
captain yesterday |

I love the Iconic villains for Hell's Vengeance, but not everyone does. So, here's your chance to post your own Iconic villains.
The rules are simple, one first level, and one seventh level stat block, i rolled, but due to the first two coming in around 27-29 point buy, i'll keep mine around the 25-30 equivalent range.

captain yesterday |

Tammy, first level
Female halfling psychic 1 (Pathfinder RPG Occult Adventures 60)
CE Small humanoid (halfling)
Init +5; Senses Perception +7
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +4, Will +4; +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) or
sickle +0 (1d4-1)
Ranged sling +4 (1d3-1)
Special Attacks painful reminder (1d6, 6/day), phrenic amplification (overpowering mind[OA]), phrenic pool (5 points)
Psychic Spells Known (CL 1st; concentration +4)
1st (4/day)—ear-piercing scream[UM] (DC 14), magic missile, persuasive goad[UM] (DC 14)
0 (at will)—detect magic, haunted fey aspect[UC], mage hand, read magic
Psychic Discipline Pain
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Statistics
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Str 9, Dex 16, Con 13, Int 16, Wis 12, Cha 17
Base Atk +0; CMB -2; CMD 11
Feats Expanded Phrenic Pool[OA]
Traits bully, erratic malefactor
Skills Acrobatics +3 (-1 to jump), Bluff +9, Intimidate +8, Knowledge (planes) +7, Perception +7, Spellcraft +7; Racial Modifiers +2 Bluff, +2 Perception
Languages Abyssal, Common, Dwarven, Gnome, Halfling
SQ manifestation points, ability scores, power from pain (maximum 1), read aura (perception)
Other Gear dagger (4), sickle, sling, sling bullets (10), absinthe (per bottle)[UE], backpack, bedroll, belt pouch, flint and steel, prismatic crystal[OA], torch (10), trail rations (5), waterskin, 20 gp, 9 sp
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Special Abilities
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Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Manifestation Points, Ability Scores ([none], 16/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Painful Reminder 1d6 (6/day) (Su) Swift action: deal nonlethal damage to enemy you damaged with spell on prev or this turn.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Power From Pain (1/day) (Su) Regain 1 pool when painful reminder does at least 5 damage.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
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Tammy’s name is Tammerine, as mama would asy, it’s like if a tangerine and tambourine were blessed by the sun, mama always was full of s%~@.
Tammy was born in Sandpoint, Tammy has a twin, Tibbedo, i call him Tibs, he’s alright, no one else gets Tammy, he’s gone now, disappered across the crown without Tammy, that’s okay though, Tammy’s better off on her own. still, Tammy misses Tibs.
Tammy had a puppy too, Wiggles, Tammy loved Wiggles, Tammy and Wiggles went everywhere.
Then the Goblins came, Tammy hates Goblins, Tammy was 12, it was the Swallowtail festival, that bag of hot air Father Zantus was prattling on about dreams and Desna, Tibs was up by the stage, Tibs was always a dreamer, like grandpa. Tammy was by the food wagon, feeding Wiggles venison, when the Goblins attacked, poor Wiggles, so brave! He set on the nearest goblin when the little a!#@+%*, he set poor Wiggles on fire, Tammy wasn't scared, Tammy's smart, Tammy can put him out with her mind, then the dwarf, that piece of s%++ dwarf kicked poor Wiggles into the trough, mama said he was only trying to help, but mama always was full of s*$+. As poor Wiggles died in Tammy's tiny arms, she felt pain, deep angry pain, Tammy decided then, others will feel her pain as keenly, if not more, then her.
But not Sandpoint, nope Sandpoint is too small to properly grasp Tammy's pain, the world will feel Tammy's pain, and Tammy knows just where to start...
Tammy, seventh level.
Female halfling psychic 7 (Pathfinder RPG Occult Adventures 60)
CE Small humanoid (halfling)
Init +5; Senses Perception +13
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Defense
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AC 20, touch 19, flat-footed 17 (+1 armor, +1 deflection, +3 Dex, +4 insight, +1 size)
hp 44 (7d6+14)
Fort +4, Ref +6, Will +7; +2 vs. fear
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Offense
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Speed 20 ft.
Melee +1 corrosive dagger +8 (1d3/19-20 plus 1d6 acid)
Special Attacks painful reminder (1d6, 7/day), phrenic amplifications (defensive prognostication[OA], overpowering mind[OA], will of the dead[OA]), phrenic pool (9 points)
Psychic Spell-Like Abilities (CL 7th; concentration +11)
1/day—detect thoughts (DC 15)
Psychic Spells Known (CL 7th; concentration +11)
3rd (5/day)—gaseous form, rain of frogs[UM], vampiric touch
2nd (7/day)—feast of ashes[APG] (DC 16), id insinuation I[OA] (DC 16), mind thrust II[OA] (DC 16), pain strike[APG] (DC 16)
1st (7/day)—ear-piercing scream[UM] (DC 15), mage armor, magic missile, mind thrust I[OA] (DC 15), persuasive goad[UM] (DC 15), sleep (DC 15)
0 (at will)—bleed (DC 14), detect magic, detect psychic significance[OA], haunted fey aspect[UC], light, mage hand, read magic
Psychic Discipline Pain
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Statistics
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Str 9, Dex 16, Con 13, Int 19, Wis 12, Cha 19
Base Atk +3; CMB +1; CMD 19
Feats Combat Casting, Craft Wondrous Item, Expanded Phrenic Pool[OA], Weapon Finesse
Traits bully, erratic malefactor
Skills Acrobatics +3 (-1 to jump), Bluff +11, Fly +9, Intimidate +12, Knowledge (arcana) +10, Knowledge (planes) +14, Knowledge (religion) +11, Perception +13, Spellcraft +14; Racial Modifiers +2 Bluff, +2 Perception
Languages Abyssal, Aklo, Common, Dwarven, Gnome, Halfling
SQ detect thoughts, live on (2d6, 6/day), manifestation points, ability scores, mercy (sickened), phrenology (knowledge [arcana]), power from pain (maximum 1), read aura (perception)
Combat Gear potion of cure moderate wounds (3); Other Gear +1 corrosive dagger, boots of the cat[UE], bracers of armor +1, headband of mental prowess +2 (Int, Cha), ring of protection +1, absinthe (per bottle)[UE] (2), backpack, bedroll, belt pouch, flint and steel, halfling trail rations[UE] (5), prismatic crystal[OA], torch (10), trail rations (5), waterskin, 193 gp
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Defensive Prognostication (Su) 1/2 pool: gain +2/+4 defl bonus AC for 1/round per level of cast div. spell.
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Manifestation Points, Ability Scores ([none], 23/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Painful Reminder 1d6 (7/day) (Su) Swift action: deal nonlethal damage to enemy you damaged with spell on prev or this turn.
Phrenic Pool (9/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Power From Pain (1/day) (Su) Regain 1 pool when painful reminder does at least 5 damage.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

captain yesterday |

Great question, I had considered using heroic array, but I already had the first two (another one still to put up) rolled, created and saved at first level, so I just went with that. :-)
Plus, I wanted to see how Tammy looked leveled up, Herolabs is a tremendous tool for understanding how occult classes work (*cough* Kineticist *cough*) at different levels.
If you'd prefer I can certainly crank out heroic array stat blocks. :-)

captain yesterday |

You didn't think i was giving up did you. :-)
Django, based on a rancid song, which evidently is based on a comic book or something
Male human (Varisian) warpriest of Urgathoa 1 (Pathfinder RPG Advanced Class Guide 60)
NE Medium humanoid (human)
Init +4; Senses Perception +3
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6
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Offense
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Speed 30 ft.
Melee heavy pick +4 (1d6+3/×4)
Special Attacks blessings 3/day, sacred weapon (1d6, 0)
Warpriest Spells Prepared (CL 1st; concentration +4)
1st—cause fear (DC 14), cure light wounds
0 (at will)—bleed (DC 13), detect magic, read magic
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Statistics
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Str 17, Dex 10, Con 14, Int 11, Wis 16, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Combat Reflexes, Improved Initiative, Weapon Focus (heavy pick)
Traits amoral mercenary, indomitable faith
Skills Heal +7, Intimidate +5, Knowledge (religion) +4, Sense Motive +8
Languages Common, Varisian
SQ blessings (evil: battle companion, unholy strike, magic: blessed magic, hand of the acolyte), manifestation points, ability scores
Other Gear chain shirt, heavy pick, backpack, bedroll, belt pouch, coffin[UE], flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Urgathoa, 46 gp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Manifestation Points, Ability Scores ([none], 14/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
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When Django was a small lad growing up destitute, living on the docks of Riddleport, he dreamed of leaving the squalid life behind, on the deck of one of the many pirate ships that made port.
So, no one was surprised (nor did they care) when young Django stowed away on a ship bound for Cheliax. it was a long trip, alone in the hold, the only friends, the plague rats, that the church of Urgathoa had stowed away with him.
At some point, Django wasn’t sure when, he ventured out of his little corner, to find a ship devoid of life, except himself and the rats. while feasting like the pirate king, Django was sure that he would doubtlessly become, he noticed the rats, sitting by the door, staring.
Django wasnt exactly sure why he followed, the madness of lonliness maybe, but follow he did. Down into the cargo hold, deeper then even he had dared venture.
There sat a plain wooden coffin, “but whose coffin” Django thought to himself, “Yours” whispered a rat, into his ears.
By the time the ship had floated into Kintargo, and Django dragged his coffin ashore, his destiny as a follower of Urgathoa was sealed.
And so Django travels Cheliax, seasoning his coffin with blood, pestilence and death, waiting for the moment when he transcends his mortal form, a humble servant the Pallid Princess.
Django, 7th level
Male human (Varisian) warpriest of Urgathoa 7 (Pathfinder RPG Advanced Class Guide 60)
NE Medium humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 65 (7d8+21)
Fort +9, Ref +4, Will +12
Defensive Abilities sacred armor (+1, 7 minutes/day)
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Offense
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Speed 30 ft.
Melee +1 keen heavy pick +11 (1d8+5/19-20/×4)
Ranged longbow +5 (1d8/×3)
Special Attacks blessings 6/day, channel negative energy 3/day (DC 18, 2d6), fervor 7/day (2d6), sacred weapon (+1 1d8, 7 rounds/day)
Warpriest Spells Prepared (CL 7th; concentration +11)
3rd—contagion (DC 17), cure serious wounds
2nd—lesser animate dead[UM], cure moderate wounds, remove paralysis, sound burst (DC 16)
1st—cause fear (DC 15), cure light wounds, divine favor, inflict light wounds (DC 15), obscuring mist
0 (at will)—bleed (DC 14), detect magic, purify food and drink (DC 14), read magic, spark[APG] (DC 14)
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Statistics
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Str 18, Dex 10, Con 14, Int 11, Wis 18, Cha 12
Base Atk +5; CMB +9; CMD 19
Feats Blind-fight, Channel Smite, Cleave, Combat Reflexes, Command Undead, Improved Initiative, Power Attack, Weapon Focus (heavy pick)
Traits amoral mercenary, indomitable faith
Skills Heal +14, Intimidate +7, Knowledge (religion) +10, Sense Motive +9, Spellcraft +5, Survival +8
Languages Common, Varisian
SQ blessings (evil: battle companion, unholy strike, magic: blessed magic, hand of the acolyte), manifestation points, ability scores
Combat Gear pearl of power (1st level), potion of cure moderate wounds (3), potion of magic circle against good; Other Gear +2 chain shirt, +1 keen heavy pick, arrows (20), longbow, cloak of resistance +2, headband of inspired wisdom +2, backpack, bedroll, belt pouch, coffin[UE], flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Urgathoa, 190 gp
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Special Abilities
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Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Command Undead (DC 18) Channel energy can take control of undead.
Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Manifestation Points, Ability Scores ([none], 20/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Negative Energy 2d6 (3/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Stabbyface, Orphaned Goblin |

