Build Thread 2: Electric Boogaloo


Advice

251 to 300 of 343 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

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.

Spoiler:

George HW Bush
Male Half-Elf Inquisitor 8
LN Medium Humanoid (elf, human)
Init +3; Senses Low-Light Vision; Perception +20
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+8 armor, +4 shield)
hp 35 (8d8-8); Judgement of Sacred Healing 3
Fort +6, Ref +3, Will +10
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3/-2 (1d4+1/x2) and
. . +2 Mace, Light +9/+4 (1d6+3/x2)
Ranged +2 Longbow +8/+3 (1d8+2/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, Law)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (8 rounds/day)
Inquisitor Spells Known (CL 8, +7 melee touch, +6 ranged touch):
3 (3/day) Cure Serious Wounds (DC 16), Inflict Serious Wounds (DC 16), Retribution (DC 16)
2 (5/day) Confess (DC 15), Inflict Moderate Wounds (DC 15), Zone of Truth (DC 15), Cure Moderate Wounds (DC 15)
1 (5/day) Divine Favor, Shield of Faith (DC 14), Inflict Light Wounds (DC 14), Cure Light Wounds (DC 14), Know the Enemy
0 (at will) Detect Poison, Read Magic, Create Water, Detect Magic, Guidance, Brand (DC 13)
--------------------
Statistics
--------------------
Str 11/13, Dex 10, Con 9, Int 10, Wis 17, Cha 16
Base Atk +6; CMB +7; CMD 17
Feats Andoren Falconry (+1 Attack), Animal Affinity, Boon Companion (Inquisitor), Lookout, Shake It Off, Skill Focus (Knowledge [local]) (Adaptability), Skill Focus (Ride)
Traits Conspiracy Hunter (Knowledge [local])
Skills Acrobatics -4, Bluff +6, Climb -3, Concentration: Inquisitor +11, Diplomacy +14, Escape Artist -4, Fly -4, Handle Animal +13, Intimidate +7, Knowledge (history) +7, Knowledge (local) +15, Perception +20, Profession (merchant) +10, Ride +12, Sense Motive +15, Stealth -1, Swim -3
Languages Common, Elven
SQ Animal Companion Link, Elf Blood, Eyes of the Hawk (+4 Perception / +2 Init.), Hide Tracks, Inquisitor Domain: Feather, Judgement of Sacred Escape, Second Judgement (3/day), Share Spells with Companion, Solo Tactics, Teamwork Feat (change 3/day), Track +4
Combat Gear +2 Breastplate, +2 Longbow, +2 Mace, Light, +2 Shield, Heavy Wooden; Other Gear Belt of Giant Strength, +2, Cloak of Resistance, +1
--------------------
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
Teamwork Feat (change 3/day) - 0/3
--------------------
Special Abilities
--------------------
Andoren Falconry (+1 Attack) Bonuses when dealing with birds of prey class feature
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Boon Companion (Inquisitor) +4 levels to calc familiar/animal comp abilities (max of your HD).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
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.
Eyes of the Hawk (+4 Perception / +2 Init.) (Su) +4 Perception, +2 Initiative during a surprise round.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor 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).
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
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 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Law) (Su) DR bypass
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +4 +4 to survival checks to track.

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

Millie
Roc
NN Large Animal
Init +4; Senses Low-Light Vision; Perception +7
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 21 (+4 Dex, -1 size, +12 natural)
hp 42 (+7)
Fort +6, Ref +9, Will +3
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 20 ft., Flight (80 feet, Average)
Melee Bite (Roc) +10 (1d8+6/x2) and
. . Talon x2 (Roc) +10 x2 (1d8+6/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab
--------------------
Statistics
--------------------
Str 23, Dex 19, Con 13, Int 2, Wis 13, Cha 11
Base Atk +5; CMB +12 (+16 Grappling); CMD 26
Feats Flyby Attack, Improved Natural Attack (Talon x2 [Roc]), Skill Focus (Fly), Wingover
Tricks Attack [Trick], Down [Trick], Fighting [Trick], Stay [Trick]
Skills Fly +12, Perception +7, Stealth +0
Languages
SQ Devotion +4, Fighting [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Wingover You can turn in place while flying.

Spoiler:

Bill Clinton
Male Human Rogue (Charlatan) 16
NG Medium Humanoid (human)
Init +13; Senses Perception +27
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+9 armor, +4 Dex, +2 natural, +2 deflection)
hp 131 (16d8+32)
Fort +12, Ref +19, Will +14
Defensive Abilities Evasion, Improved Evasion, Improved Uncanny Dodge (Lv >=20)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 Agile, Dueling, Wounding Gladius +21/+16/+11 (1d6+9/19-20/x2)
Special Attacks Bleeding Attack +8, Sneak Attack +8d6
Spell-Like Abilities Shadow Clone
--------------------
Statistics
--------------------
Str 10/14, Dex 14/18, Con 10/14, Int 14, Wis 14/18, Cha 16/20
Base Atk +12; CMB +14; CMD 30 (32 vs. Disarm, 32 vs. Feint)
Feats Alertness, Exile's Path (1/day), Fast Learner, Improved Initiative, Neither Elf nor Human, Prodigy (Perform [oratory], Perform [wind instruments]), Racial Heritage (Half-Elf), Rogue Weapon Proficiencies, Seen and Unseen, Shadow Strike, Skill Focus (Acrobatics) (Focused Study), Skill Focus (Bluff) (Focused Study), Skill Focus (Diplomacy) (Focused Study), Weapon Finesse
Skills Acrobatics +32, Bluff +32, Climb +0, Diplomacy +32, Escape Artist +21, Fly +2, Knowledge (history) +10, Knowledge (local) +15, Knowledge (nobility) +10, Perception +27, Perform (oratory) +22, Perform (wind instruments) +22, Profession (barrister) +22, Ride +2, Sense Motive +22, Sleight of Hand +13, Stealth +23, Swim +0 Modifiers Honeyed Words (5/day)
Languages Common, Draconic, Elven
SQ Convincing Lie (13 days), Natural Born Liar, Rumormonger (5/week), Silver Tongued, Skill Mastery (Stealh, Acrobatics, Bluff, Diplomacy, Escape)
Combat Gear +5 Agile, Dueling, Wounding Gladius, Celestial Armor; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +4, Boots of Elvenkind, Cloak of Resistance, +5, Headband of Mental Prowess, WIS & CHA +4, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Celestial Armor - 0/1
Exile's Path (1/day) - 0/1
Honeyed Words (5/day) (Ex) - 0/5
Rumormonger (5/week) (Ex) - 0/5
--------------------
Special Abilities
--------------------
Bleeding Attack +8 (Ex) Sneak attacks also deal 8 bleed damage per round.
Convincing Lie (13 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
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Exile's Path (1/day) Reroll a Will save against an enchantment spell or effect once per day.
Honeyed Words (5/day) (Ex) 1/day add +10 to a bluff check.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=20) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 20+.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours.
Neither Elf nor Human You no longer count as elven or human for harmful spell effects.
Prodigy (Perform [oratory], Perform [wind instruments]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Racial Heritage (Half-Elf) You count as another race for the purpose of prerequisites.
Rumormonger (5/week) (Ex) Use Bluff to spread a rumor through a community.
Seen and Unseen +2 save vs scrying or divination, +2 to Stealth checks, -4 to attempts to track you.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Shadow Strike You can deal precision damage against targets with some concealment.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Skill Mastery (Stealh, Acrobatics, Bluff, Diplomacy, Escape) You can always take 10 with (3 + int modifier) skills.
Sneak Attack +8d6 +8d6 damage if you flank your target or your target is flat-footed.

Spoiler:

George W Bush
Male Half-Elf Monk (Sohei) 16
LN Large Humanoid (elf, human)
Init +15; Senses Low-Light Vision; Perception +18
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 Dex, -1 size, +1 dodge)
hp 147 (16d8+64)
Fort +14, Ref +13, Will +11
Defensive Abilities Evasion, Improved Evasion; Immune sleep; Resist Elven Immunities; SR 26
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +18/+13/+8 (2d6+7/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +14/+14/+9/+9/+4/+4/-1, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Weapon Training: Bows, Weapon Training: Monk
--------------------
Statistics
--------------------
Str 13/21, Dex 12/16, Con 12/18, Int 10, Wis 13, Cha 15
Base Atk +12; CMB +22; CMD 37
Feats Dodge, Extra Ki, Extra Ki, Improved Initiative, Improved Unarmed Strike, Indomitable Mount, Monk Weapon Proficiencies, Mounted Archery, Mounted Combat, Mounted Skirmisher, Ride-by Attack, Shared Manipulation, Skill Focus (Acrobatics) (Adaptability), Skill Focus (Ride), Sociable (2 rds), Spirited Charge
Skills Acrobatics +22, Diplomacy +12, Fly +1, Intimidate +15, Knowledge (geography) +4, Knowledge (history) +5, Knowledge (local) +5, Linguistics +1, Perception +18, Profession (merchant) +5, Ride +24, Stealth +15
Languages Common, Elven, Giant
SQ AC Bonus +5, Devoted Guardian +8, Elf Blood, High Jump (+16/+36 with Ki point), Ki Defense, Ki Mat, Ki Pool, Ki Weapon +4, Maneuver Training, Monastic Mount (32 HP), Still Mind, Unarmed Strike (1d8), Wholeness of Body (16 HP/use)
Other Gear Belt of Physical Perfection, +6, Cloak of Displacement, Major, Figurine, Bronze Griffon, Figurine, Obsidian Steed, Figurine, Serpentine Eagle (2), Ki Crystal (5), Ki Mat, Robe, Monk's
--------------------
TRACKED RESOURCES
--------------------
Ki Crystal - 0/6
Ki Pool (Su) - 0/13
--------------------
Special Abilities
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Devoted Guardian +8 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +14/+14/+9/+9/+4/+4/-1 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+16/+36 with Ki point) (Ex) +16 to Acrobatics checks made to jump.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
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.
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 Mat This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 plus the monk’s current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.

