
GM_Almonihah |
1 person marked this as a favorite. |

Ever made a character you just hated? Or maybe you have a build you're desperate to see but could never play? Or maybe you just have a bunch of old characters lying around that would be fun to kill off?
Well, fear not! You see, in my current GMing efforts, I've found I'll have need for large numbers of adventurers to bravely die to my PC's. So I'll be perfectly happy to take any character you care to give me and throw them to the wolves... err, rather, the hydra. Or the dungeon lords. Whichever. It won't be pleasant either way.
To be a little more serious, I'm currently running or about to run a couple of campaigns that, at some time or another, are going to involve adventurers coming into conflict with the (more or less monstrous) PC's. As such, I was thinking it would be fun if people could submit characters to face/fight/flee in terror from these PC's.
To be clear, these will be NPC's. I, as GM, will be playing them when they show up. You're welcome (even encouraged) to watch what happens to them. I'll shoot you a PM when they're going to show up in the game if you'd like. You can even PM me suggestions of what they would do. But I'll be playing them.
With that out of the way, what I'm looking for is any 8th-12th level characters (or even entire parties) that you wouldn't mind me playing for the purposes of dying to the PC's. I'm not going to put any restrictions on creating them, but remember--they'll need to be beatable by either a six-headed-hydra where each head has class levels (for the lower-level characters) or a group of four dungeon lords (for the higher-level characters). They'll also need to not have too much in the way of expensive gear, so I reserve the right to take away some of their gear to avoid giving my PC's too many goodies to play with too fast.
So, with all of that said, you're welcome to start giving me some dungeon fodder!

GM_Almonihah |

Excellent. I have several ideas. :-) Will you want NPCs posted in this thread or PM'd to you?
Either way works. No need to make aliases for them, since I can't use other people's aliases, though if it's a character you already had an alias for, feel free to use it to post the character here.

