
Ken N. Fudder |

I've always wanted to play as a guy who can choke people out with his mustache.
A shadowy figure strode into the room. As the glare from the sunlight receded it revealed a man standing well over six feet tall. The light glinted off of his shaved head and seemed to linger for a moment on his bushy mustache. Behind him a peacock waddled into the room almost unnoticed.
Ignoring the lines, the man strode to the front of the room. Bringing his arms in front of him, he struck a most muscular pose. His shirt exploded off of him as he flexed, his mustache quivering with the effort. Behind him, the peacock spread its tailfeathers, providing a backdrop for the display.
He held the pose for the next hour without saying anything to the recruiters. The only thing they could think to do with him was to put him in the special tactics division.
Human (Taldan) brawler 2/witch (white haired witch) 4 // magus (hexcrafter) 6
CG Medium humanoid (human)
Init +5; Senses Perception -2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 40 (6d8+12)
Fort +7, Ref +7, Will +4
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Offense
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Speed 30 ft.
Melee unarmed strike +7 (1d6+3) or
. . unarmed strike flurry of blows +5/+5 (1d6+3) or
. . slam +8 (1d4+4)
. . slam flurry of blows +6/+6 (1d4+4) or
Space 5 ft.; Reach 10 ft.
Special Attacks brawler's flurry, grab, constrict (As Hair), martial flexibility 4/day, white hair, arcane pool (+2, 7 points), hex arcana (wand wielder), spell combat, spellstrike
Witch (White Haired Witch) Spells Prepared (CL 4th; concentration +7)
. . 2nd—see invisibility, summon monster II, tears to wine (DC 15)
. . 1st—divine favor, ill omen[APG], ill omen[APG], mage armor
. . 0 (at will)—dancing lights, guidance, stabilize, touch of fatigue (DC 13)
. . Patron Strength
Magus Spell-Like Abilities (CL 6th; concentration +10)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 6th; concentration +10)
. . 1st—frostbite[UM], frostbite[UM], frostbite[UM], shield, shield
. . 0 (at will)—acid splash, detect magic, light, prestidigitation, read magic
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Statistics
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Str 16, Dex 14, Con 12, Int 20, Wis 7, Cha 10
Base Atk +4; CMB +7 (+13 grapple); CMD 19 (21 vs. grapple)
Feats Extra Traits, Enforcer[APG], Feral Combat Training[UC], Final Embrace[UC], Hex Strike[UC], Improved Unarmed Strike, Weapon Focus(hair)
Traits bruising intellect, reactionary
Skills Fly +11, Intimidate +20, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (local) +11, Knowledge (nature) +14, Knowledge (planes) +14, Knowledge (religion) +8, Spellcraft +14, Swim +7, Use Magic Device +9
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ hex (slumber[APG]), hex arcana, hex magus
Combat Gear rime metamagic rod (lesser)[UE], wand of cure light wounds, wand of mage armor (50 charges), wand of true strike (50 charges); Other Gear cloak of resistance +1, cracked dusty rose prism ioun stone, cracked pink and green sphere ioun stone, headband of vast intelligence +2, sleeves of many garments[UE], spell storing amulet of mighty fists, magus starting spellbook, masterwork tool, wrist sheath, spring loaded (2), 790 gp
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Special Abilities
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Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Feral Combat Training (hair) Use Improved Unarmed Strike feats with chosen natural weapon.
Final Embrace (hair) Gain constrict and grab special attacks
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Hex Strike (Slumber [6 rounds]) Upon successful unarmed strike, you may use a hex
Slumber (6 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Intimidate checks You gain the Alertness feat while your familiar is within arm's reach.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Grab) (Su)
White Hair (Trip) (Su)
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Petey
Peacock (Pathfinder Player Companion: Familiar Folio 27)
N Small magical beast (animal)
Init +1; Senses low-light vision; Perception -2
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Defense
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AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 18 (1d8)
Fort +4, Ref +5, Will +2
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Offense
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Speed 20 ft., fly 40 ft. (clumsy); drift
Melee 2 talons +6 (1d3-2)
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Statistics
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Str 7, Dex 12, Con 10, Int 7, Wis 6, Cha 13
Base Atk +4; CMB +1; CMD 12
Feats Weapon Finesse
Skills Acrobatics +1 (-3 to jump), Fly -1
Languages Common
SQ improved evasion
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Special Abilities
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Drift (Ex) Cannot hover, and must end flight by landing or perching on solid surface.
Flight (40 feet, Clumsy) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
1: Brawler/Magus
. . Feat: Enforcer
. . Human: Extra Traits
. . Brawler: Improved Unarmed Strike
2: Witch / Magus
3: Brawler / Magus
. . Brawler: Weapon focus (hair)
. . Feat: Feral Combat Training
. . Arcana: Wand wielder
4: Witch / Magus
. . Hex arcana: Slumber
5: Witch / Magus
. . Magus: Hex Strike (slumber)
. . Feat: Final Embrace
6: Witch / Magus
. . Hex arcana: Flight
Please let me know if I goofed anywhere or you need anything more.

The Craving |

White Unggoy's sub here. Everything you need should be in my alias. If it all checks out, lemme know and I'll set up the quick bar and hop into gameplay. :-)
-The Craving, in a letter to a fellow yaksha Bealxor
Wearing little more than rags when in human guises, the Craving does his best to look destitute. He often plays up an affliction, such as a bad cough or a weak leg, such that he remains underestimated, combining this with his non-detection ability. When nearing the end of a battle, or if the fight is closer than he'd like, he'll switch to his imposing ape-like form, which draws most of its features from the silverback gorilla.

