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Warning: kind of a long first post. Hope this playtest helps!
The PCs were 9th-level, 25 point-buy, against a custom one-shot adventure. Stat blocks from Herolab.
The PCs:
Male Dwarf Brawler 9
NG Medium humanoid (dwarf)
Init +9; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 21, touch 16, flat-footed 16 (+5 armor, +3 Dex, +1 deflection, +2 dodge)
hp 81 (9d10+27)
Fort +9, Ref +9, Will +4; +2 vs. poison, spells, and spell-like abilities
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Offense
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Speed 20 ft.
Melee dwarven boulder helmet +10/+5 (1d4+5/×2) and
. . unarmed strike +17/+12 (1d10+9/×2+1d4 bleed)
Special Attacks brawler's flurry
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Statistics
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Str 20, Dex 16, Con 17, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +14 (+16 bull rush, +16 grapple, +15 trip); CMD 30 (32 vs. bull rush, 31 vs. trip)
Feats Belier's Bite, Catch Off-Guard, Disruptive, Improved Initiative, Improved Unarmed Strike, Power Attack, Throw Anything, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits militia veteran (any town or village), reactionary
Skills Acrobatics +15 (+11 jump), Climb +17, Escape Artist +9, Heal +2, Perception +13, Ride +7, Sense Motive +6, Survival +14 (+16 while at sea), Swim +10
Languages Common, Dwarven
SQ ac bonus, adhesive, brawler strike (cold iron/silver), brawler strike (magic), brawling, greed, hardy, martial maneuvers, saltbeard, slow and steady, stability, unarmed strike
Combat Gear Forge fist amulet, Oil of bless weapon, Potion of bull's strength (3), Potion of cure moderate wounds (13), Potion of invisibility, Potion of jump; Other Gear +1 Adhesive, Brawling Mithral Chain shirt, Dwarven boulder helmet, Belt of physical might (Str & Con +2), Handy haversack (26 @ 64.72 lbs), Ring of protection +1, Bedroll, Belt pouch (empty), Blanket, winter, Flag, Ship's boat (1 @ 3 lbs), Trail rations (8), Waterskin, 2834 GP, 2 SP
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Special Abilities
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AC Bonus +2 (Ex) When a brawler wears light or no armor, she gains a dodge bonus to AC and CMD.
Adhesive (10 rounds/day) Activate for climb speed and +2 to some maneuvers with natural weapons/unarmed strike.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Brawler Strike (Cold Iron/Silver) (Su) Your unarmed strikes are treated as cold iron & silver for the purpose of overcoming DR.
Brawler Strike (Magic) (Su) Your unarmed strikes are treated as magic for the purpose of overcoming DR.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler is treated as having the Two-Weapon Fighting feat when attacking with unarmed strikes or weapons with the "monk" special feature. She does
Brawling Unarmed strikes count as magic for bypassing DR.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Forge fist amulet Natural attacks with hands are flaming and overcome DR as adamantine, but can't use hands.
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.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers () (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
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.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Female Gnome Arcanist 9
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +2
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Defense
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AC 17, touch 13, flat-footed 17 (+4 armor, +1 size, +2 deflection)
hp 43 (9d6+9)
Fort +6, Ref +5, Will +8; +2 vs. illusions, +1 vs. death effects, +2 bonus vs. fear and despair
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Offense
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Speed 20 ft.
Melee quarterstaff +5 (1d4/×2)
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation (DC 15), speak with animals
Arcanist Spells Prepared (CL 9th; concentration +14):
4th (4/day)—greater invisibility, telekinetic charge
3rd (5/day)—haste, lightning bolt (DC 18), fly
2nd (5/day)—resist energy, protection from arrows, bull's strength, hideous laughter (DC 17)
1st (6/day)—ant haul (DC 16), enlarge person (DC 16), mage armor, alarm, feather fall (DC 16)
0 (at will)—ray of frost, open/close (DC 15), read magic, mage hand, detect magic, detect poison, prestidigitation (DC 15), light
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Statistics
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Str 10, Dex 10, Con 12, Int 20, Wis 10, Cha 21
Base Atk +4; CMB +3; CMD 15
Feats Combat Casting, Emergency Attunement, Esoteric Advantage, Extend Spell, Spell Bluff
Traits excitable, greater purpose
Skills Appraise +17, Bluff +14, Diplomacy +14, Fly +10, Knowledge (arcana) +17, Knowledge (nature) +10, Knowledge (religion) +10, Perception +2, Sense Motive +9, Spellcraft +17 (+19 to identify and counter spells you know), Use Magic Device +17; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ arcane reservoir, arcanist exploits (consume magic items, counterspell, dimensional slide [90'], potent magic, spell tinkerer [±50% duration or suppress 5 rds] [), consume spells, eternal hope, illusion resistance
Combat Gear Elemental gem (air), Potion of cure moderate wounds, Potion of neutralize poison, Potion of remove blindness/deafness, Potion of remove paralysis, Potion of restoration, lesser (2), Scroll of Blood Scent, Scroll of Break Enchantment, Scroll of Teleport, Staff of minor arcana, Wand of cure light wounds, Wand of cure light wounds, Wand of cure moderate wounds, Caltrops, vicious (5), Holy water (4), Sunrod (5); Other Gear Quarterstaff, Cloak of resistance +2, Handy haversack (33 @ 38.93 lbs), Headband of mental prowess (Int & Cha +2) (Bluff), Ring of protection +2, Bandolier (4 @ 0 lbs), Bandolier (6 @ 0 lbs), Bedroll, Flint and steel, Gnome trail rations (10), Ink, colored (2), Inkpen, Mirror, Tent, small, Waterskin (4), Stone Skin Material x4, Stoneskin Mats (x4), 26 GP, 8 SP, 2000 GP of Valuables
Male Elf Slayer 9
N Medium humanoid (elf)
Init +15; Senses low-light vision; Perception +18
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Defense
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AC 22, touch 17, flat-footed 16 (+5 armor, +6 Dex, +1 deflection)
hp 76 (9d10+18)
Fort +10, Ref +14, Will +6; +2 vs. enchantments
Immune magic sleep
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Offense
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Speed 30 ft.
Melee adamantine kukri +15/+10 (1d4+2/18-20/×2), masterwork cold iron kukri +15/+10 (1d4+1/18-20/×2) or
. . masterwork cold iron cestus +15/+10 (1d4+2/19-20/×2), masterwork silver cestus +15/+10 (1d4+1/19-20/×2)
. . adamantine kukri +17/+12 (1d4+2/18-20/×2) or
. . masterwork cold iron kukri +17/+12 (1d4+2/18-20/×2) or
. . masterwork cold iron cestus +17/+12 (1d4+2/19-20/×2) or
. . masterwork silver cestus +17/+12 (1d4+2/19-20/×2)
Ranged +1 repeating hand crossbow +16/+11 (1d4+1/19-20/×2), +1 repeating hand crossbow +16/+11 (1d4+1/19-20/×2) or
. . masterwork shuriken +11/+6 (1d2+2/×2). +1 repeating hand crossbow +16/+11 (1d4+1/19-20/×2) or
. . +1 repeating hand crossbow +18/+13 (1d4+1/19-20/×2) or
. . masterwork shuriken +13/+8 (1d2+2/×2)
Special Attacks favored target, sneak attack +3d6
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Statistics
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Str 14, Dex 22, Con 12, Int 14, Wis 12, Cha 10
Base Atk +9; CMB +13; CMD 28
Feats Deadly Aim, Exotic Weapon Proficiency (repeating hand crossbow), Improved Initiative, Improved Two-weapon Fighting, Quick Draw, Run, Two-weapon Fighting, Weapon Finesse, Weapon Focus (repeating hand crossbow)
Traits dangerously curious, forlorn, warrior of old
Skills Acrobatics +18 (+22 to jump with a running start), Perception +18, Sense Motive +13, Stealth +23, Survival +13 (+18 when tracking, +17 to track, +15 to avoid becoming lost when using this), Use Magic Device +13; Racial Modifiers silent hunter
Languages Common, Elven, Gnome, Orc
SQ fleet-footed, loner, slayer talents (combat trick, finesse rogue, snap shot, weapon training), stalker, track
Combat Gear Oil of bless weapon (2), Oil of magic weapon (4), Potion of cure moderate wounds (2), Potion of jump, Potion of protection from evil (3), Potion of Vanish, Quick runner's shirt (1/day), Wand of cure light wounds, Wand of detect magic, Wand of Faerie Fire, Wand of Reduce Person (CL 2), Wand of Shield (CL 2), Wand of Stabilize, Air crystal (2), Alchemist's fire, Alchemist's kindness (5), Antiplague (3), Antitoxin (3), Beast-scent (3), Bladeguard (2), Bloodblock (2), Darkflare (3), Deodorizing agent (4 uses) (3), Flash powder, Frostbite ointment (3), Liquid blade, Oil, Smelling salts (2), Smoke pellet (2), Twitch tonic (3), Vermin repellent (7), Weapon blanch (adamantine) (2), Weapon blanch (ghost salt) (2);
Other Gear +1 Shadow Mithral Chain shirt, +1 Repeating hand crossbow, +1 Repeating hand crossbow, Adamantine Kukri, Cold Iron Repeating crossbow bolts (26), Masterwork Ballista, light, Masterwork Cold Iron Cestus, Masterwork Cold Iron Kukri, Masterwork Shuriken (10), Masterwork Silver Cestus, Silver Repeating crossbow bolts (50), Belt of incredible dexterity +2, Cloak of resistance +2, Ioun stone (dusty rose prism, cracked), Ioun stone (pale green prism (cracked, Attack), Ioun torch, Lenses of detection, Ring of protection +1, 10 Ballista Bolts, Ale (per gallon) (56), Backpack, masterwork (26 @ 6.5 lbs), Bandolier (8 @ 0 lbs), Bandolier (8 @ 2.5 lbs), Barrel (56 @ 448 lbs), Belt pouch (1 @ 1 lbs), Belt pouch (15 @ 1.5 lbs), Belt pouch (17 @ 0.5 lbs), Chalk (2), Compass, Earplugs, Flint and steel, Grappling hook (2), Hip flask, Lock, superior, Lock, superior, Manacles, masterwork, Manacles, masterwork, Mirror, Signal whistle, Silk rope (6), Soap (2), Tobacco, Trail rations (24), Vial (2), Wagon, heavy (53 @ 752.04 lbs), Weapon cord {Not Equipped}, Weapon cord {Not Equipped}, 196 GP, 3 SP, 3 CP
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Special Abilities
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Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fleet-Footed Elves with this trait have Run as a bonus feat and +2 racial bonus to Initiative.
Favored Target (+2, 2 at a time, Move) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Lenses of detection +5 compentence bonus to track with Survival and to Perception.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Snap Shot (Ex) On surprise d treat initiative as if roll 20, but must make a ranged att, then roll normally.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Track +4 Add the listed bonus to survival checks made to track.
Female Changeling Monk 1/Warpriest 8
LG Medium humanoid (changeling)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 23, touch 18, flat-footed 22 (+3 armor, +1 Dex, +2 natural, +1 insight, +6 untyped)
hp 60 (9d8+9)
Fort +9, Ref +5, Will +14
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Offense
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Speed 30 ft.
Melee +1 defending glaive +15/+10 (1d10+5/×3) and
. . 2 claws +4 (1d4+2/×2) and
. . unarmed strike +9/+4 (1d6+3/×2)
Ranged adaptive bow +9/+4 (1d8+3/×3)
Special Attacks flurry of blows, stunning fist (3/day, DC 20), channel energy
Warpriest Spells Prepared (CL 9th; concentration +15):
3rd (3/day)—prayer (x2), dispel magic
2nd (6/day)—lesser restoration, spiritual weapon, sound burst (x2) (DC 18), burst of radiance (DC 18), pilfering hand
1st (6/day)—divine favor (x3), shield of faith, endure elements, charm person (DC 17)
0 (at will)—mending, create water, detect magic, guidance, light
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Statistics
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Str 14, Dex 12, Con 12, Int 8, Wis 22, Cha 16
Base Atk +6; CMB +12; CMD 27
Feats Channel Smite, Combat Reflexes, Cornugon Stun, Crusader's Flurry, Furious Focus, Guided Hand, Improved Unarmed Strike, Power Attack, Selective Channeling, Spear Dancer, Stunning Fist, Weapon Focus (glaive)
Traits intense artist, magical knack
Skills Acrobatics +13 (+17 to move through a threatened square or enemy's space), Heal +10, Knowledge (religion) +3, Perception +10, Perform (dance) +11, Sense Motive +10, Stealth +5, Survival +10 (+12 to avoid becoming lost)
Languages Aklo, Common
SQ ac bonus, charming presence (minor), defending, hero points, hulking changeling, increased defense (minor) +2, Sacred Armor +1, Sacred Weapon +2, blessings (charm blessing, protection blessing), spontaneous casting, stunning fist (stun), unarmed strike
Combat Gear Potion of displacement (2), Potion of fly (2), Potion of heroism, Scroll of Cure Serious Wounds, Cure Serious Wounds, Scroll of Shield of Faith, Scroll of Silence; Other Gear +1 Defending Glaive, Adaptive Bow (Str +0), Amulet of natural armor +1, Belt of tumbling, Boots of the cat, Bracers of armor +3, Headband of inspired wisdom +2, Ioun stone (dusty rose prism), Ioun stone (pale green prism (cracked, Attack), Rope of climbing, Wayfinder (1 @ 0 lbs), Backpack, masterwork (2 @ 3.22 lbs), Blanket, winter, Holy symbol, tattoo (Songbird of Shelyn), Spell component pouch, Varisian idol, Carnasia (2), 11 GP
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Special Abilities
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AC Bonus +6 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Belt of tumbling +4 competence bonus on Acrobatics to move through threatened square or enemy's space.
Boots of the cat When falling, always land on feet and take the minimum damage.
Channel Smite Channel energy can be delivered through a Smite attack.
Charming Presence (minor) (Su) Touched ally gains sanctuary effect that only breaks for attacked foe, for 1 min.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Stun You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed attacks.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defending Transfer weapon enhancement bonus to AC.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hulking Changeling (Annis Hag) (Ex) The changeling gains a +1 racial bonus on melee damage rolls.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Increased Defense (minor) +2 (Su) Gain a +2 bonus to saves and AC for 1 min.
Intense Artist (Perform [dance], Perform [dance]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Magical Knack (Warpriest) +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (8 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers.
Sacred Weapon +2 (8 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Scroll of Cure Serious Wounds, Cure Serious Wounds Add this item to create a scroll with spells on it.
Scroll of Shield of Faith Add this item to create a scroll with spells on it.
Scroll of Silence Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spear Dancer You incorporate a two-handed reach weapon into a dizzying martial dance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stunning Fist (3/day) (DC 20) 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
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Warpriest Channel Positive Energy 3d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Wayfinder (1 @ 0 lbs)
It is of note that the warpriest build cannot function w/o channel energy, which is a prerequisite for multiple feats. If channel energy is removed, multiclass synergy will falter somewhat.
Orcs! (CR 10, Challenging)
The PCs started out in a small town, drinking and... really just the drinking. As the PCs wander the market, however, the peace is shattered by the sounds of tribal chanting and roars!