Construction
Requirements Craft Wondrous Item, lesser restoration, creator must be a monk; Cost 5,000 gp
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Adamantine (Su) If you have ki remaining, unarmed strikes count as adamantine to for DR and hardness.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Ki Weapon +4 (Su) At 4th level, as a swift action, a sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing by +1 per four levels after 4th to a maximum
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Monastic Mount (32 HP) (Su) At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gai
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
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.
Ride-by Attack You can move - attack - move when charging mounted.
Shared Manipulation Grant those around you +2 on Bluff or Intimidation for CHA mod in rounds.
Sociable (2 rds) Move action: grant those within 30' who can see and hear you +2 Diplomacy.
Spell Resistance (26) You have Spell Resistance.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Weapon Training: Bows +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Training: Monk +2 (Ex) +2 Attack, Damage, CMB, CMD with Monk weapons
Wholeness of Body (16 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
Permanent Enlarge (I didn't recacluate ht/wt)

Spoiler:

Barak Obama
Male Half-Elf (Drow-Descended) Alchemist 8
NG Medium Humanoid (elf, human)
Init +6; Senses Darkvision; Perception +13
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 natural, +1 deflection)
hp 43 (8d8)
Fort +8, Ref +10, Will +4
Immune sleep; Resist Elven Immunities, Poison Resistance +6
Weakness Light Blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Longspear +6/+1 (1d8/x3)
Ranged +1 Crossbow, Light +9/+4 (1d8+1/19-20/x2) and
. . Bomb +9/+4 (4d6+5 Fire)
Special Attacks Bomb 4d6+5 (15/day) (DC 19), Explosive Bomb, Fast Bombs
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Alchemist Spells Prepared (CL 8, 5 melee touch, 8 ranged touch):
3 (3/day) Cure Serious Wounds (DC 18), Haste (DC 18), Fly (DC 18)
2 (5/day) Restoration, Lesser (DC 17), Cure Moderate Wounds (DC 17), Cure Moderate Wounds (DC 17), Blur (DC 17), Animal Aspect
1 (6/day) Enlarge Person (DC 16), Cure Light Wounds (DC 16), Bomber's Eye, Illusion of Calm, Polypurpose Panacea, Urban Grace
--------------------
Statistics
--------------------
Str 9, Dex 12/14, Con 11, Int 18/20, Wis 11, Cha 15
Base Atk +6; CMB +5; CMD 18
Feats Brew Potion, Cosmopolitan (Diplomacy, Perform [oratory]), Extra Bombs, Half-Drow Paragon, Improved Initiative, Skill Focus (Perform [oratory]) (Adaptability), Throw Anything
Traits Conspiracy Hunter (Sense Motive), Pesh Addict (Katapesh) (Knowledge [local])
Skills Bluff +3, Craft (alchemy) +11, Diplomacy +13, Fly +13, Knowledge (history) +12, Knowledge (local) +17, Perception +13, Perform (oratory) +16, Profession (barrister) +10, Profession (brewer) +10, Sense Motive +10, Spellcraft +10, Use Magic Device +13 Modifiers Alchemy +8
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Undercommon
SQ Elf Blood, Fast Poisoning (Swift Action), Infusion, Mutagen (DC 19), Poison Use, Precise Bombs (5 squares), Swift Alchemy
Combat Gear +1 Crossbow, Light, +1 Longspear; Other Gear Amulet of Natural Armor +1, Belt of Incredible Dexterity, +2, Bracers of Armor, +3, Cloak of Resistance, +2, Handy Haversack (empty), Headband of Vast Intelligence, +2 (Use Magic Device), Ring of Protection, +1
--------------------
TRACKED RESOURCES
--------------------
Bomb 4d6+5 (15/day) (DC 19) (Su) - 0/15
Dancing Lights (Drow Magic) (1/day) (Sp) - 0/1
Darkness (Drow Magic) (1/day) (Sp) - 0/1
Faerie Fire (Drow Magic) (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+5 (15/day) (DC 19) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Dancing Lights (Drow Magic) (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (Drow Magic) (1/day) (Sp) Cast Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Faerie Fire (Drow Magic) (1/day) (Sp) Cast Faerie Fire once per day.
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.
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
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Mutagen (DC 19) (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 (5 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.
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.


Nicos wrote:
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.

I'll see what I can come up with. I have some ideas and I was thinking about your previous request. I'm going to take a couple days and see what I can do.


Presidential Warriors!!! I mean... Protectors of the U.S. (Universe's Sentients).

Okay, Bob, I give up... You win this thread. Again.

I wonder what was the criteria for choosing their classes, races and level... I bet one could learn a bit about your political views through this... heh...

I like how Thomas Jefferson is a wizard. Abe Lincoln as a Vampire Hunter was a bit predictable, but still nice. George HW Bush as an Inquisitor made me lol. So did Barack Obama being a drow-descended half-elf (BTW, you missed the "c" in his name). I'd have made Clinton a bard, though.

What next? Bestiary Senators?


Hey Bob

I love the prolific, inspirational builds. A couple comments in the extent of my presidential history:

1. William Henry Harrison was a general and decorated war hero. I'm surprised that yields a 1st-level elven oracle.

2. Ulysses S Grant was a well-known drunk. I would thought a drunken master or drunken rager

cheers


Here's my notes on how to build them:

Quote:

Create Characters based on all the Presidents of the US.

Rules:
1) Elite array for stats
2) Use 2 levels per year in office (Yes, this makes FDR an Epic Character)
3) Use legends and reality as primary sources. Choose 2 to 3 interesting things
4) Use proper WBL for PC
5) Try to use every race and class
6) No custom races but alternate racial traits are allowed
7) 3rd party stuff is ok
8) All ages are adjusted by race according to the age when first becoming president (Sorry, I don’t have the patience for height and weight nor did I have all the weights, yes I had all the heights).
9) Have Easter Eggs for each president
10) Post them in order
11) The characters may not be the most effective or optimized. I tried to capture the feel of that president rather. Concept trumps optimization. Many still have some money left over for crafting gear and some spells are not chosen yet.
12) No political opinions in these builds.

I had a very hard time with some of them because of their rich histories. Deciding on which class to use what hard at times and I had to make some hard choices. Some were much easier to decide on than others. I had also decided that they would each have only one class, except Grover Cleveland since he served two non-consecutive terms.

I was originally going to write up a bit about each one, making them feel like a combination of Pathfinder and US History but I changed my mind. I was starting to lose steam toward the end. So Grant was going to have the accelerated drinker trait and come with some gear that gave a nod to his drinking. I originally had considered him to be a barbarian but as I started reading up on him, barbarian didn't feel right.

I can't believe I missed the "C" in Obama's name.

Bush The Elder was an inquisitor because he was also the head of the CIA at one point and he would have had information on just about everyone and could use that to his advantage.

Clinton was originally going to be a bard but I realized that I had done that several times and I hadn't done rogue yet. Slick Willie became a charlatan at that point.

Did you notice that Garfield was a catfolk? I also kept those who were related as members of the same race. I also really felt a need to give Washington a plant bane axe so he could chop down more cherry trees.

I don't think I want to do Bestiary Senators. 100 builds? Are you insane? By the time I get them done, some won't be Senators anymore! I don't think I want to actually build the Consortium.

I'm currently working on Nicos' suggestions. It's not easy to combine some of his requests but I plan on doing it. I want to make these four characters I'm working on a bit more optimized so it's going to take me a little longer per character.


Bob_Loblaw wrote:

Here's my notes on how to build them:

Quote:

Create Characters based on all the Presidents of the US.

Rules:
1) Elite array for stats
2) Use 2 levels per year in office (Yes, this makes FDR an Epic Character)
3) Use legends and reality as primary sources. Choose 2 to 3 interesting things
4) Use proper WBL for PC
5) Try to use every race and class
6) No custom races but alternate racial traits are allowed
7) 3rd party stuff is ok
8) All ages are adjusted by race according to the age when first becoming president (Sorry, I don’t have the patience for height and weight nor did I have all the weights, yes I had all the heights).
9) Have Easter Eggs for each president
10) Post them in order
11) The characters may not be the most effective or optimized. I tried to capture the feel of that president rather. Concept trumps optimization. Many still have some money left over for crafting gear and some spells are not chosen yet.
12) No political opinions in these builds.

Good rules... Although the moment you have to add allignment to them, you had to let a little of political statement come out! haha

Bob_Loblaw wrote:
I had a very hard time with some of them because of their rich histories. Deciding on which class to use what hard at times and I had to make some hard choices. Some were much easier to decide on than others. I had also decided that they would each have only one class, except Grover Cleveland since he served two non-consecutive terms.

I see. That makes sense.

Bob_Loblaw wrote:
I was originally going to write up a bit about each one, making them feel like a combination of Pathfinder and US History but I changed my mind. I was starting to lose steam toward the end. So Grant was going to have the accelerated drinker trait and come with some gear that gave a nod to his drinking. I originally had considered him to be a barbarian but as I started reading up on him, barbarian didn't feel right.

I can understand that. Creating 43 builds is a lot of work by itself. Selecting and write bits history would not make that any less tiresome.

Bob_Loblaw wrote:
I can't believe I missed the "C" in Obama's name.

Tsc, tsc... Shame on you, Bob, Shame on you! Don't you know the man can control the weather?

Bob_Loblaw wrote:
Bush The Elder was an inquisitor because he was also the head of the CIA at one point and he would have had information on just about everyone and could use that to his advantage.

I thought that was the case. I LOL'ed cause it was actually pretty clever.

Bob_Loblaw wrote:
Clinton was originally going to be a bard but I realized that I had done that several times and I hadn't done rogue yet. Slick Willie became a charlatan at that point.

Well, since politicians tend to be charismatic (even if not likeable) (they do have to convince half the country that they are nice people and great leaders), Bards probably come out a lot. But Clinton as maybe the most bardic of them, with him playing sax and stuff (hey, he even plays the sax in the Animaniacs intro!)

Bob_Loblaw wrote:
Did you notice that Garfield was a catfolk? I also kept those who were related as members of the same race. I also really felt a need to give Washington a plant bane axe so he could chop down more cherry trees.

Heh. I did notice those... Also quite clever.

Bob_Loblaw wrote:

I don't think I want to do Bestiary Senators. 100 builds? Are you insane? By the time I get them done, some won't be Senators anymore! I don't think I want to actually build the Consortium.

I'm currently working on Nicos' suggestions. It's not easy to combine some of his requests but I plan on doing it. I want to make these four characters I'm working on a bit more optimized so it's going to take me a little longer per character.

What you want doesn't matter, Bob. You're now bound by the chains of internet. You shall provide endless funny character builds! BWAHAHAHAHAHAH...

That said... Senators are boring! How about hystorical figures (other than presidents, I mean) I'd like to see which classes you give to Gandhi, Julius Caesar, Sun Tzu, etc... after your current project?

Also, I fell I must leave this here.


Lemmy wrote:
Good rules... Although the moment you have to add allignment to them, you had to let a little of political statement come out! haha

With only one exception, I tried to make sure they were all Good or Neutral. The only evil one was the one who had the most corrupt administration and was the anti-paladin so he had to be evil for this.

Quote:


Well, since politicians tend to be charismatic (even if not likeable) (they do have to convince half the country that they are nice people and great leaders), Bards probably come out a lot. But Clinton as maybe the most bardic of them, with him playing sax and stuff (hey, he even plays the sax in the Animaniacs intro!)

I did at least give him ranks in Perform (wind instruments) giving him a +22 to the check.

Quote:


What you want doesn't matter, Bob. You're now bound by the chains of internet. You shall provide endless funny character builds! BWAHAHAHAHAHAH...

NOOOOOOOO!

Quote:
That said... Senators are boring! How about hystorical figures (other than presidents, I mean) I'd like to see which classes you give to Gandhi, Julius Caesar, Sun Tzu, etc... after your current project?

That could be interesting. I would build to the concept more than historical accuracy. Some, like Sun Tzu, would have to be semi-historical anyway since many things we attribute to these Giants in the Earth are sometimes more legend than reality. Now you've got my brain going again and I really want to do Sgt Audie Murphy.

Quote:
Also, I fell I must leave this here.

I feel a bit redeemed now that you've misspelled "feel."


1 person marked this as a favorite.
Bob_Loblaw wrote:
Bush The Elder was an inquisitor because he was also the head of the CIA at one point and he would have had information on just about everyone and could use that to his advantage.

I also noticed you gave him a Roc animal companion. Could the bird animal companion be his running mate Dan Quayle? :)


They do have the same spelling capabilities but that's not why I chose it. Both Bush's were pilots so I wanted to give them flying mounts.


1 person marked this as a favorite.
Bob_Loblaw wrote:
Lemmy wrote:
Quote:
Also, I fell I must leave this here.
I feel a bit redeemed now that you've misspelled "feel."

No, you misunderstand. "I-Fell-I" is the name of the one who must leave links to old cartoons...

Yeah... Mr. I-fell-I Smith. Cartoon enthusiast. He sometimes hacks into people accounts to spread word about old cartoons scenes who may fit the context of the thread.

Yeah... That's it... It's not like I can make mistakes while typing.

*Rolls Bluff* 1d20 + 3 ⇒ (14) + 3 = 17


Here you go Nicos. Some things to keep in mind:

1) There is very little about the Four Horsemen or what they represent. They each have about a paragraph of information on them. This means that my vision will probably be very different than someone else’s.
2) I chose the elementalkin for each Horseman because I thought it would be interesting. I don’t know how well it paid off but you asked for something different.
3) There is no Horseman named “Plague” or “Pestilence.” There is one named “Conquest” or “Victory.”
4) They all fight together so I made sure they each had the Cavalry Formation teamwork feat.
5) I wanted them all to have flying mounts even though there is nothing in the Bible that says they fly.
Here was my thought process with each of them.
1) Conquest: It is mentioned that he has a bow and a halo. I made sure that he had the bow and to represent a halo, I gave him some ioun stones. I wanted him to be able to dish out damage quickly.
2) Death: He is able to deal a lot of damage quickly with his shuriken. The idea is that he can take out many weaker creatures quickly and then still have his wakizashi for more attacks. With his ability to turn invisible, he should be able to deal consistent sneak attack damage at any range he can hit. I wanted to give him a scythe but I ran out of feats and I don’t think it’s necessary so I didn’t rework it.
3) Famine: I decided that someone who creates famine is depleting the body of resources. Critical hit effects are great for simulating that and using the Feat of Critical Combat from Super Genius Games, I was able to create a fighter that can deal 1d4+1 ability score damage with each critical hit.
4) War: He is described as having a greatsword so I had to start with that. I figured that he was just about dealing as much damage as possible. Since he was also an elementalkin, I figured I should take a look at the energy resistances just because it seemed interesting.

Conquest:

Conquest
Male Undine Monk (Sohei) 20
LE Large Augmented Outsider (native)
Init +15; Senses Darkvision; Perception +31
--------------------
Defense
--------------------
AC 30, touch 30, flat-footed 25 (+5 Dex, -1 size, +5 deflection)
hp 223 (20d8+100)
Fort +19, Ref +19, Will +20
Defensive Abilities Evasion, Improved Evasion; DR 10/chaotic; Resist cold 5; SR 30
--------------------
Offense
--------------------
Speed 30 ft., Swimming (30 feet)
Melee Unarmed Strike +27/+22/+17 (1d8+24/x2)
Ranged +5 Speed Longbow, Composite (Str +10) +22/+22/+22/+17/+12 (1d8+25/19-20/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks Flurry of Blows +18/+18/+13/+13/+8/+8/+3, Ki Strike, Adamantine, Ki Strike, Lawful, Ki Strike, Magic, Weapon Training: Bows, Weapon Training: Monk, Weapon Training: Pole Arms
Spell-Like Abilities Hydraulic Push (1/day)
--------------------
Statistics
--------------------
Str 20/28, Dex 16/20, Con 14/20, Int 13, Wis 16/22, Cha 8
Base Atk +15; CMB +32; CMD 56
Feats Cavalry Formation, Critical Focus, Deadly Aim -4/+8, Improved Critical (Longbow), Improved Unarmed Strike, Leadership (Base Score 19), Manyshot, Monk Weapon Proficiencies, Mounted Archery, Mounted Combat, Mounted Skirmisher, Point Blank Shot, Power Attack -4/+8, Rapid Shot, Ride-by Attack, Trick Riding, Weapon Focus (Longbow), Weapon Focus (Unarmed Strike)
Skills Acrobatics +30, Appraise +3, Bluff +1, Climb +11, Diplomacy +1, Disguise +1, Escape Artist +7, Handle Animal +17, Heal +8, Intimidate +24, Perception +31, Ride +30, Sense Motive +8, Stealth +13, Survival +8, Swim +19
Languages Aquan, Common, Ignan
SQ AC Bonus +11, Devoted Guardian +10, Empty Body, High Jump (+20/+40 with Ki point), Ki Defense, Ki Pool, Ki Weapon +5, Maneuver Training, Monastic Mount (40 HP), Perfect Self, Still Mind, Unarmed Strike (1d6), Wholeness of Body (20 HP/use)
Combat Gear +5 Speed Longbow, Composite (Str +10); Other Gear Amulet of Mighty Fists +5, Belt of Physical Perfection, +6, Headband of Inspired Wisdom, +6, Ioun Stone, Pale Green Prism, Ioun Stone, Pale Green Prism (Flawed), Manual of Gainful Exercise, +4, Manual of Quickness of Action, +4, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Hydraulic Push (1/day) (Sp) - 0/1
Ki Pool (Su) - 0/16
--------------------
Special Abilities
--------------------
AC Bonus +11 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Cavalry Formation May share space with other mounts, charge through space occupied by allied mount
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic 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).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devoted Guardian +10 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Empty Body (Su) You can assume an ethereal state for 1 minute.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +18/+18/+13/+13/+8/+8/+3 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+20/+40 with Ki point) (Ex) +20 to Acrobatics checks made to jump.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
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, Adamantine (Su) If you have ki remaining, unarmed strikes count as adamantine to for DR and hardness.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Ki Weapon +5 (Su) At 4th level, as a swift action, a sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing by +1 per four levels after 4th to a maximum
Leadership (Base Score 19) You attract loyal companions and devoted followers.
Maneuver Training (Ex) CMB = other BABs + Monk level
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monastic Mount (40 HP) (Su) At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gai
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
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.
Perfect Self You gain damage reduction 10/chaotic.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ride-by Attack You can move - attack - move when charging mounted.
Spell Resistance (30) You have Spell Resistance.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Swimming (30 feet) You have a Swim speed.
Trick Riding You do not need to make Ride checks for DC 15 or lower tasks, and gain 1 extra use of Mounted Combat/round.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Weapon Training: Bows +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Weapon Training: Monk +2 (Ex) +2 Attack, Damage, CMB, CMD with Monk weapons
Weapon Training: Pole Arms +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Wholeness of Body (20 HP/use) (Su) Self-heal monk level in damage for 2 Ki points.
--------------------
I watched as the Lamb opened the first of the seven seals. Then I heard one of the four living creatures say in a voice like thunder, "Come and see!" I looked, and there before me was a white horse! Its rider held a bow, and he was given a crown, and he rode out as a conqueror bent on conquest.

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

Victory
Horse, Heavy
NN Huge Dragon ((animal))
Init +4; Senses Darkvision, Low-Light Vision, Scent; Perception +19
--------------------
Defense
--------------------
AC 32, touch 17, flat-footed 27 (+6 armor, +4 Dex, -2 size, +9 natural, +4 deflection, +1 dodge)
hp 239 (2d8+165)
Fort +19, Ref +13, Will +8
Immune paralysis, sleep
--------------------
Offense
--------------------
Speed 50 ft., Flight (100 feet, Average)
Melee Bite (Half-Dragon) +26 (4d6+17/x2) and
. . Bite (Horse, Heavy) +26 (1d8+17/x2) and
. . Claw x2 (Half-Dragon) +26 x2 (2d6+17/x2) and
. . Hooves x2 (Horse, Heavy) +24 x2 (1d8+10/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (1/day) (DC 27)
--------------------
Statistics
--------------------
Str 30/38, Dex 18, Con 28/30, Int 4, Wis 17, Cha 13
Base Atk +11; CMB +27; CMD 46 (50 vs. Trip)
Feats Dodge, Endurance, Flyby Attack, Improved Natural Armor, Improved Natural Attack (Bite [Half-Dragon]), Multiattack, Power Attack -3/+6, Run, Toughness +15
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +22, Fly +18, Perception +19, Stealth -4, Swim +19
Languages
SQ Combat Riding [Trick]
Other Gear Amulet of Mighty Fists +3, Bracers of Armor, +6, Ring of Protection, +4
--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (1/day) (DC 27) (Su) - 0/1
--------------------
Special Abilities
--------------------
Breath Weapon (1/day) (DC 27) (Su) 1/day, Breath Weapon deals 15d6 (energy) damage, DC 27.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
Flight (100 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Death:

Death
Male Ifrit Ninja 20
LE Medium Outsider (native)
Init +14; Senses Darkvision; Perception +24
--------------------
Defense
--------------------
AC 31, touch 19, flat-footed 26 (+8 armor, +5 Dex, +4 natural, +4 deflection)
hp 203 (20d8+80)
Fort +17, Ref +26, Will +12
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=24); Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft., Light Steps
Melee +5 Adamantine Wakizashi +25/+20/+15 (1d6+12/18-20/x2)
Ranged +5 Brilliant Energy Shuriken +22/+22/+22/+22/+17/+12 (1d2+20/x2) and
. . +5 Shuriken +22/+22/+22/+22/+17/+12 (1d2+20/x2)
Special Attacks Assault Leader (1/day), Bleeding Attack +10, Deadly Range, Flurry of Stars, Hidden Master, Hunter's Surprise (1/day), Ki Attack Speed, Sneak Attack +10d6, Sniper's Eye
Spell-Like Abilities Burning Hands (1/day), Hidden Master
--------------------
Statistics
--------------------
Str 18/24, Dex 18/24, Con 12/18, Int 13, Wis 8, Cha 10
Base Atk +15; CMB +24; CMD 41
Feats Cavalry Formation, Deadly Aim -4/+8, Distance Thrower, Hammer the Gap, Improved Initiative, Leadership (Base Score 20), Mounted Archery, Mounted Combat, Mounted Skirmisher, Point Blank Shot, Rapid Shot, Trick Riding, Weapon Focus (Shuriken)
Traits Reactionary
Skills Acrobatics +32, Appraise +3, Bluff +2, Climb +15, Diplomacy +2, Disable Device +30, Disguise +25, Escape Artist +32, Fly +9, Handle Animal +19, Heal +1, Intimidate +25, Perception +24, Ride +29, Sense Motive +1, Stealth +46, Survival +1, Swim +9 Modifiers Ki Jump (Running Start, 1/2 DC), No Trace +6
Languages Aquan, Common, Ignan
SQ Ki Movement, Ki Pool, Ki Stealth, Poison Use, Ring of Freedom of Movement, Sniper Goggles
Combat Gear +5 Adamantine Wakizashi, +5 Brilliant Energy Shuriken (50), +5 Fortification, Heavy, Shadow, Greater Studded Leather, +5 Shuriken (50); Other Gear Amulet of Natural Armor +4, Belt of Physical Perfection, +6, Boots of Speed (10 rounds/day), Cloak of Resistance, +5, Ioun Stone, Dusty Rose Prism (Cracked), Ioun Stone, Pale Green Prism, Ioun Stone, Pale Green Prism (Flawed), Ring of Freedom of Movement, Ring of Protection, +4, Sniper Goggles
--------------------
TRACKED RESOURCES
--------------------
+5 Brilliant Energy Shuriken - 0/50
+5 Shuriken - 0/50
Assault Leader (1/day) (Ex) - 0/1
Boots of Speed (10 rounds/day) - 0/10
Burning Hands (1/day) (Sp) - 0/1
Hunter's Surprise (1/day) (Ex) - 0/1
Ki Pool (Su) - 0/10
--------------------
Special Abilities
--------------------
Assault Leader (1/day) (Ex) 1/day when you miss an attack, allow an ally also flanking that target an immediate attack.
Bleeding Attack +10 (Ex) Sneak attacks also deal 10 bleed damage per round.
Cavalry Formation May share space with other mounts, charge through space occupied by allied mount
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).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Range +10' (Ex) A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hidden Master (Su) At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invi
Hunter's Surprise (1/day) (Ex) 1/day, all attacks against a chosen target are sneak attacks.
Improved Uncanny Dodge (Lv >=24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
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.
Leadership (Base Score 20) You attract loyal companions and devoted followers.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
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.
No Trace +6 (Ex) Survival DCs to track you are at +6, gain +6 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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Sneak Attack +10d6 +10d6 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.
Trick Riding You do not need to make Ride checks for DC 15 or lower tasks, and gain 1 extra use of Mounted Combat/round.
--------------------
When the Lamb opened the fourth seal, I heard the voice of the fourth living creature say, "Come and see!" I looked and there before me was a pale horse! Its rider was named Death, and Hades was following close behind him. They were given power over a fourth of the earth to kill by sword, famine and plague, and by the wild beasts of the earth.

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

Reaper
Horse, Heavy
NN Large Dragon ((animal))
Init +4; Senses Darkvision, Low-Light Vision, Scent; Perception +9
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 23 (+4 armor, +4 Dex, -1 size, +8 natural, +2 deflection)
hp 287 (2d8+208)
Fort +22, Ref +14, Will +11
Immune cold, paralysis, sleep
--------------------
Offense
--------------------
Speed 50 ft., Flight (100 feet, Average)
Melee Bite (Half-Dragon) +19 (2d6+20/x2) and
. . Bite (Horse, Heavy) +19 (1d6+20/x2) and
. . Claw x2 (Half-Dragon) +19 x2 (1d6+20/x2) and
. . Hooves x2 (Horse, Heavy) +17 x2 (1d6+10/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Weapon (1/day) (DC 30)
--------------------
Statistics
--------------------
Str 28/34, Dex 18, Con 28/34, Int 4, Wis 18, Cha 14
Base Atk +12; CMB +25; CMD 41 (45 vs. Trip)
Feats Bloody Assault, Endurance, Improved Natural Attack (Bite [Half-Dragon]), Iron Will, Multiattack, Power Attack -4/+8, Run, Skill Focus (Stealth), Toughness +16
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +23, Fly +21, Perception +9, Stealth +23
Languages
SQ Combat Riding [Trick]
Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +6, Bracers of Armor, +4, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (1/day) (DC 30) (Su) - 0/1
--------------------
Special Abilities
--------------------
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 30) (Su) 1/day, Breath Weapon deals 16d6 Cold damage, DC 30.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
Flight (100 feet, Average) You can fly!
Immunity to Cold You are immune to cold damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Famine:

Famine
Sylph Fighter (Weapon Master) 20
LE Medium Outsider (native)
Init +8; Senses Darkvision; Perception +27
--------------------
Defense
--------------------
AC 35, touch 18, flat-footed 31 (+7 armor, +6 shield, +4 Dex, +4 natural, +4 deflection)
hp 224 (20d10+80)
Fort +23, Ref +17, Will +18
Resist electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +5 Speed, Wounding Adamantine Fauchard +34/+34/+29/+24/+19 (1d10+42/15-20/x3)
Special Attacks Critical Specialist: Fauchard, Deadly Critical: Fauchard (3/day), Reliable Strike: Fauchard (4/day), Unstoppable Strike: Fauchard, Weapon Training +5: Fauchard
Spell-Like Abilities Feather Fall (1/day)
--------------------
Statistics
--------------------
Str 19/25, Dex 12/18, Con 12/18, Int 14, Wis 14/20, Cha 8
Base Atk +20; CMB +29; CMD 45 (50 vs. Disarm, 50 vs. Sunder)
Feats Butcher's Blow, Cavalry Formation, Concussion, Critical Focus, Critical Mastery, Deface, Exotic Weapon Proficiency (Fauchard), Greater Weapon Focus (Fauchard), Greater Weapon Specialization (Fauchard), Improved Critical (Fauchard), Improved Initiative, Leadership (Base Score 19), Mounted Combat, Mounted Skirmisher, Power Attack -6/+12, Shock, Stupefy, Tendon Cut, Trick Riding, Weapon Focus (Fauchard), Weapon Specialization (Fauchard)
Skills Acrobatics +3, Appraise +4, Bluff +1, Climb +6, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Handle Animal +17, Heal +14, Intimidate +24, Perception +27, Ride +26, Sense Motive +7, Stealth +3, Survival +7, Swim +6
Languages Auran, Common, Ignan, Terran
SQ Giant Hide Armor, Storm Giant, Ring of Sustenance, Weapon Guard +5: Fauchard, Weapon Mastery (Fauchard)
Combat Gear +5 Fortification, Heavy Buckler, +5 Speed, Wounding Adamantine Fauchard, Giant Hide Armor, Storm Giant; Other Gear Amulet of Natural Armor +4, Belt of Physical Perfection, +6, Cloak of Resistance, +5, Headband of Inspired Wisdom, +6, Ioun Stone, Pale Green Prism, Ioun Stone, Pale Green Prism (Flawed), Ring of Protection, +4, Ring of Sustenance
--------------------
TRACKED RESOURCES
--------------------
Deadly Critical: Fauchard (3/day) (Ex) - 0/3
Feather Fall (1/day) (Sp) - 0/1
Giant Form II (Storm Giant) (1/day) - 0/1
Reliable Strike: Fauchard (4/day) (Ex) - 0/4
--------------------
Special Abilities
--------------------
Butcher's Blow Your attacks often flay muscle from your foe’s bones.
Cavalry Formation May share space with other mounts, charge through space occupied by allied mount
Concussion Your critical hits can knock the sense out
of your foe.
Critical Focus +4 to confirm critical hits.
Critical Mastery Apply two Critical feats to a critical hit rather than one.
Critical Specialist: Fauchard (Ex) Increase the save DC of any critical hit effects by +4 for your chosen weapon.
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).
Deadly Critical: Fauchard (3/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Deface Your critical hits cut open your foe’s best feature, and leave it less confident of its abilities.
Giant Hide Armor, Storm Giant This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form II. This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer’s armor is made from the same kind of giant as the attacker.

Construction
Requirements Craft Magic Arms and Armor, giant form II; Cost 38,415 gp
Leadership (Base Score 19) You attract loyal companions and devoted followers.
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 -6/+12 You can subtract from your attack roll to add to your damage.
Reliable Strike: Fauchard (4/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Shock Your critical blows leave foes in shock.
Stupefy Your attacks knock the smart right out of
your foes.
Tendon Cut Your critical hits can cause a foe to move
awkwardly.
Unstoppable Strike: Fauchard (Ex) Standard action: a single attack with your chosen weapon is a touch attack that ignored DR or hardness.
Weapon Guard +5: Fauchard (Ex) +5 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Mastery (Fauchard) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training +5: Fauchard (Ex) +5 to hit and damage with your chosen weapon.

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

Denarius
Horse, Heavy
NN Large Dragon ((animal))
Init +4; Senses Darkvision, Low-Light Vision, Scent; Perception +25
--------------------
Defense
--------------------
AC 34, touch 17, flat-footed 30 (+7 armor, +4 Dex, -1 size, +10 natural, +4 deflection)
hp 269 (2d8+180)
Fort +27, Ref +22, Will +17
Immune paralysis, sleep
--------------------
Offense
--------------------
Speed 50 ft., Flight (100 feet, Average)
Melee Bite (Half-Dragon) +22 (2d6+10/x2) and
. . Bite (Horse, Heavy) +22 (1d6+10/x2) and
. . Claw x2 (Half-Dragon) +22 x2 (1d6+10/x2) and
. . Hooves x2 (Horse, Heavy) +20 x2 (1d6+5/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Weapon (1/day) (DC 28)
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 28, Int 4, Wis 18, Cha 13
Base Atk +13; CMB +24; CMD 42 (46 vs. Trip)
Feats Acrobatic, Endurance, Flyby Attack, Great Fortitude, Improved Natural Attack (Bite [Half-Dragon]), Iron Will, Lightning Reflexes, Multiattack, Run, Toughness +18
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +29, Fly +27, Perception +25, Stealth +0
Languages
SQ Combat Riding [Trick]
Other Gear Amulet of Natural Armor +4, Bracers of Armor, +7, Cloak of Resistance, +5, Ring of Protection, +4
--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (1/day) (DC 28) (Su) - 0/1
--------------------
Special Abilities
--------------------
Breath Weapon (1/day) (DC 28) (Su) 1/day, Breath Weapon deals 18d6 (energy) damage, DC 28.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
Flight (100 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
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.

War:

War
Male Oread Barbarian (Elemental Kin, Mounted Fury) 20
CE Large Outsider (native)
Init +3; Senses Darkvision; Perception +13
--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 26 (+7 armor, +6 shield, +3 Dex, -1 size, +3 natural, +3 deflection)
hp 385 (20d12+220)
Fort +28, Ref +14, Will +19
DR 5/&#151;; Resist acid 5, electricity 10, Energy Absorption: Electricity (1/rage), Energy Resistance, Greater: Electricity (1/rage), Energy Resistance: Electricity
--------------------
Offense
--------------------
Speed 20 ft.
Melee +5 Furious, Speed, Vicious Adamantine Greatsword +35/+35/+30/+25/+20 (3d6+65/19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Elemental Rage (Electricity), Elemental Rage, Greater, Elemental Rage, Lesser (1/rage), Energy Eruption: Electricity (1/rage) (DC 31)
--------------------
Statistics
--------------------
Str 26/42, Dex 12/16, Con 18/32, Int 10, Wis 16/18, Cha 6
Base Atk +20; CMB +37; CMD 51
Feats Boon Companion (Barbarian [Elemental Kin, Mounted Fury]), Cavalry Formation, Furious Focus, Mounted Blade, Mounted Combat, Mounted Skirmisher, Power Attack -6/+12, Raging Brutality (+11), Ride-by Attack, Trick Riding
Skills Acrobatics +23, Climb +13, Escape Artist +0, Fly -2, Handle Animal +15, Intimidate +21, Perception +13, Ride +23, Stealth -4, Swim +13
Languages Common, Terran
SQ Animal Companion Link, Bestial Mount, Elemetal Fury (+6 rounds/attack), Fast Rider, Ferocious Mount, Ferocious Mount, Greater, Giant Hide Armor, Troll, Indomitable Will, Rage (46 rounds/day), Share Spells with Companion, Spirit Steed (DR 11/magic), Stone in the Blood, Treacherous Earth (20 minutes) (1/day)
Combat Gear +5 Buckler, +5 Furious, Speed, Vicious Adamantine Greatsword, Giant Hide Armor, Troll; Other Gear Amulet of Natural Armor +3, Belt of Physical Perfection, +6, Cloak of Displacement, Major, Headband of Inspired Wisdom, +2, Ioun Stone, Amber Spindle (5), Manual of Bodily Health, +4, Manual of Gainful Exercise, +5, Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Elemental Rage, Lesser (1/rage) (Su) - 0/1
Energy Absorption: Electricity (1/rage) (Su) - 0/1
Energy Eruption: Electricity (1/rage) (DC 31) (Su) - 0/1
Energy Resistance, Greater: Electricity (1/rage) (Ex) - 0/1
Giant Form I (Troll) (1/day) - 0/1
Ioun Stone, Amber Spindle - 0/5
Rage (46 rounds/day) (Ex) - 0/46
Treacherous Earth (20 minutes) (1/day) - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bestial Mount (Ex) At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid’s animal companion, using the barbarian’s level –4 as her effective druid level. This companion must be one that she is capable of riding and is suit
Boon Companion (Barbarian [Elemental Kin, Mounted Fury]) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cavalry Formation May share space with other mounts, charge through space occupied by allied mount
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Rage (Electricity) (Su) Attacks deal +1d6 energy damage while raging.
Elemental Rage, Greater: Electricity (Su) Criticals deal +1d10 or more energy damage while raging.
Elemental Rage, Lesser (1/rage) (Su) 1/rage, attack deals +1D6 energy damage.
Elemetal Fury (+6 rounds/attack) (Ex) Elemental damage extends your rage.
Energy Absorption: Electricity (1/rage) (Su) 1/rage, convert an electricity attack into temporary healing.
Energy Eruption: Electricity (1/rage) (DC 31) (Su) 1/rage, store an electricity attack and repeat it as a breath weapon.
Energy Resistance, Greater: Electricity (1/rage) (Ex) 1/rage, halve an electricity attack's damage before applying resistance.
Energy Resistance: Electricity (Ex) Electricity Resistance while raging
Fast Rider (Ex) Mount's speed + 10
Ferocious Mount (Ex) Your mount rages, too.
Ferocious Mount, Greater (Ex) Mount gains constant rage powers.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Giant Hide Armor, Troll This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I. This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer’s armor is made from the same kind of giant as the attacker.

Construction
Requirements Craft Magic Arms and Armor, giant form I; Cost 29,665 gp
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.
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.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Rage (46 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Raging Brutality (+11) Add Constitution bonus on damage rolls
Ride-by Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spirit Steed (DR 11/magic) (Su) Mount gains DR/magic and its attacks count as magic.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
Treacherous Earth (20 minutes) (1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
--------------------
When the Lamb opened the second seal, I heard the second living creature say, "Come and see!" Then another horse came out, a fiery red one. Its rider was given power to take peace from the earth and to make men slay each other. To him was given a large sword.

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

Apocalypse
Horse
NN Huge Animal
Init +5; Senses Low-Light Vision, Scent; Perception +1
--------------------
Defense
--------------------
AC 32, touch 14, flat-footed 26 (+5 Dex, -2 size, +18 natural, +1 dodge)
hp 176 (+96)
Fort +17, Ref +17, Will +8
Defensive Abilities Evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +22 (1d8+12/x2) and
. . Hooves x2 (Horse) +22 x2 (1d8+12/x2)
Space 15 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 26/34, Dex 20, Con 18/20, Int 2, Wis 12, Cha 6
Base Atk +12; CMB +26; CMD 42 (46 vs. Trip)
Feats Dodge, Great Fortitude, Improved Natural Attack (Bite [Horse]), Improved Vital Strike, Iron Will, Lightning Reflexes, Multiattack (Multiattack / Extra Attack), Toughness +16, Vital Strike
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +20, Stealth -3
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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Vital Strike Standard action: x2 weapon damage dice.


Very cool. As you mentioned in point 1, I always imagined Famine as an evil druid. Great work! Keep it up.


I was actually going to make one of them an alchemist but Nicos wanted martial characters so I changed it. I probably would have done each of them as divine characters.


Great job bob.

Haveyou ever maked a student of war? i would lke to see one of those in this thread*.

* I do not know if you already used that PRc i still have to see all your president builds.


I haven't used any prestige classes. What book is Student of War in?


Bob_Loblaw wrote:
I haven't used any prestige classes. What book is Student of War in?

sekeer of secrets.

http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/student-of -war


Here's a Student of War as a villain for your games. I gave him PC wealth so he still has 24k gold to spend.

Spoiler:

Zonn
Hobgoblin Fighter (Tactician) 5 Student of War 10
LE Medium Humanoid (goblinoid)
Init +9; Senses Darkvision; Perception +20
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 22 (+7 armor, +5 shield, +4 Dex, +1 dodge)
hp 124 (15d10+30)
Fort +14, Ref +13, Will +13
Defensive Abilities Anticipate (3/day), Know Your Enemy (+3, 10 min.), Mind Over Metal (+0)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sword of the Planes +17/+12/+7 (1d8+22/19-20/x2)
Ranged Felhart +21/+16/+11 (1d8+2/x3)
Special Attacks Deadly Blow, Know Your Enemy (+3, 10 min.), Nemesis (1/day), Telling Blow
--------------------
Statistics
--------------------
Str 16/20, Dex 14/18, Con 11/15, Int 14, Wis 10/14, Cha 14
Base Atk +15; CMB +20; CMD 35
Feats Combat Expertise +/-4, Dodge, Focusing Blow, Furious Focus, Hobgoblin Discipline, Improved Initiative, Leadership (Base Score 17), Lookout, Outflank, Power Attack -4/+8, Skill Focus (Knowledge [local]), Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Acrobatics +2, Climb +3, Diplomacy +20, Escape Artist +2, Fly +2, Intimidate +20, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +20, Ride +16, Stealth +6, Survival +7, Swim +3
Languages Common, Giant, Goblin, Orc
SQ Armor Training 1, Giant Hide Armor, Troll, Tactician () 5 rds (1/day)
Combat Gear +4 Buckler, Felhart, Giant Hide Armor, Troll, Sword of the Planes; Other Gear Belt of Physical Perfection, +4, Cloak of Resistance, +4, Headband of Inspired Wisdom, +4
--------------------
TRACKED RESOURCES
--------------------
Anticipate (3/day) (Ex) - 0/3
Felhart - 0/1
Giant Form I (Troll) (1/day) - 0/1
Nemesis (1/day) (Su) - 0/1
Tactician () 5 rds (1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Anticipate (3/day) (Ex) Imm, ignore all dam and effects of spl/ability successfully saved against.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Blow (Su) If Know Your Enemy beats DC by 10+, ignore foes nat DR & imm to crits.
Focusing Blow Ally with this feat can deal min. 5 damage to you to grant reroll aginst mind-affecting effect.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Giant Hide Armor, Troll This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I. This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer’s armor is made from the same kind of giant as the attacker.

Construction
Requirements Craft Magic Arms and Armor, giant form I; Cost 29,665 gp
Hobgoblin Discipline +1 on saving throws if within 30 feet of 2 other hobgoblins.
Know Your Enemy (+3, 10 min.) (Ex) Move, Know chk vs foe for ins bon to att & dam, AC & saves, or CMD & CMB.
Leadership (Base Score 17) You attract loyal companions and devoted followers.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Mind Over Metal (+0) (Ex) A 2nd-level student of war is skilled at taking blows such that her armor or shield deflects them harmlessly. When using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The
Nemesis (1/day) (Su) Swf, held wep gains bane prop vs Know Your Enemy targ for 1 min/until switch.
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 -4/+8 You can subtract from your attack roll to add to your damage.
Tactician () 5 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Telling Blow (Ex) Ignore 3 points of DR (except DR/-), stacks with Penetrating Strike.

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

Hireling
Dragon, Green, Young Adult
LE Huge Dragon (air)
Init +0; Senses Blindsense, Darkvision, Dragon Senses, Low-Light Vision; Perception +22
Aura Frightful Presence (150 feet, 5d6 rounds) (DC 18)
--------------------
Defense
--------------------
AC 24, touch 8, flat-footed 24 (-2 size, +16 natural)
hp 136 (13d12+52)
Fort +12, Ref +8, Will +12
DR 5/magic; Immune acid, paralysis, sleep; SR 22
--------------------
Offense
--------------------
Speed 40 ft., Flight (200 feet, Poor), Swimming (40 feet)
Melee Bite (Dragon, Green, Young Adult) +18 (2d8+10/19-20/x2) and
. . Claw x2 (Dragon, Green, Young Adult) +18 x2 (2d6+7/x2) and
. . Tail Slap (Dragon, Green, Young Adult) +13 (2d6+10/x2) and
. . Wing x2 (Dragon, Green, Young Adult) +13 x2 (1d8+3/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Breath Weapon (50-ft. cone, 10d6 acid, every 1d4 r
Spell-Like Abilities Charm Person (At will), Entangle (At will)
Sorcerer Spells Known (CL 3, +18 melee touch, +11 ranged touch):
1 (6/day) Enlarge Person (DC 13), Obscuring Mist, Alarm
0 (at will) Read Magic, Detect Magic, Dancing Lights, Prestidigitation (DC 12), Message
--------------------
Statistics
--------------------
Str 25, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Base Atk +13; CMB +22; CMD 32 (36 vs. Trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (Bite), Iron Will, Power Attack -4/+8
Skills Fly +8, Knowledge (arcana) +18, Knowledge (nature) +18, Perception +22, Sense Motive +4, Spellcraft +18, Stealth +8, Survival +18, Swim +31
Languages Common, Draconic, Elven
SQ Water Breathing, Woodland Stride

--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (50-ft. cone, 10d6 acid, every 1d4 rounds, Ref half) (DC 20) - 0/1
Charm Person (At will) (Sp) - 0/0
Entangle (At will) (Sp) - 0/0
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (50-ft. cone, 10d6 acid, every 1d4 rounds, Ref half) (DC 20) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Flight (200 feet, Poor) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Frightful Presence (150 feet, 5d6 rounds) (DC 18) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (22) You have Spell Resistance.
Swimming (40 feet) You have a Swim speed.
Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its Breath weapon, spells, and other abilities while submerged.
Woodland Stride (Ex) A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.