![]() |

Dungeon fodder:
Inspired by a high level PFS adventure, I bring you The Pryomaniacs!
"The worlds's problems can be solved by fire. If the problem ain't fixed, that's cos you need to throw more FIRE at it!" - Ignus, Flame Oracle.
You'd have never imagined a more unlikely bunch of misfits. A human, 2 half orcs and half elf walked into the bar. Then there were massive explosions throwing everyone out of it.
"He looked at me funny. So I set him on fire." - Bloodrager, Fuego.
This unlikely group share one passion - fire. On how to create the biggest, flashiest kabooms! But the reagents are rather expensive, and they generally haven't had much luck holding onto a job for very long(mainly due to experimentation at the workplace). They've been trying to find a place to do their explosive experimentation, so they have invaded the dungeon and turned it into their laboratory. With enough time they might even figure a way to blow Golarion all the way to the Moon!
Male Flame Oracle 12 - Seeker
CG Humanoid (half orc)
Init +9; Perception +0
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 17
hp 119
Fort +12, Ref +10, Will +12
--------------------
Offense
--------------------
Speed 20 ft.
Melee Flaming Morningstar +12 (1d6+3) and 1d6 fire
No ranged.
Spells known (CL 6th; concentration +11)
Cantrips: Create Water, Light, Guidance, Stabilise, Detect Poison, Detect Magic, Read Magic
Lv 1 spells(8/day): Cure Light Wounds, Remove fear, Bless, Protection from evil/good/law/chaos, Burning hands , Ant haul, Remove sickness, Liberating Command
Lv 2 spells (8/day): Cure Moderate Wounds, Resist Energy, Burst of Radiance, Sound Burst, Lesser restoration, Remove paralysis, Delay poison , Silence, Communal protection from evil
Lv 3 spells(8/day): Dispel Magic, Cure Serious Wounds, Fireball, magic circle against evil, communal resist energy, remove disease, Greater Stunning Barrier, Remove Curse
Lv 4 spells(7/day):Death ward, Airwalk, Freedom of Movement, Hallucinogenic smoke, Restoration, Wall of fire, Cure Critical Wounds
Lv 5 spells(6/day):Breath of Life, Life bubble, Flame strike, Summon Monster 5(Fire Elementals Only), Mass Cure Light Wounds
Lv 6 spells(5/day):heal, fireseeds
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 18, Int 10, Wis 10, Cha 24
Base Atk +9; CMB +11; CMD 22
Feats Spell focus Evocation, Dazing Spell, Piercing Spell, Scion of war, Selective spell, Greater Spell focus Evocation
Traits Magical Lineage (Fireball), Wayang spell hunter(fireball)
Skills Diplomacy +19, Disable Device +15, Knowledge Religion+15, Knowledge Planes +15
Languages Common, Gnome, Ignan
Revelation Molten Skin(Fire Resist 20), Wings of fire
Curse Tongues(speak in Ignan)
Gear Dusty Rose Ioun Stone (Init +1), Breastplate+2, Flaming Morningstar +1, MW thieves tools, Reach rod, 5 trail rations, backpack, spellcomponent pouch, waterskin
Alt racial traits: Sacred Tattoo
Male Cross blooded Draconic(Red)/Orc 12(Human)
CN Human
Init +7; Perception +0
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 16
hp 106
Fort +11, Ref +9, Will +9;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +4(1d4)
No ranged.
Spells known (CL 12th; concentration +18)
. . At will—Acid Splash, Read Magic, Detect Magic, Guidance, Light, Mage hand
Lv 1 spells(8/day): Burning hands, Mage armor, Ear piercing scream, Vanish, Expeditious Retreat, Grease, Liberating Command
Lv 2 spells (8/day): Burning arc, Glitterdust, Resist Energy, Mirror Image, Create Pit, See invisibility
Lv 3 spells(8/day): Fireball , Fly, Invisibility Sphere, Dispel Magic, Haste, Battering Blast
Lv 4 spells(7/day): Fear, Dimension Door, Dimensional Anchor, Dragons Breath, Ball Lightning
Lv 5 spells(6/day): Form of the Dragon, Teleport, Overland Flight
Lv 6 spells(5/day):-
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 24
Base Atk +6; CMB +6; CMD 18
Feats Spell focus Evocation, Spell specialization (fireball), varisan tattoo(evocation), improved initiative, Selective Spell, Intensify Spell, Empower Spell, Piercing Spell
Traits Wayang Spellhunter(fireball), magical lineage(fireball)
Skills Spellcraft +17, Knowledge Arcana +16, Linguistics +3, Bluff +17, Perception +15
Languages Common, Ignan
Gear dusty rose ioun stone (+1 init), 1 wand of CLW , traveller's any tool, Lesser Rod of Elemental Spell (Acid), 5 trail rations, backpack, spellcomponent pouch, waterskin, + 2 haramaki
Male Alchemist 12(Elf)
CN Humanoid
Init +9; Perception +15
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 17
hp 99
Fort +11(+4 v poison), Ref +15, Will +10
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +9(1d4)
Ranged Bomb(18/day) +16 (6d6+7)
Lv 1 extracts (7/day): Shield(2), Enlarge Person(2), Bombers eye (2), 1 extract left open
Lv 2 extracts (7/day): Alterself, See invisibility(2), Barkskin (2), Darkvision (1), 1 slot left open
Lv 3 extracts (5/day): monstrous physique 1, Resinous Skin (2), Displacement (2)
Lv 4 extracts (4/day): Echolocation, Greater Invisibility, 2 slots left open
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 24 Wis 11, Cha 10
Base Atk +9; CMB +9; CMD 26
Feats Point blank shot, Precise Shot, Weapon Finesse, Iron Will, Rapid Shot, Two weapon Fighting
Traits Reactionary, Indomitable will
Skills Linguistics +3, Craft Alchemy +21, Knowledge Nobility +18, Knowledge Local +18, Knowledge Dungeoneering +18, Knowledge Engineering +18, Knowledge History +18, Knowledge Nature +21, Knowledge Geography +18, Fly +22, Perception +15, Survival +15
Languages Common, Ignan
Discoveries Explosive Bomb, Smoke Bomb, Stink Bomb, Madness Bomb, Fast Bomb, Acid Bomb
Gear agile amulet of mighty fists, 5 trail rations, backpack, spellcomponent pouch, waterskin, + 2 haramaki, Longbow +2, 400 arrows
Male Bloodrager (Elemental – Fire)
CN Half Orc 12
Init +7; Perception +16
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 21
hp 112
Fort +15, Ref +11, Will +15
--------------------
Offense
--------------------
Speed 60 ft.
Melee Flaming Lucene Hammer +12/+7/+2 (1d12+9) 1d6 fire
Ranged Composite Longbow +9
Lv 1 Spells (3/day) : Burning Hands, Shield, Longarm, Protection from Evil, Enlarge Person, Mage Armor
Lv 2 Spells (3/day) : Mirror Image, Blur, