip until next turn.
Indomitable Mount Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.
Keeper (POTUS) (Ex) At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 m
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Blade When use Ride-By Attack gain 2nd att vs adj foe at -5.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
Order of the Seal Cavaliers of the order of the seal are a secretive order, each charged with the protection of a specific object (such as a dangerous magic item), place (a lost temple), or secret (that a certain peasant is actually the last descendant of the royal li
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Resolve (4/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Ride-by Attack You can move - attack - move when charging mounted.
Seal's Challenge +8 (3/day) (Ex) +8 to damage target, -2 AC vs. others when used. Can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge.
Seal's Skills +4 +4 Bluff to conceal information about his sworn charge.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Weapon Expertise (Katana) (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.

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

Endicott
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +1
--------------------
Defense
--------------------
AC 28, touch 11, flat-footed 26 (+9 armor, +2 Dex, -1 size, +8 natural)
hp 70 (+35)
Fort +9, Ref +7, Will +3
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +9 (1d4+5/x2) and
. . Hooves x2 (Horse) +9 x2 (1d6+5/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +11; CMD 23 (27 vs. Trip)
Feats Acrobatic Steps, Nimble Moves, Run, Toughness +7
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Work [Trick]
Skills Acrobatics +10, Climb +3, Escape Artist +0, Fly -2, Ride +0, Stealth -4, Swim +3
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4, Fetch [Trick], Work [Trick]
Combat Gear Celestial Armor; Other Gear Horseshoes of a Zephyr
--------------------
TRACKED RESOURCES
--------------------
Celestial Armor - 0/1
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.


Spoiler:

Benjamin Harrison
Male Elf Sorcerer (Crossblooded, Wildblooded) 8
NG Medium Humanoid (elf)
Init +6; Senses Low-Light Vision; Perception +14
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 17 (+4 armor, +2 Dex, +1 natural, +2 deflection)
hp 18 (8d6-16)
Fort +0, Ref +4, Will +4
Immune sleep; Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Quarterstaff +3 (1d6-1/x2)
Ranged +1 Crossbow, Light +7 (1d8+1/19-20/x2)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 8, +2 melee touch, +6 ranged touch):
3 (6/day) Summon Monster III, Dispel Magic
2 (7/day) Summon Monster II, Scorching Ray, Invisibility
1 (8/day) Expeditious Retreat, Enlarge Person (DC 16), Summon Monster I, Ray of Enfeeblement (DC 16), Entangle (DC 16)
0 (at will) Resistance (DC 15), Read Magic, Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 15), Message
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 7, Int 20, Wis 10, Cha 15
Base Atk +4; CMB +2; CMD 16
Feats Cosmopolitan (Diplomacy, Knowledge [history]), Eldritch Heritage, Elven Weapon Proficiencies, Eschew Materials, Improved Initiative, Skill Focus (Knowledge [dungeoneering]), Skill Focus (Perform [oratory])
Traits Valashmai Veteran (Perception)
Skills Concentration: Sorcerer +13, Diplomacy +13, Fly +13, Knowledge (dungeoneering) +9, Knowledge (history) +10, Knowledge (local) +16, Perception +14, Perform (oratory) +13, Sense Motive +8, Spellcraft +15, Use Magic Device +13
Languages Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan
SQ Animal Companion Link, Bedrock (grants DR 3/Adamantine), Elven Magic, Sage, Stonecunning +2, Sylvan
Combat Gear +1 Crossbow, Light, +1 Quarterstaff; Other Gear Amulet of Natural Armor +1, Bracers of Armor, +4, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bedrock (grants DR 3/Adamantine) Your earth magic is more defensive than offensive.

Associated Bloodline: Deep Earth.

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/ adamantine equal to 1/2 your sorcerer lev
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.

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

Whiskers
Ram
NN Medium Animal
Init +3; Senses Low-Light Vision, Scent; Perception +8
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 35 (+10)
Fort +5, Ref +7, Will +3
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Gore (Ram) +6 (1d4+4/x2)
Special Attacks Powerful Charge (1d8)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 13, Int 2, Wis 14, Cha 7
Base Atk +3; CMB +6; CMD 19 (23 vs. Trip)
Feats Acrobatic Steps, Nimble Moves, Toughness +5
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Stay [Trick], Work [Trick]
Skills Acrobatics +8, Perception +8
Languages
SQ Attack Any Target [Trick], Defend [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Work [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Powerful Charge (1d8) (Ex) Your charge attacks deal additional damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Spoiler:

William McKinley
Male Sylph Cleric (Theologian) 10
NG Medium Outsider (native)
Init +3; Senses Darkvision; Perception +12
--------------------
Defense
--------------------
AC 18, touch 9, flat-footed 18 (+9 armor, -1 Dex)
hp 63 (10d8+10)
Fort +8, Ref +2, Will +11
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Morningstar +10/+5 (1d8+3/x2)
Spell-Like Abilities Feather Fall (1/day)
Cleric (Theologian) Spells Prepared (CL 10, 8 melee touch, 6 ranged touch):
5 (2/day) Beast Shape III
4 (4/day) Summon Nature's Ally IV
3 (4/day) Fly (DC 17)
2 (5/day) Feather Fall (DC 16)
1 (5/day) Calm Animals (DC 15)
--------------------
Statistics
--------------------
Str 11/13, Dex 7/9, Con 10/12, Int 14, Wis 17/19, Cha 14/16
Base Atk +7; CMB +8; CMD 17
Feats Brew Potion, Cloud Gazer, Extra Channel, Improved Initiative, Quick Channel
Skills Acrobatics -3, Climb -1, Concentration: Cleric +14, Diplomacy +16, Escape Artist -3, Fly +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (religion) +15, Perception +12, Ride -3, Stealth -3, Swim -1
Languages Auran, Celestial, Common, Elven
SQ Air/Sky/Wind Variant Channeling (±3 Sacred), Animal Companion Link, Aura, Cleric (Theologian) Domain: Feather, Cleric Channel Positive Energy 5d6 (8/day) (DC 18), Domain Secret (Extend Spell, Fly), Domain Secret (Extend Spell, Summon Nature's Ally IV), Eyes of the Hawk (+6 Perception / +2 Init.), Focused Domain, Share Spells with Companion, Spontaneous Casting
Combat Gear +2 Morningstar, Celestial Armor; Other Gear Belt of Physical Perfection, +2, Headband of Mental Prowess, WIS & CHA +2
--------------------
TRACKED RESOURCES
--------------------
Celestial Armor - 0/1
Cleric Channel Positive Energy 5d6 (8/day) (DC 18) (Su) - 0/8
Feather Fall (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Air/Sky/Wind Variant Channeling (±3 Sacred) Grants a Acrobatics bonus or ranged attack penalty
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Theologian) Domain: Feather Associated Domain: Animal

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Channel Positive Energy 5d6 (8/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cloud Gazer See through fog, mist, and clouds without penalty. Triple sight distance if cloud is magical.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Domain Secret (Extend Spell, Fly) (Ex) Chosen domain spell permanently modified with metamagic.
Domain Secret (Extend Spell, Summon Nature's Ally IV) (Ex) Chosen domain spell permanently modified with metamagic.
Eyes of the Hawk (+6 Perception / +2 Init.) (Su) +6 Perception, +2 Initiative during a surprise round.
Focused Domain +2 to cleric level for domain powers.
Quick Channel Channel energy faster by expending more uses
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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

Yankee Doodle
Quetzalcoatlus
NN Medium Animal
Init +7; Senses Low-Light Vision, Scent; Perception +2
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 14 (+7 Dex, +4 natural)
hp 36 (+6)
Fort +5, Ref +12, Will +4
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 30 ft., Flight (50 feet, Clumsy)
Melee Bite (Quetzalcoatlus) +4 (1d8/x3)
--------------------
Statistics
--------------------
Str 11, Dex 24, Con 10, Int 2, Wis 14, Cha 12
Base Atk +4; CMB +4; CMD 21
Feats Acrobatic, Flyby Attack, Toughness +6
Skills Acrobatics +9, Fly +10
Languages
SQ Devotion +4, Razor-Sharp Beak

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Clumsy) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Razor-Sharp Beak (Ex) A quetzalcoatlus’s razor-sharp beak has a critical modifier of x3.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Spoiler:

Teddy Roosevelt
Male Oread Barbarian (Invulnerable Rager, Beast Totem) 18
NG Large Outsider (native)
Init +1; Senses Darkvision, Scent; Perception +27
--------------------
Defense
--------------------
AC 30, touch 11, flat-footed 29 (+6 armor, +5 shield, +1 Dex, -1 size, +8 natural, +3 deflection)
hp 311 (18d12+180)
Fort +22, Ref +8, Will +15
DR 12/&#151;, 24/lethal; Resist acid 5, cold 5, Extreme Endurance (Cold)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 Furious Adamantine Greatsword +28/+23/+18/+13 (3d6+52/19-20/x2) and
. . Bite (Animal Fury) +17 (1d6+15/x2) and
. . Claw x2 (Beast Totem, Lesser) +17 x2 (2d6+15/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks Animal Fury, Beast Totem, Lesser, Pounce, Scent
Spell-Like Abilities Magic Stone (1/day)
--------------------
Statistics
--------------------
Str 16/30, Dex 8/12, Con 16/30, Int 14, Wis 15/21, Cha 9/15
Base Atk +18; CMB +29; CMD 41
Feats Extra Rage Power, Persuasive, Power Attack -5/+10, Raging Brutality (+10), Raging Deathblow, Raging Vitality, Skill Focus (Diplomacy), Spontaneous Rage, Stony Step
Skills Acrobatics +22, Appraise +3, Bluff +3, Climb +17, Diplomacy +26, Disguise +3, Fly -1, Heal +6, Intimidate +28, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +16, Perception +27, Perform (oratory) +14, Sense Motive +6, Stealth -3, Survival +19, Swim +17
Languages Common, Dwarven, Terran, Undercommon
SQ Beast Totem +5 AC, Beast Totem, Greater, Fast Movement +10, Increase Damage Reduction, Increase Damage Reduction, Increase Damage Reduction, Indomitable Will, Moment of Clarity (1/rage), Rage (41 rounds/day), Superstition +6
Combat Gear +4 Fortification, Heavy Buckler, +5 Furious Adamantine Greatsword, Rhino Hide; Other Gear Amulet of Natural Armor +3, Belt of Physical Perfection, +6, Boots of Speed (10 rounds/day), Headband of Mental Prowess, WIS & CHA +6, Ring of Protection, +3, Stone of Good Luck (Luckstone), Wings of Flying
--------------------
TRACKED RESOURCES
--------------------
Boots of Speed (10 rounds/day) - 0/10
Magic Stone (1/day) (Sp) - 0/1
Moment of Clarity (1/rage) (Ex) - 0/1
Rage (41 rounds/day) (Ex) - 0/41
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem +5 AC (Su) +5 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (12/-) You have Damage Reduction against all attacks.
Damage Reduction (24/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (41 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Brutality (+10) Add Constitution bonus on damage rolls
Raging Deathblow Rend a dying foe and gain one round of rage
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scent (Ex) While raging, you gain the scent ability.
Spontaneous Rage You are able to fly into a berserk rage even
when it is not your turn.
Stony Step Treat 5 feet of earth or stone-based difficult terrain as normal.
Superstition +6 (Ex) +6 save vs. magic while raging.

Spoiler:

William Howard Taft
Male Half-Orc Witch 8
LN Medium Humanoid (orc)
Init -2; Senses Darkvision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 9, flat-footed 12 (+2 armor, -2 Dex, +1 natural, +1 deflection)
hp 50 (8d6+8)
Fort +2, Ref +0, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Toothy) +4 (1d4/x2)
Spell-Like Abilities Feather Fall (At will), Fly (8 minutes/day), Levitate (1/day)
Witch Spells Prepared (CL 8, 4 melee touch, 2 ranged touch):
4 (3/day) Geas, Lesser (DC 20), Summon Monster IV, Enervation
3 (4/day) Summon Monster III, Suggestion (DC 19), Suggestion (DC 19), Fly (DC 18)
2 (4/day) Zone of Truth (DC 18), Cure Moderate Wounds (DC 17), Enthrall (DC 18), Miserable Pity (DC 17)
1 (6/day) Enlarge Person (DC 16), Enlarge Person (DC 16), Summon Monster I, Cure Light Wounds (DC 16), Cure Light Wounds (DC 16), Whispering Lore
0 (at will) Read Magic, Detect Magic, Message, Putrefy Food and Drink (DC 15)
--------------------
Statistics
--------------------
Str 9/11, Dex 5/7, Con 8/10, Int 20, Wis 15, Cha 16
Base Atk +4; CMB +4; CMD 13
Feats Brew Potion, Extra Hex, Pass for Human, Spell Focus (Enchantment), Toughness +8
Traits Honeyed Tongue
Skills Appraise +7, Concentration: Wizard +0, Diplomacy +15, Intimidate +5, Knowledge (history) +16, Knowledge (local) +15, Knowledge (nobility) +7, Profession (barrister) +13, Sense Motive +7, Spellcraft +15, Swim +4, Use Magic Device +14
Languages Abyssal, Common, Draconic, Giant, Gnoll, Goblin, Orc; Tongues (8 minutes/day)
SQ +3 to Diplomacy checks, Charm +2 (5 round(s)) (DC 19), Deliver Touch Spells Through Familiar, Empathic Link with Familiar, Healing (2d8+8), Share Spells with Familiar, Speak with Animals, Speak With Familiar, Ward +3
Other Gear Amulet of Natural Armor +1, Belt of Physical Perfection, +2, Bracers of Armor, +2, Carpet of Flying I, Decanter of Endless Water, Ring of Protection, +1, Sustaining Spoon
--------------------
TRACKED RESOURCES
--------------------
Fly (8 minutes/day) (Sp) - 0/8
Levitate (1/day) (Sp) - 0/1
Tongues (8 minutes/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
+3 to Diplomacy checks You gain the Alertness feat while your familiar is within arm's reach.
Charm +2 (5 round(s)) (DC 19) (Su) Improve attitudes by 2 step(s).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Feather Fall (At will) (Sp) Feather Fall at will.
Fly (8 minutes/day) (Sp) Fly for 0 minutes/day.
Healing (2d8+8) (Su) Cure Moderate Wounds at will (1/day/person)
Levitate (1/day) (Sp) Levitate 1/day
Pass for Human +10 to Disguise yourself as a human. You may take 10 on this check in human areas.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Tongues (8 minutes/day) (Su) Understand and speak any language.
Ward +3 (Su) Target receives +3 AC and save bonus until they are hit or fail a saving throw.

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

Pauline
Pig
NN Small Magical Beast ((animal))
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+1 Dex, +1 size, +5 natural)
hp 25 (1d8+2)
Fort +6, Ref +3, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Pig) +5 (1d4/x2)
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 15, Int 9, Wis 13, Cha 4
Base Atk +4; CMB +3; CMD 14 (18 vs. Trip)
Feats Great Fortitude
Skills Appraise +1, Diplomacy +5, Fly +3, Perception +5, Sense Motive +6, Spellcraft +6, Stealth +5, Use Magic Device +5
Languages
SQ Improved Evasion

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Spoiler:
Woodrow Wilson
Male Elf Wizard 16
LN Medium Humanoid (elf)
Init -1; Senses Low-Light Vision; Perception +22
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 19 (-1 Dex, +5 natural, +5 deflection)
hp 66 (16d6)
Fort +10, Ref +9, Will +19
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 16, 8 melee touch, 7 ranged touch):
8 (3/day) Moment of Prescience, Summon Monster VIII, Mage Armor, (DC 19)
7 (4/day) Limited Wish, Plane Shift (DC 25), Mage Armor, (DC 19), Fly, Mass (DC 25)
6 (4/day) Disintegrate (DC 24), True Seeing (DC 24), Mage Armor, (DC 19), Curse, Major (DC 24)
5 (5/day) Overland Flight, Contact Other Plane, Teleport, Feeblemind (DC 23), Mage Armor, (DC 19)
4 (10/day) Black Tentacles, Black Tentacles, Globe of Invulnerability, Lesser, Globe of Invulnerability, Lesser, Summon Monster IV, Summon Monster IV, Enervation, Enervation, Mage Armor, Extend, (DC 19), Mage Armor, (DC 19)
3 (6/day) Displacement (DC 21), Dispel Magic, Clairaudience/Clairvoyance, Clairaudience/Clairvoyance, Mage Armor, (DC 19), Ablative Barrier
2 (6/day) Scorching Ray, Scorching Ray, Invisibility, Invisibility, Mage Armor, (DC 19), Create Treasure Map
1 (6/day) Mage Armor (DC 19), Mage Armor (DC 19), Enlarge Person (DC 19), Enlarge Person (DC 19), Ray of Enfeeblement (DC 19), Cultural Adaptation
0 (at will) Read Magic, Detect Magic, Prestidigitation (DC 18), Message
--------------------
Statistics
--------------------
Str 10, Dex 9, Con 10, Int 20/26, Wis 12/18, Cha 14/20
Base Atk +8; CMB +8; CMD 22
Feats Breadth of Experience, Combat Expertise +/-3, Covering Shield, Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Elven Weapon Proficiencies, Extend Spell, Heighten Mage Armor, Scribe Scroll, Shield Properties, Tower Shield Spell, Wizard Weapon Proficiencies
Traits Conspiracy Hunter (Diplomacy)
Skills Bluff +21, Concentration: Wizard +24, Diplomacy +25, Fly +18, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (engineering) +23, Knowledge (geography) +23, Knowledge (history) +23, Knowledge (local) +23, Knowledge (nature) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +23, Perception +22, Spellcraft +23
Languages Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan
SQ +3 to Survival checks, Deliver Touch Spells Through Familiar, Elven Magic, Empathic Link with Familiar, Hand of the Apprentice (11/day), Metamagic Mastery (5/day), Scry on Familiar (1/day), Share Spells with Familiar, Speak with Animals, Speak With Familiar
Other Gear Amulet of Natural Armor +5, Cloak of Resistance, +5, Headband of Mental Superiority, +6 (Bluff, Perception), Ring of Protection, +5, Ring of Wizardry IV, Stone Golem Manual, Greater
--------------------
TRACKED RESOURCES
--------------------
Hand of the Apprentice (11/day) (Su) - 0/11
Metamagic Mastery (5/day) (Su) - 0/5
Scry on Familiar (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Covering Shield You can extend your shield to protect an ally.

Prerequisites: Combat Reflexes or Combat Expertise, ability to cast shield.

Benefit: Once a round as a swift action you may extend the benefits of a shield spell you have active to an
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hand of the Apprentice (11/day) (Su) Throw the melee weapon you are holding 11/day.
Heighten Mage Armor You can cast more effective versions of mage armor as higher-level spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Mastery (5/day) (Su) Apply a metamagic feat you know for free 5/day.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Shield Properties You can add the magic properties of magic shields to your shield spell.

Prerequisite: Craft Magic Arms & Armor, ability to cast shield, caster level 5.

Benefit: When you cast shield, you can reduce the armor bonus to AC it grants
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Tower Shield Spell You can make your shield spell much larger, at the cost of additional hindrance.

Prerequisite: Craft Magic Arms & Armor, ability to cast shield, caster level 6.

Benefit: As a move action you can grab and stretch the edges of a shi

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

Garrison
Golem, Stone
NN Large Construct
Init -1; Senses Darkvision, Low-Light Vision; Perception +0
--------------------
Defense
--------------------
AC 26, touch 8, flat-footed 26 (-1 Dex, -1 size, +18 natural)
hp 107 (14d10)
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune Construct Traits (+30 HP), ability damage, ability drain, bleeds, energy drain, exhaustion, fatigue, death and necromancy effects, disease, Immunity to Magic, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft.
Melee Slam x2 (Golem, Stone) +22 x2 (2d10+9/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Slow (DC 17)
--------------------
Statistics
--------------------
Str 28, Dex 9, Con -, Int -, Wis 11, Cha 1
Base Atk +14; CMB +24; CMD 33
Feats
Skills Fly -3, Stealth -5
Languages

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Construct Traits (+30 HP) Constructs have many immunities, no Constitution, and a bonus to Hp based on size.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immune to Ability Damage Immune to ability damage
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. • A transmute rock to mud spell slows a stone golem (as the
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Slow (DC 17) (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution

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

Meredith
Goat
NN Small Magical Beast ((animal))
Init +1; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 20 (+1 Dex, +1 size, +9 natural)
hp 33 (1d8+1)
Fort +6, Ref +6, Will +10
SR 21
--------------------
Offense
--------------------
Speed 30 ft.
Melee Gore (Goat) +10 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 13, Wis 11, Cha 5
Base Atk +8; CMB +8; CMD 19 (23 vs. Trip)
Feats Nimble Moves
Skills Acrobatics +5, Climb +5, Diplomacy +13, Fly +3, Perception +4, Spellcraft +13, Stealth +5 Modifiers +4 to Survival to find food, Acrobatics (Jump) +4
Languages Common
SQ Improved Evasion

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival to find food (Ex) You are particularly good at Survival in certain environments or circumstances.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Spell Resistance (21) You have Spell Resistance.

Spoiler:

Woodrow Wilson
Male Elf Wizard 16
LN Medium Humanoid (elf)
Init -1; Senses Low-Light Vision; Perception +22
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 19 (-1 Dex, +5 natural, +5 deflection)
hp 66 (16d6)
Fort +10, Ref +9, Will +19
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 16, 8 melee touch, 7 ranged touch):
8 (3/day) Moment of Prescience, Summon Monster VIII, Mage Armor, (DC 19)
7 (4/day) Limited Wish, Plane Shift (DC 25), Mage Armor, (DC 19), Fly, Mass (DC 25)
6 (4/day) Disintegrate (DC 24), True Seeing (DC 24), Mage Armor, (DC 19), Curse, Major (DC 24)
5 (5/day) Overland Flight, Contact Other Plane, Teleport, Feeblemind (DC 23), Mage Armor, (DC 19)
4 (10/day) Black Tentacles, Black Tentacles, Globe of Invulnerability, Lesser, Globe of Invulnerability, Lesser, Summon Monster IV, Summon Monster IV, Enervation, Enervation, Mage Armor, Extend, (DC 19), Mage Armor, (DC 19)
3 (6/day) Displacement (DC 21), Dispel Magic, Clairaudience/Clairvoyance, Clairaudience/Clairvoyance, Mage Armor, (DC 19), Ablative Barrier
2 (6/day) Scorching Ray, Scorching Ray, Invisibility, Invisibility, Mage Armor, (DC 19), Create Treasure Map
1 (6/day) Mage Armor (DC 19), Mage Armor (DC 19), Enlarge Person (DC 19), Enlarge Person (DC 19), Ray of Enfeeblement (DC 19), Cultural Adaptation
0 (at will) Read Magic, Detect Magic, Prestidigitation (DC 18), Message
--------------------
Statistics
--------------------
Str 10, Dex 9, Con 10, Int 20/26, Wis 12/18, Cha 14/20
Base Atk +8; CMB +8; CMD 22
Feats Breadth of Experience, Combat Expertise +/-3, Covering Shield, Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Elven Weapon Proficiencies, Extend Spell, Heighten Mage Armor, Scribe Scroll, Shield Properties, Tower Shield Spell, Wizard Weapon Proficiencies
Traits Conspiracy Hunter (Diplomacy)
Skills Bluff +21, Concentration: Wizard +24, Diplomacy +25, Fly +18, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (engineering) +23, Knowledge (geography) +23, Knowledge (history) +23, Knowledge (local) +23, Knowledge (nature) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +23, Perception +22, Spellcraft +23
Languages Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan
SQ +3 to Survival checks, Deliver Touch Spells Through Familiar, Elven Magic, Empathic Link with Familiar, Hand of the Apprentice (11/day), Metamagic Mastery (5/day), Scry on Familiar (1/day), Share Spells with Familiar, Speak with Animals, Speak With Familiar
Other Gear Amulet of Natural Armor +5, Cloak of Resistance, +5, Headband of Mental Superiority, +6 (Bluff, Perception), Ring of Protection, +5, Ring of Wizardry IV, Stone Golem Manual, Greater
--------------------
TRACKED RESOURCES
--------------------
Hand of the Apprentice (11/day) (Su) - 0/11
Metamagic Mastery (5/day) (Su) - 0/5
Scry on Familiar (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Covering Shield You can extend your shield to protect an ally.

Prerequisites: Combat Reflexes or Combat Expertise, ability to cast shield.

Benefit: Once a round as a swift action you may extend the benefits of a shield spell you have active to an
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hand of the Apprentice (11/day) (Su) Throw the melee weapon you are holding 11/day.
Heighten Mage Armor You can cast more effective versions of mage armor as higher-level spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Mastery (5/day) (Su) Apply a metamagic feat you know for free 5/day.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Shield Properties You can add the magic properties of magic shields to your shield spell.

Prerequisite: Craft Magic Arms & Armor, ability to cast shield, caster level 5.

Benefit: When you cast shield, you can reduce the armor bonus to AC it grants
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Tower Shield Spell You can make your shield spell much larger, at the cost of additional hindrance.

Prerequisite: Craft Magic Arms & Armor, ability to cast shield, caster level 6.

Benefit: As a move action you can grab and stretch the edges of a shi

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

Garrison
Golem, Stone
NN Large Construct
Init -1; Senses Darkvision, Low-Light Vision; Perception +0
--------------------
Defense
--------------------
AC 26, touch 8, flat-footed 26 (-1 Dex, -1 size, +18 natural)
hp 107 (14d10)
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune Construct Traits (+30 HP), ability damage, ability drain, bleeds, energy drain, exhaustion, fatigue, death and necromancy effects, disease, Immunity to Magic, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft.
Melee Slam x2 (Golem, Stone) +22 x2 (2d10+9/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Slow (DC 17)
--------------------
Statistics
--------------------
Str 28, Dex 9, Con -, Int -, Wis 11, Cha 1
Base Atk +14; CMB +24; CMD 33
Feats
Skills Fly -3, Stealth -5
Languages

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Construct Traits (+30 HP) Constructs have many immunities, no Constitution, and a bonus to Hp based on size.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immune to Ability Damage Immune to ability damage
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. • A transmute rock to mud spell slows a stone golem (as the
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Slow (DC 17) (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution

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

Meredith
Goat
NN Small Magical Beast ((animal))
Init +1; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 20 (+1 Dex, +1 size, +9 natural)
hp 33 (1d8+1)
Fort +6, Ref +6, Will +10
SR 21
--------------------
Offense
--------------------
Speed 30 ft.
Melee Gore (Goat) +10 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 13, Wis 11, Cha 5
Base Atk +8; CMB +8; CMD 19 (23 vs. Trip)
Feats Nimble Moves
Skills Acrobatics +5, Climb +5, Diplomacy +13, Fly +3, Perception +4, Spellcraft +13, Stealth +5 Modifiers +4 to Survival to find food, Acrobatics (Jump) +4
Languages Common
SQ Improved Evasion

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival to find food (Ex) You are particularly good at Survival in certain environments or circumstances.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Spell Resistance (21) You have Spell Resistance.

Spoiler:

Calvin Coolidge
Male Human Ranger (Beast Master) 12
NG Medium Humanoid (human)
Init +6; Senses Perception +21
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+9 armor, +2 Dex)
hp 76 (12d10)
Fort +11, Ref +13, Will +9
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee Sword of the Planes +13/+8/+3 (1d8+3/19-20/x2)
Ranged +2 Longbow, Composite (Str +4) +12/+12/+7/+2 (1d8+4/x3)
Ranger (Beast Master) Spells Prepared (CL 9, 12 melee touch, 12 ranged touch):
3 (1/day) Animal Aspect, Greater
2 (3/day) Cure Light Wounds (DC 14), Hunter's Eye, Ricochet Shot
1 (3/day) Aspect of the Falcon, Gravity Bow, Gravity Bow
--------------------
Statistics
--------------------
Str 14, Dex 10/14, Con 10, Int 13, Wis 14, Cha 16
Base Atk +12; CMB +14; CMD 26
Feats Alertness, Boon Companion (Ranger [Beast Master]), Conceal Scent, Cosmopolitan (Diplomacy, Knowledge [local]), Endurance, Improved Initiative, Point Blank Shot, Rapid Shot, Scholar (Knowledge [history], Knowledge [local]), Snap Off a Shot
Skills Acrobatics +14, Climb +4, Diplomacy +18, Escape Artist -1, Fly -1, Handle Animal +18, Knowledge (history) +10, Knowledge (local) +15, Perception +21, Perform (wind instruments) +10, Profession (barrister) +10, Ride -1, Sense Motive +4, Stealth +24, Survival +17, Swim +5
Languages Celestial, Common, Dwarven, Elven
SQ Animal Companion Link, Enemies: Dragons (+2 bonus), Enemies: Monstrous Humanoids (+4 bonus), Enemies: Undead (+4 bonus), Improved Empathic Link, Quarry, Share Spells with Companion, Swift Tracker, Terrains: Forest (+4 bonus), Terrains: Plains (+2 bonus), Track +6, Wild Empathy +15, Woodland Stride
Combat Gear +2 Longbow, Composite (Str +4), +3 Shadow, Improved Agile Breastplate, Sword of the Planes; Other Gear Belt of Incredible Dexterity, +4, Carpet of Flying I, Cloak of Resistance, +3
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Ranger [Beast Master]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Conceal Scent Can't be tracked by scent, it detects at half distance & can't pinpoint square.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Dragons (+2 bonus) (Ex) +2 to rolls vs Dragons.
Enemies: Monstrous Humanoids (+4 bonus) (Ex) +4 to rolls vs Monstrous Humanoids.
Enemies: Undead (+4 bonus) (Ex) +4 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Empathic Link (Su) You have an empathic link with all your companions.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quarry +2 to hit and other bonuses against your designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scholar (Knowledge [history], Knowledge [local]) +2 bonus on two Knowledge skills
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Snap Off a Shot You are able to make a ranged attack with a bow or crossbow at any time during the
round.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Plains (+2 bonus) (Ex) +2 to rolls vs Plains.
Track +6 +6 to survival checks to track.
Wild Empathy +15 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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

King Cole
Dog
NN Medium Animal
Init +3; Senses Low-Light Vision, Scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 36 (+16)
Fort +8, Ref +7, Will +2
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Dog) +8 (1d6+7/x2)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 18, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 20 (24 vs. Trip)
Feats Pack Attack, Skill Focus (Intimidate)
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Intimidate +4, Perception +5 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +4
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Fighting [Trick], Guard [Trick], Heel [Trick]
Other Gear Amulet of Mighty Fists +1
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally's attack allows you to take a 5-foot step
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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

Palo Alto
Dog
NN Medium Animal
Init +3; Senses Low-Light Vision, Scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 36 (+16)
Fort +8, Ref +7, Will +2
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Dog) +8 (1d6+7/x2)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 18, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 20 (24 vs. Trip)
Feats Pack Attack, Skill Focus (Survival)
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Hunting [Trick], Seek [Trick], Track [Trick]
Skills Perception +5, Survival +7 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +4
Languages
SQ Come [Trick], Defend [Trick], Hunting [Trick]
Other Gear Amulet of Mighty Fists +1
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally's attack allows you to take a 5-foot step
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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

Tiger
Tiger
NN Medium Animal
Init +4; Senses Low-Light Vision, Scent; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 28 (+8)
Fort +5, Ref +8, Will +4
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Tiger) +6 (1d6+3/x2) and
. . Claw x2 (Tiger) +6 x2 (1d4+3/x2) and
. . Rake x2 (Tiger) +6 x2 (1d4+3/x2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 2, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 19 (23 vs. Trip)
Feats Pack Attack, Toughness +4
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Guarding [Trick], Heel [Trick], Stay [Trick]
Skills Perception +7, Stealth +10 Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Guarding [Trick], Heel [Trick], Stay [Trick]
Other Gear Amulet of Mighty Fists +1
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Evasion (Ex) No damage on successful reflex save.
Guarding [Trick] The animal has been trained for guard duty.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally's attack allows you to take a 5-foot step
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.


Spoiler:
Herbert Hoover
Male Hobgoblin Druid (World Walker) 8
LN Medium Humanoid (goblinoid)
Init +3; Senses Darkvision; Perception +14
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
hp 59 (8d8+16)
Fort +8, Ref +1, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Druid (World Walker) Spells Prepared (CL 8, 6 melee touch, 5 ranged touch):
4 (2/day) Cure Serious Wounds (DC 17), Bloody Claws (DC 17)
3 (4/day) Magic Fang, Greater (DC 16), Anthropomorphic Animal (DC 16), Anthropomorphic Animal (DC 16), Animal Aspect, Greater
2 (4/day) Restoration, Lesser (DC 15), Owl's Wisdom (DC 15), Animal Aspect, Wilderness Soldiers
1 (5/day) Shillelagh (DC 14), Magic Fang (DC 14), Goodberry, Obscuring Mist, Commune WIth Birds
0 (at will) Read Magic, Purify Food and Drink (DC 13), Detect Magic, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 11, Dex 9, Con 15, Int 14, Wis 16, Cha 10
Base Atk +6; CMB +6; CMD 15
Feats Druid Weapon Proficiencies, Improved Initiative, Natural Spell, Planar Wild Shape, Skill Focus (Disguise)
Skills Acrobatics -3, Climb +3, Concentration: Druid +11, Diplomacy +8, Disguise +11, Escape Artist -3, Fly -3, Handle Animal +11, Knowledge (engineering) +9, Knowledge (local) +8, Knowledge (nature) +10, Knowledge (planes) +7, Perception +14, Ride -3, Stealth +6, Survival +9, Swim +3
Languages Common, Draconic, Druidic, Giant, Goblin
SQ Improved Empathic Link, Pack Bond, Spontaneous Casting, Terrains: Forest (+2 bonus), Terrains: Urban (+4 bonus), Wild Empathy +8, Wild Shape (2/day), 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
Combat Gear Snakescale Armor; Other Gear Amulet of Mighty Fists +2
--------------------
TRACKED RESOURCES
--------------------
Wild Shape (2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Natural Spell You can cast spells while in Wild Shape.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Terrains: Urban (+4 bonus) (Ex) +4 to rolls vs Urban.
Wild Empathy +8 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wild Shape (2/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.

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

Big Ben
Alligator
NN Medium Animal
Init +1; Senses Low-Light Vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 36 (+16)
Fort +8, Ref +5, Will +2
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 20 ft., Sprint x2 (1/minute), Swimming (30 feet)
Melee Bite (Alligator) +8 (1d8+7/x2) and
. . Tail Slap (Alligator) +3 (1d12+2/x2)
Special Attacks Death Roll
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 18, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +8; CMD 19 (23 vs. Trip)
Feats Pack Attack, Stealth Synergy
Skills Perception +5, Stealth +6, Swim +17 Modifiers +8 Stealth in Water
Languages
SQ Hold Breath (x4)

--------------------
TRACKED RESOURCES
--------------------
Sprint x2 (1/minute) (Ex) - 0/1
--------------------
Special Abilities
--------------------
+8 Stealth in Water (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone.
Evasion (Ex) No damage on successful reflex save.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally's attack allows you to take a 5-foot step
Sprint x2 (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swimming (30 feet) You have a Swim speed.

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

Sonnie
Alligator
NN Medium Animal
Init +1; Senses Low-Light Vision; Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 36 (+16)
Fort +8, Ref +5, Will +2
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 20 ft., Sprint x2 (1/minute), Swimming (30 feet)
Melee Bite (Alligator) +8 (1d8+7/x2) and
. . Tail Slap (Alligator) +3 (1d12+2/x2)
Special Attacks Death Roll
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 18, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +8; CMD 19 (23 vs. Trip)
Feats Pack Attack, Stealth Synergy
Skills Acrobatics +5, Stealth +6, Swim +17 Modifiers +8 Stealth in Water
Languages
SQ Hold Breath (x4)

--------------------
TRACKED RESOURCES
--------------------
Sprint x2 (1/minute) (Ex) - 0/1
--------------------
Special Abilities
--------------------
+8 Stealth in Water (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone.
Evasion (Ex) No damage on successful reflex save.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally's attack allows you to take a 5-foot step
Sprint x2 (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swimming (30 feet) You have a Swim speed.