Well, that was quick...and interesting. The only complain i have is that mind over metal is a wasted ability in this build.


I know and that's a limitation I put on myself when I create characters. Because I use the elite array, sometimes things like this happen. The good news is that the ability isn't as great as it seems. It doesn't stack with Dexterity, it replaces it only for armor class. That means that it doesn't affect ranged attacks, Reflex saves, or Initiative.

In hindsight, Lore Warden may have been a better archetype from an optimization standpoint. I didn't take any combat maneuvers which diminishes some of his abilities.


Hey bob, have you considered to write a guide to fighters? you seems like the right person to do that.


There are enough guides out there. I don't think I need to write one. I did write something for 3.5 when I was on the WotC boards.


Bob_Loblaw wrote:
There are enough guides out there. I don't think I need to write one. I did write something for 3.5 when I was on the WotC boards.

I only know rogue eidolon guide to fighters.A real shame you would not write a guide, hope you change your mind someday.


I'm trying to work on Sun Tzu but there is virtually no information on him, just on The Art of War. The two things I'm having a hard time with are what level to put him at and which aspects of the Art of War I want to focus on. I know that I want him to be a tactician and I was looking at making him human but I'm considering dwarf so I can take breadth of experience.


Have you considered a bard?


I have but I can get a lot of teamwork feats as a fighter.


Can't wait to see Sun Tzu. And Genghis Khan. And Attila The Hun... hahaha


Lemmy wrote:
Can't wait to see Sun Tzu. And Genghis Khan. And Attila The Hun... hahaha

Alexander the great Vs Sun Tzu wpuld be the definitive battle.


So you've got me rereading the book. It's actually really hard to create the character because a lot of what's in there doesn't really have skills or feats for it. It's mostly "fluff" as far as the game is concerned. It's also very hard to create a character that gives benefits to an entire army. I definitely will need to focus this character more.


Bob_Loblaw wrote:


1) Conquest: It is mentioned that he has a bow and a halo. I made sure that he had the bow and to represent a halo, I gave him some ioun stones. I wanted him to be able to dish out damage quickly.

Now that i have the time to read with more care note that there is an halo in patfinder

Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.


That's true Nicos but I was intentionally going for the elementalkin races. The Halo from the Aasimar doesn't really feel like the ability I would choose for an evil creature since it would negatively affect itself.


Bob_Loblaw wrote:
That's true Nicos but I was intentionally going for the elementalkin races. The Halo from the Aasimar doesn't really feel like the ability I would choose for an evil creature since it would negatively affect itself.

thats the funny part.

From wikipedia

Spoiler:

Due to the above passage (the most common translation into English), the White rider is referred to as Conquest[1] (not Pestilence, see below). The name could also be construed as "Victory," per the translation found in the Jerusalem Bible (the Greek words are derived from the verb νικάω, to conquer or vanquish). He carries a bow, and wears a victor's crown.
The exact nature and morality of the apocalyptic white rider is less clear. He has been argued to represent either plague, evil or righteousness by multiple sources.

As evil
The (other) three horsemen represent evil, destructive forces, and given the unified way in which all four are introduced and described, it may be most likely that the first horseman is correspondingly evil. Artwork which shows the horsemen as a group, such as the famous woodcut by Albrecht Dürer, suggests an interpretation where all four horsemen represent different aspects of the same tribulation.[5]
The first horseman is often associated with military conquest.[3] One interpretation, which was held by evangelist Billy Graham—casts the rider of the white horse as the Antichrist,[6] or a representation of false prophets, citing differences between the white horse in Revelation 6 and Jesus on the white Horse in Revelation 19.[7] In Revelation 19 Jesus has many crowns, but in Revelation 6 the rider has just one.
[edit]As righteous
Irenaeus, an influential Christian theologian of the 2nd century, was among the first to interpret this horseman as Christ himself, his white horse representing the successful spread of the gospel.[3] Various scholars have since supported this theory,[8] citing the later appearance, in Revelation 19, of Christ mounted on a white horse, appearing as The Word of God. Furthermore, earlier in the New Testament, the Book of Mark indicates that the advance of the gospel may indeed precede and foretell the apocalypse.[3][9] The color white also tends to represent righteousness in the Bible, and Christ is in other instances portrayed as a conqueror.[3][9] However, opposing interpretations argue that the first of the four horsemen is probably not the horseman of Revelation 19. They are described in significantly different ways, and Christ's role as the Lamb who opens the seven seals makes it unlikely that he would also be one of the forces released by the seals.[3][9]
Besides Christ, the horseman could represent the Holy Spirit. The Holy Spirit was understood to have come upon the Apostles at Pentecost after Jesus' departure from Earth. The appearance of the Lamb in Revelation 5 shows the triumphant arrival of Jesus in heaven, and the white horseman could represent the sending of the Holy Spirit by Jesus and the advance of the gospel of Jesus Christ.[10]

I am not triying to make you change the build i am just pointing anteresting issue.


That's actually where I got most of my information. I saw that and had considered making him The Christ but I instead went with the classic interpretation. If I had done that, then I could have made another one the Anti-Christ but then I wouldn't really know what I would do with the other two. That's one of the things with using a dream sequence, there are many interpretations.

I don't see this as you wanting me to change the build. We are discussing thought processes. It's also interesting because it shows that there are many ways to do the same thing.


Here's Sun Tzu. Like I said, he's a hard one to build and I think that almost any character could have fit. I chose fighter because it's one of my favorite classes. I would avoid casters because of a line in the Art of War that makes it sound like he prefers non-magical and non-supernatural aid.

Sun Tzu is a legend. No one knows if he actually exists but there are some who have claimed to have known him.

Sun Tzu’s book The Art of War, earned him an audience with the King of Wu, who said, “I have read your books, may i submit your theory of managing soldiers to a small test?”

Sun Tzu replied “Sir, you may.”

The King of Wu asked “Can the test be applied to women?”

Sun Tzu replied that it could, so arrangements were made to bring 180 beautiful women from the palace. Sun Tzu divided them into two troops with one of the King’s favourite concubines at the head of each. He the made all of them take spears in their hands and spoke to them: “I presume you know the difference between front and back, right and left?”

The women replied, “Yes. Of course”
Sun Tzu continued, “When to the sound of drums I order ‘eyes front,’ look straights ahead. When I order ‘left turn,’ face toward your left. When I order ‘right turn’, face toward your right. When I order turn around, face around to the back.

After the words of command had been explained, the women agreed they understood. He gave them spears so he could begin the drill. To the sound of drums, Sun Tzu ordered ‘right turn.’ In response the women burst out in laughter.

With great patience, Sun Tzu said, “If the instructions and words of command are not clear and distinct, if orders are not thoroughly understood, then the general is to blame.” He then repeated the explanations several times. This time he ordered the drums to signal ‘left turn,’ and again the women burst into laughter.

Then Sun Tzu said, “If the instructions and words of command are not clear and distinct, if orders are not thoroughly understood, the general is to blame. But if the commands are clear and the soldiers disobey, then it is the fault of the officers.” He immediately ordered the women who were at the head of the two troops to be beheaded.

Of course, the King was watching from a raised pavilion, and when he saw that his two favourite concubines were about to be executed, he was alarmed and swiftly sent down a message: “We are now quite satisfied as to the general’s ability to manage troops. Without these concubines, my food and drink will not taste good. It is the King’s wish that they not be beheaded.”

Sun Tzu replied, “Having received the sovereign’s commission to take charge and direct these troops, there are certain orders I cannot accept.” He immediately had the two concubines beheaded as an example and appointed the two next in line as the new leaders.

Now the drums were sounded and the drill began. The women performed all the maneuvers exactly as commanded. They drilled perfectly in precision and did not utter a single sound.

Sun Tzu sent a messenger to the King of Wu saying, “Your Majesty, the soldiers are now correctly drilled and perfectly disciplined. As sovereign, you may choose to require them to go through fire and water and they will not disobey.”

The King responded, “Our commander should cease the drill and return to his camp. We do not wish to come down and inspect the troops.”

With great calm, Sun Tzu said, “This King is only fond of words and cannot carry them into deeds.”

For a complete copy of his writing translated into Common, check out this resource: http://www.artofwarsuntzu.com/Art%20of%20War%20PDF.pdf

Sun Tzu:

Male Elf Fighter (Tactician) 10
LN Medium Humanoid (elf)
Init +8; Senses Low-Light Vision; Perception +18
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+8 armor, +3 shield, +1 Dex)
hp 64 (10d10)
Fort +9, Ref +6, Will +7; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Longsword +13/+8 (1d8+18/19-20/x2)
Ranged Masterwork Composite longbow (Str +4) +12/+7 (1d8+4/x3)
Special Attacks Weapon Training: Blades, Heavy
--------------------
Statistics
--------------------
Str 16/18, Dex 10/12, Con 8/10, Int 16, Wis 14, Cha 12
Base Atk +10; CMB +14; CMD 25
Feats Alertness, Breadth of Experience, Broken Wing Gambit, Combat Expertise +/-3, Duck and Cover, Elven Weapon Proficiencies, Improved Initiative, Leadership (Base Score 11), Lookout, Pack Attack, Power Attack -3/+6
Traits Conspiracy Hunter (Knowledge [local]), Scholar of the Great Beyond (Knowledge [history])
Skills Acrobatics +0, Bluff +10, Climb +3, Diplomacy +12, Disguise +3, Escape Artist +0, Fly +0, Intimidate +16, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +18, Profession (soldier) +15, Ride +9, Sense Motive +10, Stealth +0, Survival +6, Swim +3
Languages Common, Draconic, Elven, Orc, Sylvan
SQ Armor Training 2, Breastplate of command, Elven Magic, Tactician () 8 rds (2/day)
Combat Gear +2 Buckler, +2 Longsword, Breastplate of command, Masterwork Composite longbow (Str +4); Other Gear Belt of physical perfection +2, Cloak of resistance +2, Handy haversack (1 @ 26.6 lbs)
--------------------
TRACKED RESOURCES
--------------------
Tactician () 8 rds (2/day) (Ex) - 0/2
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Breastplate of command +2 on CHA checks, friendly troops within 360 ft are braver.
Broken Wing Gambit Grant opponent bonus to hit you, but opponent's attack provokes attacks of opportunity
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
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.
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.
Leadership (Base Score 11) You attract loyal companions and devoted followers.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
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
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
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
--------------------

Spoiler:
=Hireling]
Chimera
CE Large Magical Beast
Init +5; Senses Darkvision, Low-Light Vision, Scent; Perception +10
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 18 (+1 Dex, -1 size, +9 natural)
hp 94 (9d10+40)
Fort +10, Ref +8, Will +6
--------------------
Offense
--------------------
Speed 30 ft., Flight (50 feet, Poor)
Melee Bite (Chimera) +13 (2d6+4/x2) and
. . Bite (Chimera) +13 (1d8+4/x2) and
. . Claw x2 (Chimera) +13 x2 (1d6+4/x2) and
. . Gore (Chimera) +13 (1d8+4/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
Base Atk +10; CMB +15; CMD 26 (30 vs. Trip)
Feats Hover, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness +10
Skills Fly +3, Perception +10, Stealth +4 Modifiers +4 Stealth in scrubland or brush
Languages Draconic
SQ Breath Weapon (DC 18)

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 Stealth in scrubland or brush (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Breath Weapon (DC 18) (Su) Every d4 rds, breath weapon does 6d8 dam (Ref half) but area and type varies by head color.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (50 feet, Poor) You can fly!
Hover You can hover in place while flying.
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.