4 orc soldiers:
XP 800
Orc Fighter 4
CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 34 (4d10+8)
Fort +6, Ref +3, Will +1 (+1 vs. fear); +1 morale vs. fear
Defensive Abilities bravery +1, ferocity
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee gauntlet (from armor) +11 (1d3+6/×2) and
. . masterwork bastard sword +13 (1d10+8/19-20/×2) and
. . masterwork chakram +11 (1d8+6/×2) and
. . unarmed strike +11 (1d3+6/×2)
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Statistics
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Str 22, Dex 14, Con 14, Int 8, Wis 10, Cha 8
Base Atk +4; CMB +11; CMD 22
Feats Bullying Blow, Exotic Weapon Proficiency (bastard sword), Skill Focus (Intimidate), Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Intimidate +9
Languages Common, Orc
SQ orc fighter, hero points
Combat Gear Potion of bull's strength, Potion of cure moderate wounds; Other Gear Masterwork Chainmail, Masterwork Buckler, Masterwork Bastard sword, Masterwork Chakram
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Special Abilities
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+8 Con to determine death from negative HP. Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Bravery +1 (Ex) +1 to Will save vs. Fear
Bullying Blow Make melee attack at -2. If attack damages opponent, you may demoralize them as free action.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
3 orc archers:
XP 800
Orc Fighter (Archer) 2/Ranger 2
CE Medium humanoid (orc)
Init +6; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 18, touch 16, flat-footed 12 (+2 armor, +6 Dex)
hp 26 (4d10)
Fort +6, Ref +9, Will +0; +1 morale vs. fear
Defensive Abilities ferocity
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee masterwork longsword +9 (1d8+3/19-20/×2) and
. . unarmed strike +8 (1d3+3/×2)
Ranged masterwork composite longbow +13 (1d8+3/×3)
Special Attacks favored enemy (elves +2)
Ranger Spells Prepared (CL 0; concentration +0):
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Statistics
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Str 16, Dex 22, Con 10, Int 8, Wis 10, Cha 6
Base Atk +4; CMB +8; CMD 23
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Reckless Aim, Weapon Focus (longbow)
Skills Climb +7, Intimidate +2, Perception +8 (+10 vs. elves), Stealth +13, Survival +5 (+7 vs. elves, +6 to track)
Languages Common, Orc
SQ combat styles (archery), orc fighter, hero points, track, wild empathy
Combat Gear Potion of cat's grace; Other Gear Masterwork Leather armor, Masterwork Composite longbow (Str +3), Masterwork Longsword
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Special Abilities
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+4 Con to determine death from negative HP. Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
1 orc shaman:
XP 1600
Orc Witch (Scarred Witch Doctor) 6
CE Medium humanoid (orc)
Init +3; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 53 (6d6+30)
Fort +5, Ref +5, Will +4; +2 vs. effects that cause pain or have the [pain] descriptor
Defensive Abilities ferocity, scarshield
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee unarmed strike +4 (1d3+1/×2)
Special Attacks hexes (misfortune [dc 16], scar [] [dc 16], slumber [dc 16])
Witch (Scarred Witch Doctor) Spells Prepared (CL 6th; concentration +9):
3rd (3/day)—prayer, vampiric touch, excruciating deformation (DC 16)
2nd (4/day)—aid, boiling blood (x2) (DC 15), enemy's heart
1st (4/day)—mage armor, bless (x2), burning hands (DC 14)
0 (at will)—touch of fatigue (DC 13), bleed (DC 13), daze (DC 13), detect magic
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Statistics
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Str 12, Dex 16, Con 16, Int 8, Wis 8, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Combat Casting, Ironhide, Toughness
Skills Heal +1, Intimidate +1, Spellcraft +8
Languages Common, Orc
SQ fetish mask, hero points, hex scar, patron spells (ancestors)
Combat Gear Extend metamagic rod (lesser) (3/day), Scroll of Blood Scent (CL 6)
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extend metamagic rod (lesser) (3/day)
Ferocity (Ex) Fight without penalty even while disabled or dying.
Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask. Can enchant the mask
Hex Scar You must scar your flesh for every hex you learn.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Misfortune (1 rd) (DC 16) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scar () (DC 16) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Scarshield +3 (6 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level.
Scroll of Blood Scent (CL 6) Add this item to create a scroll with spells on it.
Slumber (6 rds) (DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Fae'li Demon-Daughter:
XP 2400
Female Half-Succubus Elf Ninja 5
CE Medium outsider (humanoid, elf, native)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
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Defense
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AC 20, touch 17, flat-footed 13 (+2 armor, +7 Dex, +1 natural)
hp 41 (5d8+15)
Fort +5, Ref +11, Will +4; +2 vs. enchantments, +1 morale vs. fear
Defensive Abilities uncanny dodge; DR 5/magic; Immune magic sleep, poison; Resist acid 10, cold 10, electricity 10, fire 10, elven immunities; SR 17
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee bite +12 (1d6+2/×2) and
. . 2 claws +12 (1d4+2/×2)
Ranged masterwork shuriken +12 (1d2+1/×2)
Special Attacks ki attack speed, passion, smite good, sneak attack +3d6
Spell-Like Abilities
. . 3/day—darkness
. . 1/day—detect thoughts (DC 17), unholy blight (DC 19)
. . —vanishing trick
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Statistics
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Str 12, Dex 24, Con 14, Int 16, Wis 12, Cha 20
Base Atk +3; CMB +5; CMD 21
Feats Great Fortitude, Iron Will, Weapon Finesse
Skills Acrobatics +15, Bluff +13, Diplomacy +13 (+15 to gather information), Disguise +14, Escape Artist +15, Knowledge (local) +11, Knowledge (nobility) +11, Perception +9, Sense Motive +9 (+11 to read a social situation), Stealth +17, Use Magic Device +13; Racial Modifiers ki jump (running start), no trace, silent hunter
Languages Celestial, Common, Draconic, Elven, Orc
SQ change shape, hero points, ki movement, ki pool, ki stealth, ninja tricks (assault leader [1/day], vanishing trick), poison use, urbanite
Combat Gear Potion of cat's grace, Potion of cure light wounds, Potion of magic fang, greater +1; Other Gear +1 Silken ceremonial armor, Masterwork Shuriken (10), Shinobi shozoku
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Special Abilities
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Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack.
Change Shape (humanoid of same size, alter self) (1/day) (Su) You can change your form.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Flight (60 feet, Good) You can fly!
Immunity to Poison You are immune to poison.
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) (Su) Jumping is always counted as being at a running start.
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Passion (5/day) (DC 20) (Su) Bestow 1 negative level on grappled mortal or one lured into an "act of passion".
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Smite Good (1/day) (Su) +5 to hit, +5 to damage, +5 deflection bonus to AC when used.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (17) You have Spell Resistance.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Before combat, the shaman cast bless and mage armor, and activated his scarshield class feature. The other orcs drank their potions of bull's strength and/or cat's grace. Fae'li drank her potions of cat's grace and greater magic fang, and spent a ki point to become invisible.
The slayer and brawler made their Perception checks and moved toward the sounds. The orcs entered the area, moving to assault the PCs. Fae'li entered invisibly, moving along the rooftops.
The slayer set up a good point to start the combat, getting a sneak attack with a crossbow before the orcs' combat actions (sneak attacking an archer nearly to zero). He proved to be a reasonably effective combatant at both melee and ranged, even with relatively few buffs. The party didn't give him as many flanking opportunities as he'd like.
The dwarf was unsurprisingly slow to engage. When he was in combat, he hit hard enough to drop orcs in three hits (ferocity and favored class skew this though). A brief brush with a Misfortune hex didn't seem to slow him at all. Picking up Deflect Arrows through martial maneuvers is an interesting tactic.
The arcanist was slow to engage and didn't have many hard-hitting spells prepped. Haste is always welcome, and counterspell exploit is of slightly less use against a hex-using witch doctor. Still was able to help by providing flanking and healing with use magic device.
The warpriest/monk hit very hard with just divine favor and haste. She used sacred weapon to increase her glaive's enhancement to +3, which has good synergy with defending (helping to make up for sacred armor's absence from the build). Of course, Crusader's Flurry and Guided Hand help significantly.
Also, I learned that RAW, you can Point-Blank/Deadly Aim really hard... while blinded. As written, they work fine, although per the blinded condition, you could (and probably should) rule that they "rely on vision".
Cyclops Encounter (CR 8, Easy)
After determining that they had to ascend the nearby Starfall Mountain, the party set out the next day. In the forest of the mountain's lower slopes, they ran afoul of a party of 3 cyclops warriors (Bestiary 52).
The slayer drank a potion of invisibility and used a charge from reduce person wand and stealthed up to set up a full-attack. If it can set up a sneak attack-full attack, the class can do serious damage. He killed one in the first round. The brawler took one out, and a hideous laughter spell took down the last one for all intents and purposes. Easy, indeed.
Riddle Gate (CR 10, Challenging)
After leaving the wagon behind to cross a raging river, the party came upon a strange sphinx statue... which animated, pouncing on the scouting slayer (but not attacking), and demanded an answer to its riddle. The dwarf was the only one to fail a save against the riddle of the mythic sphinx (Mythic Adventures).
"Thousands lay up gold within this house,
but no man made it.
Spears past counting guard this house,
but no man wards it."
The party discussed and correctly answered the riddle, and the sphinx let them pass, granting their arcanist a +2 inherent bonus to Int for 7 days as well.
Rest (CR 9, Average)
The party used Survival to find a resting place as a snowstorm began brewing. Setting up watches and an alarm spell in the branch of a cave they discovered, they settled in for the night. On the slayer's watch, a gargoyle was spotted lurking around the edges of camp, although it soon departed. Moving to watch and set up an ambush near the bend, he spotted several more gargoyles and a humanoid approaching. Quietly awakening the party, they waited for the gargoyles to enter camp before springing their attack.
Heir of Xoveron, Mythic Gargoyle (Mythic Adventures)
3 Gargoyles (Bestiary)
The Stoneclaw, Pitborn Abyssal Bloodrager:
XP 1200
Male Demon-Spawn Tiefling Bloodrager 5
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 22, touch 11, flat-footed 21 (+5 armor, +4 shield, +1 Dex, +2 natural)
hp 52 (5d10+20)
Fort +8, Ref +2, Will +1
Defensive Abilities uncanny dodge; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 40 ft.
Melee bite +10 (1d6+7/×2) and
. . unarmed strike +10 (1d3+5/×2)
Special Attacks bloodrage, claws
Bloodrager Spells Known (CL 2nd; concentration +3):
1st (2/day)—shield, shocking grasp, keep watch
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Statistics
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Str 18, Dex 12, Con 18, Int 8, Wis 10, Cha 13
Base Atk +5; CMB +9 (+11 sunder); CMD 20 (22 vs. sunder)
Feats Armor of the Pit, Eschew Materials, Improved Sunder, Power Attack
Skills Acrobatics +8 (+12 jump), Climb +9, Fly +4, Intimidate +9, Perception +8, Survival +4, Swim +7; Racial Modifiers +4 Fly
Languages Abyssal, Common
SQ blood casting, bloodlines (abyssal), demonic bulk, fast movement, hero points
Combat Gear Potion of bear's endurance, Potion of magic fang, greater +1; Other Gear +1 Chain shirt
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Bulk (Su) You can increase your size by one category when raging.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Magic Claws (Su) 2 Magic Claw attacks deal 1d4 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
The bloodrager prepared by casting shield and drinking potions of bear's endurance and greater magic fang. They were very useful.
The slayer ambushed from behind, dropping the bloodrager before he could act. Awkward. The arcanist fired a lightning bolt through the mythic and two regular gargoyles, and the brawler finished the mythic with ease. I expected DR/epic to be a much bigger hindrance than it was. The gargoyles did a little damage, but it was mostly just cleanup.
The High Cliffs (CR 9, Average)
As the party continued ascending through the cave and onto the higher cliffs (temperatures irrelevant thanks to endure elements). Unknowingly, they passed through a silent alarm set by their next foe, who began prep-casting. Perceiving this, the party advanced. They found a suspiciously snowless cliffside and an orc on a high ledge, grinning a little stupidly and carrying a drum...
3 Medium Magma Elementals (Bestiary 2)
1 Large Magma Elemental (Bestiary 2)
Calanthe Wildhymn, Aasimar Bard:
XP 2400
Azata-Blooded Aasimar (Musetouched) Bard 7
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +12
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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 42 (7d8+7)
Fort +5, Ref +11, Will +6; +2 vs. fire, +2 vs. [evil], +4 vs. bardic performance, sonic, and language-dependant effects
Resist acid 5, cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 40 ft.
Melee +1 shortsword +12 (1d6+4/19-20/×2) and
. . scorpion whip +11 (1d4+3/×2) and
. . unarmed strike +11 (1d3+3/×2)
Ranged shortbow +11 (1d6+2/×3)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage, bardic performance: suggestion
Spell-Like Abilities
. . 1/day—glitterdust (DC 16)
Bard Spells Known (CL 7th; concentration +11):
3rd (2/day)—good hope, haste
2nd (4/day)—blistering invective, cat's grace, cure moderate wounds, bladed dash
1st (5/day)—unnatural lust (DC 16), hideous laughter (DC 15), alarm, cure light wounds
0 (at will)—flare (DC 14), mending, detect magic, ghost sound (DC 14), spark (DC 14), prestidigitation (DC 14)
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Statistics
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Str 12, Dex 18, Con 13, Int 10, Wis 8, Cha 18
Base Atk +5; CMB +8; CMD 20
Feats Additional Traits, Angelic Blood, Angelic Flesh (Brazen), Weapon Finesse
Traits domineering, innocent
Skills Acrobatics +18 (+22 jump), Appraise +2, Bluff +16, Climb +3, Diplomacy +18, Disguise +4, Escape Artist +6, Fly +18, Handle Animal +20, Heal +1, Intimidate +20, Perception +12, Perform (dance) +18, Perform (percussion instruments) +20, Ride +6, Sense Motive +1, Stealth +14, Survival +1, Swim +3; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (percussion instruments)
Languages Celestial, Common
SQ bardic knowledge, hero points, lore master, masterpieces (triple time), versatile performance abilities (dance, percussion instruments), well versed
Combat Gear Scroll of Disguise Self, Scroll of Expeditious Retreat, Scroll of Feather Step, Scroll of Innocence, Scroll of Tap Inner Beauty; Other Gear +1 Studded leather armor, +1 Shortsword, Cold Iron Arrows (50), Scorpion whip, Shortbow, Ioun stone (magenta prism, cracked) (Perception, F, Backpack, masterwork (empty), Bard's kit, Holy symbol, silver (Thisamet), Musical instrument, masterwork (Drum of Thisamet), Wine, fine (per bottle)
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Brazen) +2 saves vs Fire effects.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action) (20 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (3 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 17) (Sp) Make a Suggestion to one Fascinated creature.
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.
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).
Domineering (Unnatural Lust) DC of selected spell increases by 1.
Innocent If making a Bluff check to tell a believable/unlikely lie, the target always wants to believe you.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Scroll of Disguise Self Add this item to create a scroll with spells on it.
Scroll of Expeditious Retreat Add this item to create a scroll with spells on it.
Scroll of Feather Step Add this item to create a scroll with spells on it.
Scroll of Innocence Add this item to create a scroll with spells on it.
Scroll of Tap Inner Beauty Add this item to create a scroll with spells on it.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
Versatile Performance (Dance) +18 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Percussion Instruments) +20 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
(all affected by good hope and triple time; Calanthe has change shaped into an orc at the succubus's suggestion, using the gift of transformation)
The slayer figured out that the orc was dominated, and marked her rather than full-attack. The arcanist then cast telekinetic charge, dropping the brawler on said orc. A critical hit brought her down to -1 before she could act. The elementals then began earth gliding out of the ground and walls. The slayer's lack of sneak attacks and critical hits was noticeable here, although not as crippling as for the ninja in my other party. Also, good hoped elementals are surprisingly hardcore. God help them if she'd been able to haste and inspire courage. Afterward, they revived the mysterious orc. A protection from chaos potion gave her a fresh save against domination, and the arcanist shut down the transformation. She accompanied them, both to aid and to save her (still-dominated) sister. She was also able to fill them in more on their next challenge - a wizard, a succubus, and some orcs and dominated folk.
The Sanctum (CR 11, Hard)
Finding an arch in a high cliff, the PCs began buffing. Using another potion of invisibility and a fly spell, the slayer snuck ahead, insinuating himself among the final enemies. His ability to set favored targets from stealth before combat starts is very useful and eases the action economy somewhat. The rest then broke in to start things off.
Succubus (Bestiary, plus Gift of Transformation from Demons Revisited)
Izkrael, Elf Voidmage:
XP 6400
Female Elf Wizard 10
CE Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +2
Aura aura of prescience (30 ft.)
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +2 Dex, +2 dodge)
hp 57 (10d6+20)
Fort +3, Ref +5, Will +7; +2 vs. enchantments, +4 insight bonus vs. spells and spell-like abilities
Immune magic sleep; Resist elven immunities, void awareness
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Offense
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Speed 30 ft.
Melee unarmed strike +4 (1d3-1/×2)
Special Attacks reveal weakness
Wizard Spells Prepared (CL 10th; concentration +19):
5th (3/day)—baleful polymorph (DC 22), teleport, telepathic bond, greater, silent invisibility
4th (4/day)—moonstruck (DC 21), greater invisibility (x2), silent dispel magic, silent fly
3rd (5/day)—arcane sight, haste, dispel magic (x2), silent glitterdust (DC 20), call the void
2nd (6/day)—create pit (DC 20), see invisibility, mirror image, scorching ray, invisibility, silent shield, silent snowball (DC 19)
1st (6/day)—unseen servant (x2), mage armor, shield, shield, snowball (x2) (DC 19)
0 (at will)—arcane mark, detect magic, dancing lights, prestidigitation (DC 17)
--------------------
Statistics
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Str 8, Dex 14, Con 10, Int 24, Wis 10, Cha 13
Base Atk +5; CMB +4; CMD 18
Feats Attuned to the Wild, Craft Wondrous Item, Guardian of the Wild, Mage of the Wild, Scribe Scroll, Silent Spell, Spell Focus (conjuration), Toughness
Skills Acrobatics +17, Appraise +11, Fly +6, Knowledge (arcana) +22, Knowledge (dungeoneering) +20, Knowledge (engineering) +11, Knowledge (geography) +20, Knowledge (history) +13, Knowledge (local) +12, Knowledge (nature) +20, Knowledge (nobility) +11, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +11, Perception +2, Spellcraft +27 (+29 to determine the properties of a magic item), Stealth +7; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Infernal, Orc, Sylvan
SQ arcane bonds (object [wand of protection from evil] [1/day]), arcane focus, elven magic, hero points, opposition schools (water), specialized schools (void)
Combat Gear Potion of cure serious wounds (2), Wand of Protection from Evil; Other Gear Boots of elvenkind, Cloak of elvenkind, Gloves of elvenkind, Headband of vast intelligence +2 (Acrobatics)
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Special Abilities
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Arcane Bond (Wand of Protection from Evil) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Attuned to the Wild (Favored Terrain [Mountain]) Double natural healing in specified wilderness environment.
Aura of Prescience (30 feet) (10 rounds/day) (Su) Allies in area gain +2 insight bon to att, dam, saves, skills and ability checks.
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.
Gloves of elvenkind +5 to concentration checks when casting defensively.
Guardian of the Wild Your mystic connection with the wilderness enhances your ability to react to threats.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mage of the Wild Your mystic connection with the wilderness enhances your spellcasting.
Reveal Weakness (-5 penalty) (10/day) (Su) Foe in 30 ft takes penalty to AC and saves for 1 rd.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Void Awareness +4 (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five w
Wand of Protection from Evil
Water Classical opposition school for: Fire
You must spend 2 slots to cast spells from the Water school.
2 Varisian Swashbucklers:
XP 600
Human (Varisian) Swashbuckler 3
CN Medium humanoid (human)
Init +6; Senses Perception +5
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +1 shield, +4 Dex, +1 dodge)
hp 24 (3d10+3)
Fort +1, Ref +7, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
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Speed 30 ft.
Melee masterwork rapier +9 (1d6+1/18-20/×2+3 Precise Strike) and
. . unarmed strike +4 (1d3+1/×2)
Special Attacks deed: menacing swordplay, deed: opportune parry, deed: precise strike, deed: riposte, panache
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Statistics
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Str 12, Dex 18, Con 10, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 19 (19 vs. disarm, 19 vs. steal, 19 vs. sunder)
Feats Combat Reflexes, Extra Grit, Weapon Focus (rapier)
Skills Acrobatics +10, Climb +7, Intimidate +8, Perception +5, Swim +7; Racial Modifiers deed: derring-do
Languages Common, Varisian
SQ deed: recovery, deed: swashbuckler initiative, hero points, swashbuckler finesse
Other Gear +1 Studded leather armor, Masterwork Buckler, Masterwork Rapier
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack.
Deed: Precise Strike +3 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Recovery (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 AC vs attack.
Deed: Riposte (Ex) When parrying, spend 1 panache and AoO to atttack your attacker.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.