Spoiler:

Franklin D Roosevelt
Male Oread Fighter 1 Monk 1 Oracle 20
LN Medium Dragon ((outsider), native)
Init +3; Senses Darkvision, Low-Light Vision; Perception +36
--------------------
Defense
--------------------
AC 37, touch 14, flat-footed 36 (+14 armor, -2 Dex, +9 natural, +5 deflection, +1 dodge)
hp 246 (1d10+21d8+132)
Fort +24, Ref +11, Will +26
Immune exhaustion, fatigue, fire, paralysis, sleep; Resist acid 5
Weakness Lame
--------------------
Offense
--------------------
Speed 30 ft., Flight (60 feet, Average)
Melee +5 Speed, Wounding Adamantine Greatsword +31/+31/+26/+21/+16 (2d6+33/17-20/x2) and
. . Bite (Half-Dragon) +15 (1d6+9/x2) and
. . Claw x2 (Half-Dragon) +15 x2 (1d4+9/x2) and
. . Gauntlet (from Armor) +20/+15/+10/+5 (1d3+19/x2) and
. . Unarmed Strike +20/+15/+10/+5 (1d6+19/x2)
Ranged Oathbow (Str +2) +18/+13/+8/+3 (1d8+5/x3)
Special Attacks Breath Weapon (1/day) (DC 16), Flurry of Blows -1/-1
Oracle Spells Known (CL 20, +20 melee touch, +14 ranged touch):
9 (7/day) Iron Body, Overwhelming Presence (DC 29), True Resurrection, Miracle (DC 29)
8 (7/day) Divine Vessel, Repel Metal or Stone, Cure Critical Wounds, Mass (DC 28), Earthquake (DC 28), Nine Lives
7 (7/day) Cure Serious Wounds, Mass (DC 27), Statue (DC 27), Resurrection, Destruction (DC 27), Restoration, Greater (DC 27)
6 (8/day) Cure Moderate Wounds, Mass (DC 26), Wall of Iron (DC 26), Word of Recall, Harm (DC 26), Heal (DC 26)
5 (8/day) Cure Light Wounds, Mass (DC 25), Righteous Might, Disrupting Weapon (DC 25), Major Creation, Atonement, True Seeing (DC 25)
4 (8/day) Versatile Weapon (DC 24), Divine Power, Cure Critical Wounds (DC 24), Cure Critical Wounds (DC 24), Crusader's Edge (DC 24), Symbol of Revelation
3 (8/day) Protection from Energy (DC 23), Cure Serious Wounds (DC 23), Cure Serious Wounds (DC 23), Keen Edge (DC 23), Deadly Juggernaut, Planned Assault (Angradd)
2 (9/day) Restoration, Lesser (DC 22), Shield Other (DC 22), Weapon of Awe (DC 22), Cure Moderate Wounds (DC 22), Cure Moderate Wounds (DC 22), Enthrall (DC 22), Heat Metal (DC 22)
1 (9/day) Lead Blades, Moment of Greatness, Divine Favor, Bless, Cure Light Wounds (DC 21), Cure Light Wounds (DC 21), Abundant Ammunition
0 (at will) Resistance (DC 20), Stabilize, Read Magic, Mending, Purify Food and Drink (DC 20), Create Water, Detect Magic, Guidance, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 22/28, Dex 7, Con 17/23, Int 14, Wis 18/24, Cha 24/30
Base Atk +16; CMB +25; CMD 39
Feats Abundant Revelations (Iron Skin), Alertness, Bloody Assault, Combat Casting, Cosmopolitan (Knowledge [local], Perception), Divine Interference, Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Power Attack -5/+10, Prophetic Visionary (1/day), Scholar (Knowledge [history], Knowledge [local]), Skill Focus (Acrobatics), Stunning Fist (6/day) (DC 28), Warrior Priest
Skills Acrobatics +17, Bluff +21, Concentration: Oracle +30, Diplomacy +35, Heal +13, Intimidate +17, Knowledge (history) +20, Knowledge (local) +20, Perception +36, Perform (oratory) +26, Profession (barrister) +23, Sense Motive +24, Spellcraft +25, Swim +15
Languages Common, Dwarven, Elven, Ignan, Terran, Undercommon
SQ Armor Mastery +/-3, Crystalline Form (1/day), Dance of the Blades +4 (20% miss chance), Final Revelation of Metal (Greatsword), Iron Skin (3/day), Slow and Steady, Stunning Fist (Stun), Treacherous Earth (22 minutes) (1/day), Unarmed Strike (1d6), Vision in Iron (20 rounds/day)
Combat Gear +5 Comfort, Fortification, Heavy Full Plate, +5 Speed, Wounding Adamantine Greatsword, Oathbow (Str +2); Other Gear Amulet of Natural Armor +5, Belt of Physical Might, STR & CON +6, Boots of Teleportation, Bracers of Archery, Greater, Cloak of Resistance, +5, Headband of Mental Prowess, WIS & CHA +6, Ring of Protection, +5, Soaring Cathedra, Tome of Leadership and Influence, +5
--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (1/day) (DC 16) (Su) - 0/1
Crystalline Form (1/day) - 0/1
Iron Skin (3/day) (Sp) - 0/3
Prophetic Visionary (1/day) - 0/1
Stunning Fist (6/day) (DC 28) - 0/6
Treacherous Earth (22 minutes) (1/day) - 0/1
Vision in Iron (20 rounds/day) (Sp) - 0/20
--------------------
Special Abilities
--------------------
Armor Mastery +/-3 (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Breath Weapon (1/day) (DC 16) (Su) 1/day, Breath Weapon deals 1d6 Fire damage, DC 16.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Dance of the Blades +4 (20% miss chance) (Ex) +10 Speed while wielding a metal weapon. If you move at least 10', add +4 to hit for all metal weapons. As a move action, you can give non-incorporeal melee attacks and ranged attacks against you a 20% miss chance.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Final Revelation of Metal (Greatsword) Upon reaching 20th level, you become a master of iron and steel. You gain the benefits of Weapon Focus, Greater Weapon Focus, and Improved Critical with any one metal weapon that you are proficient with. Your armor is like a second skin to you - whil
Flight (60 feet, Average) You can fly!
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Skin (3/day) (Sp) Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This ability functions as stoneskin, using your oracle level as the caster level, except it only affects you. At 15th level, you can use this a
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Prophetic Visionary (1/day) Once per day, enter a deep trance and gain a prophetic vision
Scholar (Knowledge [history], Knowledge [local]) +2 bonus on two Knowledge skills
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Stunning Fist (6/day) (DC 28) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Treacherous Earth (22 minutes) (1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Vision in Iron (20 rounds/day) (Sp) You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your orac
Warrior Priest +1 bonus to initiative and +2 on concentration checks when casting defensively

Spoiler:

Harry Truman
Male Ifrit Sorcerer 16
LN Medium Outsider (native)
Init +5; Senses Darkvision; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 98 (16d6+32)
Fort +12, Ref +11, Will +15
Resist fire 20
--------------------
Offense
--------------------
Speed 60 ft.
Spell-Like Abilities Burning Hands (1/day)
Sorcerer Spells Known (CL 16, +7 melee touch, +9 ranged touch):
8 (3/day) Incendiary Cloud (DC 25), Hellfire Ray, Empow, Fireball, Empow, Maxim (DC 20)
7 (5/day) Delayed Blast Fireball (DC 24), Limited Wish, Plane Shift (DC 22)
6 (6/day) Planar Binding (DC 21), Disintegrate (DC 21), Chain Lightning (DC 23), Fireball, Maxim (DC 20), Hellfire Ray
5 (7/day) Overland Flight, Fire Snake (DC 22), Persistent Image (DC 20), Cloudkill (DC 20), Fireball, Empow (DC 20), Lightning Arc (DC 22)
4 (7/day) Wall of Fire, Enervation, Bestow Curse (DC 19), Fire Shield, Ball Lightning (DC 21)
3 (7/day) Summon Monster III, Fireball (DC 20), Haste (DC 18), Lightning Bolt (DC 20), Fly (DC 18)
2 (7/day) Resist Energy (DC 17), Pyrotechnics (DC 17), Scorching Ray, Mirror Image, Burning Arc (DC 19), Spontaneous Immolation (DC 19)
1 (8/day) Enlarge Person (DC 16), Summon Monster I, Burning Hands (DC 18), Endure Elements, Cause Fear (DC 16), Obscuring Mist
0 (at will) Flare (DC 15), Read Magic, Mending, Mage Hand, Detect Magic, Prestidigitation (DC 15), Message, Jolt, Spark (DC 15)
--------------------
Statistics
--------------------
Str 9, Dex 13, Con 8/14, Int 15, Wis 10, Cha 20
Base Atk +8; CMB +7; CMD 18
Feats Elemental Focus (Electricity), Elemental Focus (Fire), Elemental Spell (Electricity), Empower Spell, Eschew Materials, Greater Elemental Focus (Electricity), Greater Elemental Focus (Fire), Heighten Spell, Improved Initiative, Maximize Spell, Spell Penetration
Traits Conspiracy Hunter (Knowledge [local]), Scholar of the Great Beyond (Knowledge [history])
Skills Concentration: Sorcerer +21, Diplomacy +20, Intimidate +23, Knowledge (history) +9, Knowledge (local) +10, Perform (keyboard instruments) +10, Perform (oratory) +10, Profession (farmer) +10, Profession (stable master) +10, Spellcraft +12, Use Magic Device +20
Languages Common, Dwarven, Elven, Ignan
SQ Efreeti, Efreeti Form (8 rounds) (1/day), Fire in the Blood, Fire Ray (1d6+8) (8/day)
Other Gear Belt of Mighty Constitution, +6, Cloak of Displacement, Major, Ioun Stone, Amber Spindle (5), Ioun Stone, Orange Prism, Runestone of Power, 8th Level (1/day)
--------------------
TRACKED RESOURCES
--------------------
Burning Hands (1/day) (Sp) - 0/1
Efreeti Form (8 rounds) (1/day) (Su) - 0/1
Fire Ray (1d6+8) (8/day) (Sp) - 0/8
Ioun Stone, Amber Spindle - 0/5
Runestone of Power, 8th Level (1/day) - 0/1
--------------------
Special Abilities
--------------------
Damage Resistance, Fire (20) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descri
Efreeti Form (8 rounds) (1/day) (Su) At 9th level, you gain the ability to assume the form of an efreeti once per day. This acts like the spell giant form I, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you also gain an ef
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Fire Ray (1d6+8) (8/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability
Greater Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Greater Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Heighten Spell Increases spell level to effective level desired.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Spell Penetration +2 to caster levels checks to overcome spell resistance.


Well bob, i have to say is imposible for me to compete with a guy who can make such an incredible quantity of hihg quality builds as you are.

Well played sir.


Nicos wrote:

Well bob, i have to say is imposible for me to compete with a guy who can make such an incredible quantity of hihg quality builds as you are.

Well played sir.

These are the project I mentioned earlier in the week that I was working on. Sorry if it looks like I'm spamming. I'm trying to get 43 builds in without making some of the posts too big.


Spoiler:

Dwight D Eisenhower
Male Dwarf Samurai 16
NG Medium Humanoid (dwarf)
Init +0; Senses Darkvision; Perception +3
--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 30 (+14 armor, +3 natural, +3 deflection)
hp 148 (16d10+48)
Fort +14, Ref +6, Will +9
Defensive Abilities Defensive Training, Greater Resolve (8/day); SR 21
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 Speed Adamantine Katana +19/+19/+14/+9/+4 (1d8+24/18-20/x2)
Special Attacks Strike True (1/day), Warrior's Demanding Challenge +16 (6/day)
--------------------
Statistics
--------------------
Str 14/18, Dex 6/10, Con 12/16, Int 12, Wis 17, Cha 14
Base Atk +16; CMB +20; CMD 33
Feats Animal Affinity, Furious Focus, Indomitable Mount, Mounted Combat, Mounted Skirmisher, Power Attack -5/+10, Ride-by Attack, Skill Focus (Ride), Trick Riding, Weapon Focus (Katana)
Traits Family Ties
Skills Acrobatics -5, Climb -1, Diplomacy +21, Escape Artist -5, Fly -5, Handle Animal +20, Knowledge (engineering) +4, Knowledge (history) +10, Knowledge (local) +15, Knowledge (nobility) +10, Perform (oratory) +10, Profession (cook) +10, Profession (soldier) +22, Ride +24, Stealth -5, Swim -1 Modifiers +5 Ride while riding your bonded mount., Honor in All Things (4/day)
Languages Common, Dwarven, Orc, Varisian
SQ Animal Companion Link, Greater Banner +4/+4, Greed, Hatred +1, Honorable Stand (2/day), Mounted Archer, Slow and Steady, Stability +4, Stonecunning +2, Warrior's Skills +8, Way of the Samurai, Weapon Expertise (Katana)
Combat Gear +3 Speed Adamantine Katana, +5 Champion, Fortification, Moderate Stoneplate; Other Gear Amulet of Natural Armor +3, Belt of Physical Perfection, +4, Cloak of Resistance, +1, Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Greater Resolve (8/day) (Ex) - 0/8
Honor in All Things (4/day) (Ex) - 0/4
Honorable Stand (2/day) (Ex) - 0/2
Strike True (1/day) (Ex) - 0/1
Warrior's Demanding Challenge +16 (6/day) (Ex) - 0/6
--------------------
Special Abilities
--------------------
+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Banner +4/+4 (Ex) Allies who can see your banner gain +4 save vs. fear & +4 to hit while charging.
Greater Resolve (8/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Honor in All Things (4/day) (Ex) At 2nd level, an order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ab
Honorable Stand (2/day) (Ex) At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Decl
Indomitable Mount Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent’s attack.
Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Mounted Skirmisher You can take a full-attack action if your mount moves only its speed.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (21) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Strike True (1/day) (Ex) At 15th level, an order of the warrior samurai can use his years of training and focus to make the perfect strike. When he uses this ability, the samurai makes an attack as normal. If the attack hits, is it a critical threat. The samurai must roll to
Warrior's Demanding Challenge +16 (6/day) (Ex) +16 to damage target, -2 AC vs. others when used, DR 5/- against attacks from challenge target.
Warrior's Skills +8 +8 For Knowledge (Nobility) checks relating to the nobles or politics of your land.
Way of the Samurai (Ex) At 8th level, an order of the warrior samurai’s sense of honor and loyalty drives him to accomplish seemingly impossible tasks. The samurai can, as a standard action, focus his mind and will. Once during the next minute, he can choose to roll an atta
Weapon Expertise (Katana) (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.

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

Spunky
Horse
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +1
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 23 (+4 Dex, -1 size, +14 natural)
hp 130 (+65)
Fort +14, Ref +14, Will +7
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 55 ft.
Melee Bite (Horse) +15 (1d4+7/x2) and
. . Hooves x2 (Horse) +15 x2 (1d6+7/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 25, Dex 18, Con 18, Int 2, Wis 12, Cha 6
Base Atk +9; CMB +17; CMD 31 (35 vs. Trip)
Feats Acrobatic, Fleet, Great Fortitude, Iron Will, Lightning Reflexes, Multiattack (Multiattack / Extra Attack), Run, Toughness +13
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +14, Fly +15, Stealth +0
Languages
SQ Combat Riding [Trick], Devotion +4, Improved Evasion, Multiattack / Extra Attack
Other Gear Wings of Flying
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
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.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Spoiler:

John F Kennedy
Male Angel-Blooded Aasimar (Angelkin) Cleric 8
CG Medium Outsider (native)
Init +0; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+8 armor, +4 shield)
hp 51 (8d8+8)
Fort +9, Ref +4, Will +12
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +6/+1 (1d4+4/x2) and
. . +1 Morningstar +11/+6 (1d8+5/x2)
Ranged +1 Crossbow, Light +7/+2 (1d8+1/19-20/x2)
Special Attacks Charming Smile (8 rounds/day) (DC 18), Dazing Touch (7/day)
Spell-Like Abilities Charming Smile (8 rounds/day) (DC 18), Dazing Touch (7/day)
Cleric Spells Prepared (CL 8, 10 melee touch, 6 ranged touch):
4 (3/day) Divine Power, Divine Power, Restoration (DC 18), Heroism (DC 18)
3 (4/day) Magic Circle against Evil (DC 17), Remove Curse (DC 17), Deadly Juggernaut, Deadly Juggernaut, Power Word Inspire
2 (4/day) Shield Other (DC 16), Spear of Purity (DC 16), Enthrall (DC 16), Enthrall (DC 16), Calm Emotions (DC 16)
1 (5/day) Divine Favor, Divine Favor, Shield of Faith (DC 15), Shield of Faith (DC 15), Protection from Evil (DC 15), Power Word Fascinate
0 (at will) Read Magic, Detect Magic, Guidance, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 16/18, Dex 10, Con 12, Int 10, Wis 16/18, Cha 16/18
Base Atk +6; CMB +10; CMD 20
Feats First Language Syntax, Heighten Power Word, Lore of the First Language, Master of the First Language, Skill Focus (Linguistics)
Traits Family Ties
Skills Acrobatics -4, Climb +0, Concentration: Cleric +12, Diplomacy +15, Escape Artist -4, Fly -4, Knowledge (history) +4, Knowledge (local) +6, Knowledge (religion) +5, Linguistics +16, Profession (soldier) +9, Ride -4, Sense Motive +10, Stealth -4, Swim +0
Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Polyglot, Protean, Shadowtongue, Sylvan, Terran, Undercommon, Varisian
SQ Aura, Cleric Channel Positive Energy 4d6 (7/day) (DC 18), Cleric Domain: Charm, Cleric Domain: Logos, Power Word of Command 1/day., Spontaneous Casting, Truespeaker, Voice of Power 2/day.
Combat Gear +1 Crossbow, Light, +1 Morningstar, +2 Breastplate, +2 Shield, Heavy Steel; Other Gear Belt of Giant Strength, +2, Cloak of Resistance, +2, Headband of Mental Prowess, WIS & CHA +2
--------------------
TRACKED RESOURCES
--------------------
Charming Smile (8 rounds/day) (DC 18) (Sp) - 0/8
Cleric Channel Positive Energy 4d6 (7/day) (DC 18) (Su) - 0/7
Voice of Power 2/day. (Su) - 0/2
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Charming Smile (8 rounds/day) (DC 18) (Sp) Use Charm Monster as a melee touch attack.
Cleric Channel Positive Energy 4d6 (7/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Charm Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain: Logos Granted Powers: You learn the power of the First Language. You gain bonus languages known equal to your wisdom bonus, in addition to those gained from your Int bonus. You may choose any languages as your bonus languages.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (7/day) (Sp) Melee touch attack dazes target.
First Language Syntax Increase the hp categories of your power words by 10%
Heighten Power Word Cast power words as higher level spells, with greater hp maximums
Lore of the First Language You can read magic at will and make yourself understood in any language
Master of the First Language Swap prepared spells for power word spells.
Power Word of Command 1/day. (Sp) At 8th level you can give commands in the first language. This acts as the command spell, except it has a range of close and rather than grant a saving throw, the command automatically affects a target with current hit points equal to your cleric lev
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Truespeaker Learn two languages for each rank you put in Linguistics.
Voice of Power 2/day. (Su) By focusing all your mystic power into a single, short utterance you can use a power word spell as a swift action. This takes all your mystic power, making it impossible to do on the same round you cast any other spell or use a spell-like ability. Yo