Mysterious Character |

All right!
Lessah here and I got a build ready and all that. However, I did just take the time to look around and realized that this one is quite similar to another already done.
Hopefully that won't be too much of an issue - otherwise I could simply sit out the first fight and whip together something different for the next one and keep this one in the backpocket until the other one - *hrm* - I would say live up to his name, but that wouldn't quite work :P
Also! Dice rolling!
HP!: 1d6 + 5d10 ⇒ (6) + (7, 5, 6, 6, 9) = 39

Friar the Fatling |

Well The Friar is almost finished minus most of his equipment and a short blurb of his backstory. Inam also unlikely to get the rest done tonight (cuz parents came over). So hopefully ill be ready for the next round.
The Friar is an exceedingly fat halfling who has been thoroughly dunked in the mutagen jar. Basically he is a Halfling Aberrant Aegis who will always have the Obese and Powerful Build customizations, but the other ones will be interchangeable. Mix in Psion and Metamorphosis and I have no idea [i ]how [/i] strong he is, but he will probably be durable and versatile :)
The Friar (no one really remembers his name, the just remember that he is fat) was a priest for one of Calfron's many churches. One day he had accidentally caused one of their larger cathedrals to burn down (allegedly he was sleeping on the job when it happened). Somewhere between conviction and execution he disappeared into one of the City-States laboratories.
Turns out fat holds in the mutagen goo really well :p
A few years later and they give him an ultimatum, fight for the city-state as an augmented soldier and gain a tiny bit of freedom and fresh air or rot in the lab.

GM Choon |

Yes. Acceptance for this one is very loose. Just comply with the rules and you get in, basically.
The number of PCs will have an effect in the durability of the boss and what reinforcements he gets, if any, just so everyone knows. And, naturally, the Fate roll will throw a kink in everything every once in a while. :)

DekoTheBarbarian |

I'm really intrigued with this campaign. Will have to whip something up. Not sure if I'm gonna go with a monster race or not just yet, but will probably use one of DSP's psionic classes.
If I go with a giant race, supposing I can find one that's CR6 or lower, would you allow the half-giant racial aegis archetype to work with them?

DekoTheBarbarian |

Had another thought. Would you allow an awakened animal character if we pay for the spell out of our WBL? Always wanted to play one of those. If not, I think I might play a firbolg (a CR4 giant in Bestiary 5).

DekoTheBarbarian |

I understand that. Think I'm gonna go with either firbolg or wood giant. Not sure if I want to go melee or ranged just yet.
Also, how are you handling the feats listed under monster races? Are they considered bonus feats or are they the feats for leveling up and we just can't change them?
HP 1: 9d4 + 36 ⇒ (2, 1, 3, 2, 1, 2, 4, 3, 1) + 36 = 55
HP 2: 6d5 + 30 ⇒ (4, 1, 1, 1, 4, 5) + 30 = 46

Angels Dragonfire |

@DekoTheBarbarian
You should take a look at the race I am using, it's basically a non-psionic half giant that hates fey and magic users from dreamscarred press.
This is how I have mine setup but it has different options.
DREIGE RACIAL TRAITS
• +2 Strength, +2 Wisdom, -2 Dexterity: Dreigi are strong and wise, but their large size makes them clumsy.
• Medium: Dreigi are Medium creatures and thus have no bonuses or penalties for size.
• Humanoid (giant): Dreigi are humanoids with the giant subtype.
• Darkvision (Ex): Dreigi can see in the dark out to 60 feet.
• Powerful Build (Ex): The physical stature of dreigi lets them function in many ways as if they were one size category larger. Whenever a dreige is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the dreige is treated as one size larger if doing so is advantageous to him. A dreige is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A dreige can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Ancient Grudge (Su): Dreigi labor under a mighty oath of revenge against those who destroyed their culture and scattered them to the winds; they benefit from a +2 bonus on attack rolls, damage rolls, and saving throws made against fey and outsiders with the chaotic and/or evil subtypes. This bonus increases by +1 every 4 character levels.
• Reject Fey Guile (Ex): Dreigi gain a +2 racial bonus on saving throws vs. compulsion effects.
• Sunder Magewalls (Ex): Dreigi ignore hardness when attacking magical barriers (such as that created by wall of force) and deal addition
• Gianthide (Ex): A dreige’s thick skin increases its natural armor bonus by +1.
• Languages: Dreigi begin play speaking Common and Giant. Dreigi with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnome, Halfling, or Sylvan.
• Spurn Enslavement (Su): Some dreigi have an innate ability to punish those who would try to enslave them with sorcery. Whenever a dreige succeeds a saving throw against a mind-affecting spell, spell-like ability, or supernatural ability, the source of that spell or ability must succeed at a Will save (DC 10 + 1/2 the dreige’s character level + the dreige’s Wisdom modifier) or suffer damage equal to the dreige’s character level, as well as a -2 penalty to their caster level for a number of rounds equal to the dreige’s Wisdom modifier. This replaces the child of iron racial trait.
Favored Class option
• Stalker: Add 1/6 of a new stalker art.

GM Choon |

Just so everyone knows, this whole monster as one half of you gestalt thing is beginning to hurt my head. I honestly didn't know such things as Mi-go and Seige Owlbears existed at CR6. I also didn't know that there were 8+HD monsters at 6. "What does one HD matter in this kind of game where people are expecting to get roflstomped?", I thought. "It's not like they'll go nuts on me and bring their cheese graders...", I thought...
So, ya, I'm seeing the error of my ways. You'd think we'd see less monsters when I opened up the entire Multiclass Archetypes list for experimentation, but, as usual, the PC's went exactly where I didn't expect them to go.
To be clear, I'm not angry or anything. Youall followed the rules and now I live with the builds. That 's fine. That's what happens. I am now closing the door on monster PC's though. If you've already built one that's fine, just steer in the direction of class builds, if you could. There are literally hundreds out there to choose from.