Arabella Wildhymn, Aasimar Oracle:
XP 800
Azata-Blooded Aasimar (Musetouched) Oracle 4
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -1
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (4d8+8)
Fort +3, Ref +3, Will +3; +2 vs. fire, +2 vs. [evil]
Resist acid 5, cold 5, electricity 5, fire 5
Weakness oracle's curses (blackened)
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +3 (1d3/×2)
Spell-Like Abilities
. . 1/day—glitterdust (DC 16)
Oracle Spells Known (CL 4th; concentration +8):
2nd (4/day)—oracle's burden (DC 16), resist energy, cure moderate wounds
1st (7/day)—sanctuary (DC 15), bless, burning hands (DC 15), burning hands (DC 15), cure light wounds, burning disarm (DC 15)
0 (at will)—stabilize, mending, detect magic, spark (DC 14), guidance, light
--------------------
Statistics
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Str 10, Dex 14, Con 14, Int 13, Wis 8, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Angelic Blood, Angelic Flesh (Brazen)
Skills Acrobatics +9 (+13 jump), Diplomacy +13, Heal +3, Intimidate +11, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +8, Perform (dance) +13, Sense Motive +3; Racial Modifiers +2 Diplomacy, +2 Perform (dance)
Languages Celestial, Common, Gnome
SQ hero points, mysteries (flame), revelations (cinder dance, fire breath [15' cone, 4d4] [1/day] [dc 16])
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Brazen) +2 saves vs Fire effects.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
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.
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).
Fire Breath (15' cone, 4d4) (1/day) (DC 16) (Su) 15' cone of flame deals 4d4 fire damage, Ref Half.
3 Orc Tribesmen:
XP 400
Orc Fighter 2
CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception -1
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Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 22 (2d10+7)
Fort +5, Ref +2, Will -1 (+1 vs. fear)
Defensive Abilities bravery +1, ferocity
Weakness light sensitivity
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Offense
--------------------
Speed 20 ft.
Melee falchion +7 (2d4+6/18-20/×2) and
. . gauntlet (from armor) +6 (1d3+4/×2) and
. . unarmed strike +6 (1d3+4/×2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 8, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Reverse-Feint, Toughness, Weapon Focus (falchion)
Skills Intimidate +4
Languages Common, Orc
SQ orc fighter, hero points
Other Gear Chainmail, Falchion
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Special Abilities
--------------------
+4 Con to determine death from negative HP. Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Bravery +1 (Ex) +1 to Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Reverse-Feint Give opponent +4 to attack you to make an immediate attack at +2.
This fight was kind of a joke, although that's less the playtest and more the encounter design. The orcs accomplished their purpose of eating a couple of actions. The oracle had her burning hands countered and was then nonlethaled out by the warpriest. The swashbucklers did all right and even scored a hit or two, although they weren't able to use much of swashbuckler other than precise strike. The succubus was grappled before she could act and quickly crushed, as she failed her check to cast while grappled. And the wizard... died in the first round, crushed by sneak attacks and faerie fire. We can't all be Runelords, I guess. As the last of them died, a voice emerged from the pillar of light they had been sacrificing orcs to, telling the PCs in Draconic, "I AM COMING... SOON." (Next playtest round!)
My thoughts:
The slayer seems fairly powerful, although I'd like to see how he functions w/o preparation and the ability to choose his moment. Next time. I don't know how many builds incorporate TWF, but it seems better here with the full BAB. That player (Xevious573 here) is the most system-savvy of the lot, and I think the test reflects that.
The brawler was both hard-hitting and versatile. I think the latter will be even more true once swift maneuvers become available. As it was, thanks to advantageous tactics, he was very proficient with combat maneuvers even without picking up relevant feats thought the class feature. His full attack was almost always lethal, even without a +1 amulet. His player is one of our most casual and thematic (Xevious573 Commentary: Hey! I had a theme! My theme was “Sheer Badassery Incarnate”... What?), which may explain somewhat esoteric feat choices...
The arcanist was useful without being overpowering. I was afraid of the counterspell power, but it only saw two uses, one of which failed (the orc shaman's prayer spell). Spell tinkering was only used to extend absurdly high-duration spells such as mage armor and ant haul, although this did mean she could prepare certain spells only once every other day as necessary. (Bug, or feature?) She had items she could eat, but never ended up having to. She also was assuming she'd be party healer, until I brought in the warpriest. Her player is focused on interesting concepts, but has competent system mastery.
My warpriest was made with what system mastery I could muster, and I think the monk touch added a lot of power, as well as (for Shelyn) some good theme... being able to dress like your goddess and fight competently is lovely! Stunning Fist and Flurry with a two-handed reach weapon, while having kicks in melee, seemed like a good idea. If the class loses channel, of course, the build becomes invalid. The spells were very useful, and even sacred weapon managed to be kind of okay. I really want to just have a domain, as the blessings were USELESS! Even if I were 10th level, I doubt I'd have used them. Meanwhile, in my other build (Mnk/Ftr/Clr), the Defense domain is a huge boon, granting both Shield and Barkskin. Still, I was able to produce a variety of impressive effects, and having full caster level was nice. (The other build had to cut Spear Dancer, which made me sad, and is another strong incentive for warpriests of Shelyn.) I didn't miss the idea of Spell Combat as much as I had expected. As for Channel Energy, as I said, my build kind of relies on it to function, and I honestly would have liked MORE of it. Seriously, pleasepleaseplease, kill Blessings in favor of domains and give me moar channel in exchange for the lost spell levels.
If any of you have any questions, I'll try to watch the thread. Thanks to the Paizo staff for the opportunity, and to any of you for feedback! :)