Spoiler:

Lyndon B Johnson
Male Gnome Alchemist (Saboteur) 6
LN Small Humanoid (gnome)
Init +1; Senses Low-Light Vision; Perception +12
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 size)
hp 33 (6d8)
Fort +5, Ref +6, Will +3
Defensive Abilities Defensive Training; Resist Poison Resistance +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Morningstar +5 (1d6/x2)
Ranged +1 Crossbow, Light +7 (1d6+1/19-20/x2) and
. . Bomb +7 (3d6+4 Fire) and
. . Frost Bomb +7 (3d6+4 Cold)
Special Attacks Bomb 3d6+4 (12/day) (DC 17), Frost Bomb, Immolation Bomb
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist (Saboteur) Spells Prepared (CL 6, 4 melee touch, 6 ranged touch):
2 (4/day) Fox's Cunning (DC 16), Cat's Grace (DC 16), Cure Moderate Wounds (DC 16), Cure Moderate Wounds (DC 16)
1 (5/day) Enlarge Person (DC 15), Cure Light Wounds (DC 15), Bomber's Eye, Polypurpose Panacea, Polypurpose Panacea
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 11, Int 17/19, Wis 12, Cha 12
Base Atk +4; CMB +2; CMD 13
Feats Brew Potion, Expanded Resistance (Enchantment), Extra Bombs, Extra Discovery, Throw Anything
Skills Acrobatics +0, Climb -2, Craft (alchemy) +15, Diplomacy +7, Escape Artist +0, Fly +2, Knowledge (engineering) +8, Knowledge (history) +7, Knowledge (local) +10, Knowledge (religion) +8, Perception +12, Perform (oratory) +7, Ride +0, Spellcraft +11, Stealth +10, Swim -2, Use Magic Device +10 Modifiers Alchemy +6
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
SQ Bore Bomb, Complex Bomb, Fast Poisoning (Swift Action), Hatred +1, Illusion Resistance, Poison Use, Swift Alchemy
Combat Gear +1 Crossbow, Light, +1 Morningstar, +2 Chain Shirt; Other Gear Headband of Vast Intelligence, +2 (Stealth)
--------------------
TRACKED RESOURCES
--------------------
Bomb 3d6+4 (12/day) (DC 17) (Su) - 0/12
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (12/day) (DC 17) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Bore Bomb Ignore half hardness of a structure and do half alchemist level in damage.
Complex Bomb Apply two alchemist discoveries to parts of a bomb's damage.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Expanded Resistance (Enchantment) +2 racial bonus against spells or effects from the selected school.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Spoiler:

Richard Nixon
Male Dhampir Ninja 10
LE Medium Humanoid (dhampir)
Init +8; Senses Darkvision, Low-Light Vision; Perception +19
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 18 (+5 armor, +4 Dex, +1 natural, +2 deflection)
hp 43 (10d8-10)
Fort +4, Ref +13, Will +5
Defensive Abilities Improved Uncanny Dodge (Lv >=14), Negative Energy Affinity; Resist Undead Resistance
Weakness Light Sensitivity
--------------------
Offense
--------------------
Speed 30 ft., Light Steps
Melee +2 Wakizashi +10/+5 (1d6+3/18-20/x2)
Ranged +1 Shortbow, Composite (Str +2) +10/+5 (1d6+2/x3)
Special Attacks Ki Attack Speed, Sneak Attack +5d6
Spell-Like Abilities Detect Undead (3/day), Master Disguise (DC 18), Sudden Disguise
--------------------
Statistics
--------------------
Str 12, Dex 14/18, Con 8, Int 12, Wis 10, Cha 17
Base Atk +7; CMB +8; CMD 24
Feats Alertness, Deceitful, Improved Initiative, Natural Charmer, Play Dead
Skills Bluff +22, Diplomacy +16, Disable Device +15, Disguise +20, Knowledge (history) +10, Knowledge (local) +10, Perception +19, Perform (oratory) +10, Profession (barrister) +10, Sense Motive +17, Sleight of Hand +11, Stealth +22 Modifiers Honeyed Words (4/day), Ki Jump (Running Start, 1/2 DC), No Trace +3
Languages Common, Dwarven
SQ Convincing Lie (8 days), Ki Movement, Ki Pool, Ki Stealth, Obfuscate Story, Poison Use, Resist Level Drain
Combat Gear +1 Shortbow, Composite (Str +2), +2 Shadow Studded Leather, +2 Wakizashi; Other Gear Amulet of Natural Armor +1, Belt of Incredible Dexterity, +4, Cloak of Resistance, +2, Pathfinder's Coin (2), Ring of Protection, +2, Wayfinder of Revelation (empty) (1/day)
--------------------
TRACKED RESOURCES
--------------------
Detect Undead (3/day) (Sp) - 0/3
Honeyed Words (4/day) (Ex) - 0/4
Ki Pool (Su) - 0/8
Light (2x radius) (At will) - 0/0
Wayfinder of Revelation (empty) (1/day) - 0/1
--------------------
Special Abilities
--------------------
Convincing Lie (8 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Darkvision (60 feet) You can see in the dark (black and white vision only).
Honeyed Words (4/day) (Ex) 1/day add +10 to a bluff check.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start, 1/2 DC) (Su) Jumping is always counted as being at a running start and Jumping DCs are halved.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Disguise (DC 18) (Su) A ninja with this trick can take on the appearance of other creatures and individuals. Whenever the ninja uses the sudden disguise ninja trick, the duration increases to 10 minutes per level. Alternatively, the ninja can use the sudden disguise ninja
Natural Charmer Take 20 on Charisma checks to charm, convince, or seduce humanoids who are friendly.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Disguise and Stealth when you are stationary and not acting.
Obfuscate Story (Ex) Diplomacy check causes target to muddle story details and facts.
Play Dead You are able to convincingly pretend to have been killed after being hit by a successful attack.
Poison Use You don't accidentally poison yourself with blades.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Sudden Disguise (Su) As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.
Undead Resistance +2 save vs. disease, mind affecting effects.

Spoiler:

Gerald Ford
Undine Ranger 6
NN Medium Outsider (aquatic, native)
Init +1; Senses Darkvision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 46 (6d10+6)
Fort +6, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 20 ft., Swimming (30 feet)
Melee +1 Cutlass +6/+1 (1d6+2/18-20/x2) and
. . +1 Hook Hand +6/+1 (1d4+1/x2) and
. . Unarmed Strike +7/+2 (1d3+1/x2)
Ranger Spells Prepared (CL 3, 7 melee touch, 7 ranged touch):
1 (2/day) Magic Fang (DC 13), Read Weather
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 8, Wis 15, Cha 15/17
Base Atk +6; CMB +7 (+9 Grappling); CMD 18 (20 vs. Grapple)
Feats Boon Companion (Ranger), Endurance, Improved Grapple, Improved Two-weapon Fighting, Improved Unarmed Strike, Two-weapon Fighting
Skills Acrobatics +0, Climb +4, Concentration: Ranger +5, Diplomacy +8, Escape Artist +0, Fly +0, Handle Animal +10, Knowledge (history) +2, Knowledge (local) +5, Knowledge (nature) +5, Perception +11, Profession (sailor) +7, Ride +0, Stealth +0, Survival +10, Swim +12
Languages Aquan, Common
SQ Amphibious, Animal Companion Link, Enemies: Monstrous Humanoids (+4 bonus), Enemies: Undead (+2 bonus), Flesh Chameleon, Hydrated Vitality (12 HP/day), Share Spells with Companion, Terrains: Water (+2 bonus), Track +3, Wild Empathy +9
Combat Gear +1 Cutlass, +1 Hook Hand, +2 Glamered Armored Coat; Other Gear Headband of Alluring Charisma, +2
--------------------
TRACKED RESOURCES
--------------------
Hydrated Vitality (12 HP/day) - 0/12
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Ranger) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Monstrous Humanoids (+4 bonus) (Ex) +4 to rolls vs Monstrous Humanoids.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Flesh Chameleon +4 on Disguise checks to appear human.
Hydrated Vitality (12 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swimming (30 feet) You have a Swim speed.
Terrains: Water (+2 bonus) (Ex) +2 to rolls vs Water.
Track +3 +3 to survival checks to track.
Wild Empathy +9 (Ex) Improve the atttitude of an animal, as if using Diplomacy.

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

Liberty
Wolf
NN Medium Animal
Init +3; Senses Low-Light Vision, Scent; Perception +9
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 42 (+12)
Fort +7, Ref +8, Will +3
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Wolf) +7 (1d8+4/x2)
Special Attacks Trip
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 20 (24 vs. Trip)
Feats Improved Natural Attack (Bite [Wolf]), Skill Focus (Perception), Skill Focus (Survival)
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Hunting [Trick], Seek [Trick], Track [Trick]
Skills Perception +9, Survival +8 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Attack Any Target [Trick], Come [Trick], Defend [Trick], Devotion +4, Hunting [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
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.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Spoiler:

Jimmy Carter
Male Dwarf Alchemist 8
NG Medium Humanoid (dwarf)
Init +1; Senses Darkvision; Perception +13
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 51 (8d8+8)
Fort +9, Ref +9, Will +6
Defensive Abilities Defensive Training; Resist Poison Resistance +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Morningstar +6/+1 (1d8/x2)
Ranged +1 Crossbow, Light +8/+3 (1d8+1/19-20/x2) and
. . Bomb +8/+3 (4d6+4 Fire)
Special Attacks Bomb 4d6+4 (14/day) (DC 18), Explosive Missile, Fast Bombs
Alchemist Spells Prepared (CL 8, 5 melee touch, 7 ranged touch):
3 (3/day) Heroism (DC 17), Cure Serious Wounds (DC 17), Haste (DC 17)
2 (5/day) Cure Moderate Wounds (DC 16), Cure Moderate Wounds (DC 16), Blur (DC 16), Tattoo Potion, Transmute Potion to Poison
1 (5/day) Expeditious Retreat, Enlarge Person (DC 15), Cure Light Wounds (DC 15), Cure Light Wounds (DC 15), Polypurpose Panacea
--------------------
Statistics
--------------------
Str 6/8, Dex 10/12, Con 11/13, Int 18, Wis 14, Cha 14
Base Atk +6; CMB +5; CMD 16
Feats Brew Potion, Brewmaster, Extra Bombs, Extra Discovery, Throw Anything, Toxic Recovery
Skills Craft (alchemy) +16, Craft (carpentry) +12, Diplomacy +10, Fly +9, Heal +7, Knowledge (history) +10, Knowledge (local) +10, Perception +13, Profession (brewer) +12, Profession (farmer) +10, Spellcraft +13, Use Magic Device +13 Modifiers Alchemy +8
Languages Common, Dwarven, Giant, Gnome, Terran, Undercommon
SQ Fast Poisoning (Swift Action), Greed, Hardy +2, Hatred +1, Infusion, Mutagen (DC 18), Poison Use, Precise Bombs (4 squares), Slow and Steady, Stability +4, Stonecunning +2, Swift Alchemy, Wings (8 minutes/day)
Combat Gear +1 Crossbow, Light, +1 Morningstar, +2 Mithral Chain Shirt; Other Gear Alchemist's Kit, Alchemist's Lab, Portable, Belt of Physical Perfection, +2, Cloak of Resistance, +2, Handy Haversack (3 @ 29 lbs)
--------------------
TRACKED RESOURCES
--------------------
Bomb 4d6+4 (14/day) (DC 18) (Su) - 0/14
Wings (8 minutes/day) - 0/8
--------------------
Special Abilities
--------------------
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+4 (14/day) (DC 18) (Su) Thrown Splash Weapon deals 4d6+4 fire damage.
Brewmaster +1 to DC of ingested poisons you create.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Explosive Missile Use bomb with ranged weapon.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Mutagen (DC 18) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +6 (Ex) +6 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Toxic Recovery Heal one point of ability damage on a successful saving throw.
Wings (8 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

Spoiler:

Ronald Reagan
Male Human (Cosmopolitan) Bard (Celebrity) 16
NN Medium Humanoid (human)
Init +0; Senses Perception +23
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+6 armor, +6 shield)
hp 99 (16d8)
Fort +9, Ref +16, Will +19
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +9/+4/-1 (1d4-1/x2) and
. . +5 Menacing Rapier +16/+11/+6 (1d6+4/18-20/x2)
Ranged Oathbow (Str +2) +10/+5/+0 (1d8+1/x3)
Special Attacks Bardic Performance (swift action) (40 rounds/day), Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (6 targets) (DC 24), Bardic Performance: Frightening Tune (DC 24), Bardic Performance: Inspire Competence +5, Bardic Performance: Inspire Greatness (3 allies), Bardic Performance: Inspire Heroics (1 allies), Bardic Performance: Soothing Performance, Bardic Performance: Suggestion (DC 24)
Bard (Celebrity) Spells Known (CL 16, +11 melee touch, +12 ranged touch):
6 (2/day) Geas/Quest, Summon Monster VI
5 (4/day) Heroism, Greater (DC 21), Summon Monster V, Mislead, Vengeful Outrage (DC 21)
4 (5/day) Summon Monster IV, Cure Critical Wounds (DC 20), Serenity (DC 20)
3 (6/day) Summon Monster III, Geas, Lesser (DC 19), Cure Serious Wounds (DC 19), Confusion (DC 19)
2 (7/day) Cure Moderate Wounds (DC 18), Summon Monster II, Heroism (DC 18)
1 (7/day) Moment of Greatness, Summon Monster I, Charm Person (DC 17), Cure Light Wounds (DC 17), Cultural Adaptation, Unprepared Combatant (DC 17)
0 (at will) Lullaby (DC 16), Read Magic, Ghost Sound (DC 16), Detect Magic, Prestidigitation (DC 16), Message
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 8, Int 14, Wis 12/18, Cha 17/23
Base Atk +12; CMB +11; CMD 21
Feats Bard Weapon Proficiencies, Bestow Luck, Defiant Luck (2/day), Discordant Voice, Fast Learner, Improved Improvisation, Improvisation, Inexplicable Luck (1/day), Skill Focus (Perform [act]) (Focused Study), Skill Focus (Perform [comedy]) (Focused Study), Skill Focus (Perform [oratory]) (Focused Study), Toughness +16
Skills Acrobatics +25, Appraise +6, Bluff +31, Climb +0, Concentration: Bard +22, Craft (All) +4, Diplomacy +31, Disable Device -1, Disguise +31, Escape Artist +1, Fly +25, Handle Animal +10, Heal +8, Intimidate +31, Knowledge (All) +14, Linguistics +6, Perception +23, Perform (act) +31, Perform (All) +10, Perform (comedy) +31, Perform (dance) +25, Perform (oratory) +31, Profession (All) +8, Ride +16, Sense Motive +31, Sleight of Hand +1, Spellcraft +21, Stealth +1, Survival +8, Swim +15, Use Magic Device +25
Languages Common, Draconic, Elven
SQ Bardic Knowledge +8, Bardic Performance: Gather Crowd, Bardic Performance: Shining Star, Famous +4 (INSERT REGION), Heart of the Streets, Jack of All Trades: Class skills, Jack of All Trades: Trained skills, Minuet of the Midnight Ivy, Pallavi of Nirvana’s Blossoming, The Cat-Step (40'), The Dance of Kindled Desires, The House of the Imaginary Walls, The Requiem of the Fallen Priest-King, Versatile Acting +31, Versatile Comedy +31, Versatile Dance +25, Versatile Oratory +31, Well Versed
Combat Gear +3 Studded Leather, +4 Shield, Heavy Wooden, +5 Menacing Rapier, Oathbow (Str +2); Other Gear Cloak of Displacement, Major, Headband of Mental Prowess, WIS & CHA +6, Ioun Stone, Amber Spindle (5)
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (swift action) (40 rounds/day) - 0/40
Defiant Luck (2/day) - 0/2
Inexplicable Luck (1/day) - 0/1
Ioun Stone, Amber Spindle - 0/5
--------------------
Special Abilities
--------------------
Bardic Knowledge +8 (Ex) Add + 8 to all knowledge skill checks.
Bardic Performance (swift action) (40 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (6 targets) (DC 24) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Frightening Tune (DC 24) (Sp) Enemies who hear your performance are frightened.
Bardic Performance: Gather Crowd (Ex) Perform check gathers crowd over d10 rds. Disperses unless engaged.
Bardic Performance: Inspire Competence +5 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Greatness (3 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Inspire Heroics (1 allies) (Su) +4 to saving throws and +4 to AC for one ally.
Bardic Performance: Shining Star (Ex) -4 save penalty to break Fascinate effect & obvious threat needs a save.
Bardic Performance: Soothing Performance (Su) Allies are healed and some conditions are removed.
Bardic Performance: Suggestion (DC 24) (Sp) Make a Suggestion to one Fascinated creature.
Defiant Luck (2/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Famous +4 (INSERT REGION) With natives of selected region gain bonus to Diplomacy & Intimidate.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 after the roll is made.
Jack of All Trades: Class skills (Ex) All skills become class skills.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Minuet of the Midnight Ivy Your winding, twisting dance is helpful in dodging obstacles and climbing.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: As ivy climbs walls and spills across even the rockiest
Pallavi of Nirvana’s Blossoming The divine sunlight caused by this dance banishes darkness and causes flowers to bloom.

Prerequisite: Perform (dance) 11 ranks.

Cost: Feat or 4th-level bard spell known.

Effect: You begin your dance slowly, focusing on e
The Cat-Step (40') Your agile dancing allows you and others to fall safely and land gracefully.

Prerequisite: Perform (dance) 5 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: This quick dance is a series of small step
The Dance of Kindled Desires Each sway and shake of your hips calls up another temptation from the depths of Hell until your spectator, hapless and drooling, finally succumbs and freely offers up his life, honor, or very soul for just a taste of what you have proffered.

Pr
The House of the Imaginary Walls You can trap opponents with the power of your acting.

Prerequisite: Perform (act) 10 ranks.

Cost: Feat or 4th-level bard spell known.

Effect: You silently mime building an invisible wall, flattening your hands along line
The Requiem of the Fallen Priest-King Your performance reveals ways to cheat time itself.

Prerequisite: Perform (oratory) 10 ranks or Perform (sing) 10 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: This piece tells the story of a might
Versatile Acting +31 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Comedy +31 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Dance +25 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Oratory +31 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

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