Guard x8:

XP 400
Male Human Warrior 3
LN Medium Humanoid (human)
Init +0; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 19 (3d10+3)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Halberd +5 (1d10+3/x3) and
. . Heavy flail +5 (1d10+3/19-20/x2) and
. . Sap +5 (1d6+2/x2)
Ranged Heavy crossbow +3 (1d10/19-20/x2)
--------------------
Statistics
--------------------
Str 14, Dex 11, Con 13, Int 9, Wis 10, Cha 8
Base Atk +3; CMB +5 (+7 Sundering); CMD 15 (17 vs. Sunder)
Feats Alertness, Improved Sunder, Power Attack -1/+2
Skills Acrobatics -7, Climb -5, Escape Artist -7, Fly -7, Intimidate +5, Perception +5, Ride -3, Sense Motive +2, Stealth -7, Survival +2, Swim -5
Languages Common
Combat Gear Crossbow bolts (10), Halberd, Half-plate, Heavy crossbow, Heavy flail, Sap; Other Gear Potion of cure light wounds (2)
--------------------
Special Abilities
--------------------
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
--------------------
Guards of the city watch are vigilant soldiers, dedicated to keeping the peace and maintaining order. They defend the city walls and gates against external threats, but they also stand ready to break up fights and brawls, disarming or sundering weapons drawn in anger, forcing unruly citizens apart, and tending the wounded.

Different types of guards may be created with lighter armor (breastplates and heavy shields) and one-handed weapons (battle axes or longswords). Replacing guards’ halberds with glaives, guisarmes, or ranseurs gives them a reach attack. Outfitting guards with pikes makes a group of pikemen, while giving them tower shields and short swords creates crossbowmen for a siege. Temple guards can replace Improved Sunder with Exotic Weapon Proficiency (two-bladed sword). Prison guards might replace Improved Sunder with Improved Unarmed Strike and Power Attack with Exotic Weapon Proficiency (whip).


I'm going to take a break from creating characters for a bit. I have some personal life issues to take care of for about a week. I may post one or two but not 43.


I really like this Sun Tzu build... Although I'm not sure why he has a Chimera companion.

Have a nice break, bob! We all hope you come back with fresh ideas soon! ^^

Also... Since building Batman is nearly impossible, unless you create a class of its own, I've decided to try and build some of his villainous foes.

The first is everyone' favorite green femme fatale:

Dr. Pamela Isley - aka: Poison Ivy:

Poison Ivy
Female Vishkanya Sorcerer 8
NE Medium Humanoid (vishkanya)
Init +6; Senses Low-Light Vision; Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 62 (8d6+32)
Fort +8, Ref +7, Will +8; +8 vs. poison
Poison Resistance +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Dagger +3 (1d4-2/19-20/x2)
Sorcerer Spells Known (CL 8, +2 melee touch, +6 ranged touch):
4 (5/day) Confusion (DC 25)
3 (7/day) Deep Slumber (DC 24), Stinking Cloud (DC 21), Slow (DC 21)
2 (8/day) Hideous Laughter (DC 23), Adoration, Greensight, Seducer's Eyes
1 (8/day) Mage Armor (DC 19), Cause Fear (DC 19), Grease (DC 19), Charm Person (DC 20), Entangle (DC 19), Tripvine (DC 19)
0 (at will) Resistance (DC 18), Acid Splash, Daze (DC 21), Detect Poison, Mage Hand, Detect Magic, Prestidigitation (DC 18), Root
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14/16, Int 11, Wis 7, Cha 22/26
Base Atk +4;CMB +2; CMD 14
Feats Combat Casting, Eschew Materials, Improved Initiative, Sleep Venom, Spell Focus (Enchantment), Toughness +8
Traits Honeyed Tongue, Indomitable Faith
Skills Bluff +19, Craft (alchemy) +6, Diplomacy +13, Escape Artist +4, Intimidate +12, Knowledge (arcana) +4, Knowledge (nature) +11, Perception +0, Spellcraft +4, Stealth +4, Use Magic Device +12
Languages Common, Vishkanya
SQ Fey, Laughing Touch (11/day), Poison Use, Toxic (2/day) (DC 13), Woodland Stride
Combat Gear Masterwork Dagger; Other Gear Amulet of natural armor +1, Belt of mighty constitution +2, Cloak of resistance +3, Headband of alluring charisma +4, Potion of neutralize poison
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (11/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +8 Gain listed bonus to saves vs poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sleep Venom Can change venom to stagger 1d4 rds (initial) and knock out (secondary) instead of Dex dam.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Toxic (2/day) (DC 13) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Ideas and Observations:

A case could be made that she should be a druid, but really, wisdom is not something Ivy has been gifted with (like most other batman villains!), she can't wildshape and isn't particullary fond of animals either. Ivy is all about Charisma and manipulation.

She's intelligent, but not inhumanly so. A Int score of 11 should suffice.

High charisma, focus on enchantment, not very good at melee combat (pretty much always relies on her plants/spells), can (and will) mess with your mind.
Sounds like a Fey Sorceress to me. I made her a Vishkanya because of the races resistance to poison and ability to use its own blood and saliva to create poison. The bonuses to Dexterity and Charisma don't hurt either.

Low Wisdom reflects her insanity and obsession with, Indomitable Faith is a what I found to represent her fanatical "plants are the supreme life form and should rule the world" belief (and boosts to will saves are always sexy, just like Pamela).

All in all, a very playable, although not optimized, character.

I'm not sure who to make next, but I'll work my way up to Joker!


Lemmy wrote:
I'm not sure who to make next, but I'll work my way up to Joker!

that will be interesting.


Well, here's another notable lady from Gotham City, the incredibly clever and equally beautiful:

Selina Kyle - aka: Catwoman:

Catwoman
Female Catfolk Rogue (Cat Burglar) 6
CN Medium Humanoid (catfolk)
Init +5; Senses Low-Light Vision; Perception +0
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 42 (6d8+12)
Fort +6, Ref +12 (+2 vs. traps, +1 vs. traps), Will +4
Defensive Abilities Evasion, Trap Sense
--------------------
Offense
--------------------
Speed 30 ft., Climbing (20 feet)
Melee Claw x2 (Catfolk Exemplar (Sharp Claws)) +10 x2 (1d4+1/x2) and
Masterwork Dagger +10 (1d4+1/19-20/x2) and
Masterwork Whip +11 (1d3+2/x2)
Special Attacks Sneak Attack +3d6
--------------------
Statistics
--------------------
Str 12, Dex 18/20, Con 14, Int 10, Wis 10, Cha 14/16
Base Atk +4; CMB +5; CMD 20
Feats Catfolk Exemplar (Sharp Claws), Exotic Weapon Proficiency (Whip), Rogue Weapon Proficiencies, Weapon Finesse, Weapon Focus (Whip)
Traits Charming, Whip Specialist
Skills Acrobatics +14, Appraise +9, Bluff +14, Climb +13, Diplomacy +5, Disable Device +17, Disguise +12, Escape Artist +14, Knowledge (local) +5, Sense Motive +8, Sleight of Hand +14, Stealth +14
Languages Catfolk, Common
SQ Black Market Connections, Cat's Luck (1/day), Phantom Presence, Trapfinding +3, Vicious Claws
Combat Gear +1 Leather armor, Masterwork Dagger, Masterwork Whip; Other Gear Belt of incredible dexterity +2, Claw blades, Cloak of resistance +2, Headband of alluring charisma +2
--------------------
Special Abilities
--------------------
Black Market Connections (Ex) A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the bas
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Climbing (20 feet) You have a Climb speed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Phantom Presence (Ex) Leave no trail in dungeons and cities, and can take 10 on stealth checks.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Vicious Claws (Ex) With cat claws, use d8s instead of d6s when making a sneak attack.

Ideas and Observations:

I decided that Selina is CN. She clearly doesn't give a f+&& about following laws and rules, but is not actually evil, in fact, one could argue that she is CG.

I suppose she should have a higher Int score, but I had only so many attribute points to distribute. And she does have good charisma, not only she is a beautiful woman, but she is charming enough to trick Batman once in a while, and even convince him to not arrest her most of the time.

Catwoman is not crazy, or at least, not as much as most other masked criminals from Gotham City. In fact, jumping around in a cat suit is probably considered a very healthy behavior compared to all insane stuff that happens around there. (Seriously, there must be something wrong with that city's water supply!)

Should she level up, I believe Catwoman would pursue the Whip Mastery feat chain, and use her rogue talents to get more clients and find richer targets.

Why does she have claws? Well, in many comics, Selina is shown to have claw blades in her gloves, and since I had already made her a half-cat creature, complete accuracy was not much of a concern.

I thought about making her a Ninjas, as I consider it a more effective class, but Catwoman needs trapfinding to bypass alarms, besides, Ninjas can't have the "Cat Burglar" archetype.

Overall, a solid character, but not one very powerful, as she still suffers from the usual rogue problems... Her saves made me sad...

The reason I decided to go with her next is that she's a relatively easy to convert to PF. There is even an archetype that appears to be made just for her! So I thought I might as well take this out of the way before going into the more interesting builds...

I'm disapointed that Lizardfolk is not a playable race... How should I make Killer Croc now? Should he be a Half-Orc? Should he be a Lizardfolk, racial HD be dammed? Any suggestions?

I'll post one or two more tomorrow...


He has a chimera because I wanted to give him something different than I usually do but still have flight. There wasn't any other reason.

I'm sad to say that I'm not really up on my comics like I used to be and I never got into Batman beyond the movies. I'm not sure how the builds compare but they still look interesting. I like the idea of posting villains as well as heroes.