Every Goblin meme needs a story.
Stabbyface
Male goblin magus 1 (Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Magic 9)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee dogslicer +5 (1d4+1/19-20) or
dogslicer +5 (1d4+1/19-20)
Ranged javelin +5 (1d4+1)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus Spells Prepared (CL 1st; concentration +4)
1st—burning hands (DC 14), magic missile
0 (at will)—acid splash, detect magic, spark[APG] (DC 13)
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Statistics
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Str 13, Dex 18, Con 14, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Weapon Finesse
Traits amoral mercenary, dangerously curious
Skills Knowledge (arcana) +7, Knowledge (planes) +7, Ride +7, Sense Motive +2, Spellcraft +7, Stealth +15, Use Magic Device +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin, Halfling, Orc
SQ manifestation points, ability scores
Other Gear studded leather, dogslicer[ARG], dogslicer[ARG], javelin (5), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], pot, spell component pouch, torch (10), trail rations (5), waterskin, 112 gp
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Manifestation Points, Ability Scores ([none], 13/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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Stabbyface, like many Goblins, was born in a s$&~hole, and promptly thrown into a cage. However Stabbyface thrive, and he becomeses the first in his cage nots to die, or chew off any appendiges. big momses BooBoo even giveses me chickens to fight with a Dogslicer occasionally.
All that changed, the day the Longshanks invaded, in their shiny armors. Oh, how its blinds me still thinking abouts it. They took poor little Stabbyfaces away to a big orphanage, there they makeses me learn wordses! from bookses, poor Stabbyface, so much was stolen froms me.
Itries to gets them back by making shrineses to bigs mama monster, but they takeses my squirrel collection aways, then burns me with their water.
But then Stabbyface finds the wordses they dont want me to find, the wordses that make things burn, so Stabby face learnses burny pain wordses, then he burns that s*@!hole to the groundses, Stabbyface thinks it lookses better this way.
Editor’s note: While Stabbyface believes reading his spellbooks steal the words from his brain, the act of casting spell is too intoxicating for him to give it up. Still the actual act of reading his spellbooks cause him visible distress, as he grumbles and chews and bangs his head against it, even absently licking his spellbook.
Stabbyface, while not exactly a fashionista, is overly fond of fine cloaks, and is more then willing to murder for one (and has in fact been quite open about that fact).
Stabbyface, 7th level
Male goblin magus 7 (Pathfinder RPG Bestiary 156, Pathfinder RPG Ultimate Magic 9)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 20, touch 16, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +1 size)
hp 65 (7d8+21)
Fort +8, Ref +7, Will +7
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Offense
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Speed 30 ft.
Melee +1 flaming dogslicer +12 (1d4+2/19-20 plus 1d6 fire)
Special Attacks arcane pool (+2, 9 points), magus arcana (arcane accuracy[UM], silent magic[UM]), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 7th; concentration +11)
3rd—fireball (DC 18), haste
2nd—burning gaze[APG] (DC 17), fire breath[APG] (DC 17), spider climb, web (DC 16)
1st—burning hands (DC 16), color spray (DC 15), feather fall, magic missile, mudball[ARG] (DC 15)
0 (at will)—acid splash, daze (DC 14), detect magic, prestidigitation, spark[APG] (DC 15)
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Statistics
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Str 13, Dex 18, Con 14, Int 19, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 20
Feats Combat Reflexes, Extra Arcane Pool[UM], Spell Focus (evocation), Weapon Finesse, Weapon Focus (dogslicer)
Traits amoral mercenary, dangerously curious
Skills Climb +5, Intimidate +5, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Ride +8, Sense Motive +8, Spellcraft +14, Stealth +20, Use Magic Device +11; Racial Modifiers +4 Ride, +4 Stealth
Languages Azlanti, Common, Goblin, Halfling, Orc
SQ knowledge pool, manifestation points, ability scores, medium armor
Combat Gear cloak of fangs[ARG], potion of cure moderate wounds (2), alchemist's fire (2), antitoxin, bottled lightning[UE] (3), pig grease, sneezing powder[APG] (2); Other Gear mithral shirt, +1 flaming dogslicer[ARG], scarlet and blue sphere ioun stone, ring of protection +1, backpack, bedroll, belt pouch, bufo (per jug)[UE], doctor's mask, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], pickles, goblin (per jar), pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 288 gp, 5 sp
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Special Abilities
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Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +2 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Manifestation Points, Ability Scores ([none], 20/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Silent Magic (1/day) (Su) 1/day, cast a spell as if Silenced without altering the casting time or level.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.