There is no reason why we have to limit ourselves to playable races.


Well, here my 3rd Batman villain... I'm not completely satisfied with this build, but I it seemed to fill the character's personality.

The vicious creature whose brute strength and raw savagery is often quite a challenge to Batman's wits:

Killer Croc - aka: Waylon Jones:

Killer Croc
Male Lizard Man Barbarian (Invulnerable Rager) 2 Ranger (Skirmisher) 3
NE Medium Humanoid (reptilian)
Init +1; Senses Low-Light Vision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 deflection)
hp 49 (2d12+3d10+15)
Fort +11 (+4 vs. hot or cold environments, +4 vs. suffocation), Ref +6, Will +4
DR 1/&#151;, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft., Swimming (30 feet), Terrain Stride (Swamp)
Melee +1 Earth breaker +12 (2d6+10/x3) and
Bite (Bite Helper) +6 (1d4+3/x2) and
Claw x2 (Aspect of the Beast (Claws of the Beast)) +6 x2 (1d4+3/x2) and
Masterwork Falchion +12 (2d4+9/18-20/x2)
Ranged Masterwork Composite longbow (Str +6) +7 (1d8+6/x3)
Special Attacks Bite, Bite
--------------------
Statistics
--------------------
Str 20/22, Dex 13, Con 16, Int 8, Wis 13, Cha 7
Base Atk +5; CMB +11; CMD 23
Feats Aspect of the Beast (Claws of the Beast), Endurance, Intimidating Prowess, Power Attack -2/+4, Raging Vitality
Traits Killer, Swamp Rebel
Skills Climb +10, Intimidate +12, Knowledge (dungeoneering) +3, Knowledge (geography) +3, Knowledge (local) +1, Perception +6, Stealth +7, Survival +9, Swim +22
Languages Common, Draconic
[b]SQ
Enemies: Humanoids (Human) (+2 bonus), Fast Movement +10, Hold Breath (x4), Rage (9 rounds/day), Strength Surge +2 (1/rage), Terrains: Urban (+2 bonus), Track +1, Wild Empathy +1
Combat Gear +1 Breastplate, +1 Earth breaker, Masterwork Composite longbow (Str +6), Masterwork Falchion; Other Gear Belt of giant strength +2, Cloak of resistance +2, Ring of protection +1
--------------------
Special Abilities
--------------------
Bite (Ex)
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Killer Add weapon's critical modifier to its critical bonus damage.
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.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Strength Surge +2 (1/rage) (Ex) Once per rage, add +2 to a STR check, CMB or CMD.
Swimming (30 feet) You have a Swim speed.
Terrain Stride (Swamp) (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

I made him using a custom race named "Lizard Man", the following are its racial traits and their Race Point cost:

Lizard Man Racial Traits:

Medium Humanoid, Reptilian Subtype, 30ft. speed. - 0 rp
Specialized Ability Score (Str +2, Con +2, Int -2) - 1 rp
Low Light Vision - 1 rp
Natural Weapon: Bite (x2 for bigger damage die) - 2 rp
Hold Breath - 1 rp
Swim Speed - 2 rp
+2 skill bonus to Survival - 2 rp
Terrain Stride (Swamp) - 1 rp
Total: 10 rp.

Ideas and Observations:
Croc is know for his superhuman strength, stamina, durability and savagery. He was never very bright, with his disease slowly robbing him of many human traits over the years.

He is an expert swimer, and even Batman admits fighting Killer Croc underwater is suicide.

His bestial nature often makes Croc run into blind rage when he's fighting, I thought an Invulnerable Rager Barbarian was a good way to demonstrate that and even give him some extra durability.

Even so, Croc is very skilled at fighting in his favored terrain, which could be either Urban, Underground or Swamp (those are probably the next ones he would pick if he ever gets more levels in ranger), I chose Urban as it's more abrangent, and could be argued to encompass "sewers" as well.

Croc is not good with people, being mocked for his appearance during his youth and walking around the sewers during his adulthood leads to poor social skills. But he can be freaking scary! His reptilian body makes sure of it.

All in all, Croc is a pretty straight-foward melee combatant. Facing him head-on is usually a bad idea, as his nearly superhuman attributes are enough to overpower most opponents.

The best way to fight him is through stealth and wits, as the Dark Knight has proved time and time again.


Bob_Loblaw wrote:
He has a chimera because I wanted to give him something different than I usually do but still have flight. There wasn't any other reason.

Makes sense to me.

Bob_Loblaw wrote:
I'm sad to say that I'm not really up on my comics like I used to be and I never got into Batman beyond the movies. I'm not sure how the builds compare but they still look interesting. I like the idea of posting villains as well as heroes.

I'm mostly focusing on the comics version of these characters, with a bit from the old Batman Animated Series too. Both comics and cartoon were a big part of my childhood and they still mean a lot to me. Thanks o them, even as a child, I knew the Joel Schullmacher movies were crap.

Bob_Loblaw wrote:
There is no reason why we have to limit ourselves to playable races.

That's true. I decided to make a custom race just for Killer Croc.

I already have an idea for Scarecrow, Bane and Joker, but Penguin, Mr.Freeze and Two-Face are proving to be quite a challenge... -.-'.


One thing to keep in mind with many of the villains you are building, they are meant for a more low level game so they should be compared to how they would function against CR < 1 to maybe level 2 or 3 characters. The villains you chose are meant to be slightly more powerful than "normals."

I really like these villains because they are "gritty."


Yeah, I wasn't planning on making any of them over 4th~6th level.

Poison Ivy gets to be at 8th-level because she is rather powerful when compared to other Batman villains. It's odd that she ends up having more HP than Croc, but ces't la vie...


Have you played Mutants and Masterminds?


Yup, still do sometimes. It's a great system to build and play super-heroes.
That said, it's not often that I get to play, as the M&M group I know usually plays on weekends, and I ususally save saturday for "random activity other than RPG" and sunday for Pathfinder.

But the challenge here is trying to make those characters for PF, which is not by far the ideal system, so I end up having to take some liberties with the characters... heh...

Although I gotta say that Poison Ivy does make a decent representation of the character! ^^


I have a file with a bunch of DC characters done as MnM characters. Maybe it can behelpful to you if you want to try and convert or at least get some ideas.


I've been following a few threads that have given me ideas. I want to make bad feats useful and I saw a character that rerolls often, relying on being extra lucky.


Bob_Loblaw wrote:
I have a file with a bunch of DC characters done as MnM characters. Maybe it can behelpful to you if you want to try and convert or at least get some ideas.

Sure, why not?

Although I'm trying to keep these more... Pathfinderish... Whatever that means!

Bob_Loblaw wrote:
I've been following a few threads that have given me ideas. I want to make bad feats useful and I saw a character that rerolls often, relying on being extra lucky.

Okay, that made me curious...


Okay, here's a big one. This had some obvious choices, but trying to keep him playable made him a lot less obvious...

One of the most cunning and dangerous foes batman has ever faced (even if some writers forget this and make him a "dumb brute" kinda of character)

The Man Who Broke The Bat:

Bane - aka: Dorrance (first name unknown):

Bane
Male Human Alchemist (Ragechemist) 2 Barbarian (Urban Barbarian) 3 Monk (Martial Artist) 1
NE Medium Humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+6 armor, +1 Dex, +1 natural, +1 deflection)
hp 52 (3d12+3d8+12)
Fort +12, Ref +9 (+1 vs. traps), Will +8; +2 vs. poison.
Defensive Abilities Trap Sense, Uncanny Dodge; Resist Poison Resistance +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Spiked gauntlet +9 (1d4+5/x2) and
Unarmed strike +8 (1d6+4/x2)
Ranged Bomb +6 (1d6+3 Fire)
Special Attacks Bomb 1d6+3 (5/day) (DC 14), Flurry of Blows -1/-1
Alchemist (Ragechemist) Spells Prepared (CL 2, 8 melee touch, 5 ranged touch):
1 (3/day) Shield, Enlarge Person (DC 14), Enlarge Person (DC 14)
--------------------
Statistics
--------------------
Str 16/18, Dex 12, Con 14, Int 17, Wis 10, Cha 8
Base Atk +4; CMB +8 (+10 Grappling); CMD 20 (22 vs. Grapple)
Feats Brew Potion, Extra Rage Power, Improved Grapple, Improved Unarmed Strike, Iron Will, Monk Weapon Proficiencies, Power Attack -2/+4, Stunning Fist (2/day) (DC 13), Throw Anything
Traits Carefully Hidden, Reactionary
Skills Acrobatics +7 (+3 jump, +8 to jump), Appraise +7, Climb +10, Disable Device +5, Heal +6, Intimidate +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Perception +9, Sense Motive +7, Spellcraft +12, Stealth +10, Survival +6, Swim +10 Modifiers Alchemy +2
Languages Common, Draconic, Infernal, Undercommon
SQ Controlled Rage, Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control +1, Feral Mutagen, Mutagen (DC 14), Poisoning (Standard Action), Powerful Blow +1 (1/rage), Rage (10 rounds/day), Rage Mutagen, Strength Surge +3 (1/rage), Stunning Fist (Stun), Unarmed Strike (1d6)
Combat Gear +1 Spiked gauntlet, Breastplate; Other Gear Amulet of natural armor +1, Belt of giant strength +2, Cloak of resistance +2, Ring of protection +1
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
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.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Blow +1 (1/rage) (Ex) One attack per rage deals +1 damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Strength Surge +3 (1/rage) (Ex) Once per rage, add +3 to a STR check, CMB or CMD.
Stunning Fist (2/day) (DC 13) 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
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Ideas and Observations:

I know the Ragechemist is not very good thanks to his comatose problem. But this is the perfect archetype for bane, even more so due to said weakness. How many times have we seen Batman defeat Bane by cutting his Venom supply? Games, comics, cartoons... It's not every creative, actually.

If your GM is willing to make small houserules to make this archetype viable, changing the Will save to a Fortitude save should sufficy.

Venom is a very clever enemy. He has been portrayed as the "dumb brute" by some writers, but he is supposed to be one of the few batman villains with a great mix of brains and brawn. Even Ra's Al Ghuls recognizes Bane's intellect.

With Rage Mutagen and Rage itself, Bane reaches a Strength score of 28! That explains how he manages to break Batman (releasing Arkham inmates so the Dark Knight works himself to exhaustion also helps)!

The Monk level was to put a greater emphasis on hand-to-hand combat, as that seems to be Banes prefered style. The boost to Will saves also helps to delay his comatose problem.


I only know of Bane from the movie and one animated episode. I think you did a pretty good job writing him up. The only other way I think you could have done it would have been to go with more levels of barbarian instead of alchemist and look toward the alcohol rage powers.

Does the martial artist bring anything necessary to the build or could you have just taken improved unarmed strike for the same effect?

Also, did you get the files I sent?

251 to 300 of 343 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Build Thread 2: Electric Boogaloo All Messageboards

Want to post a reply? Sign in.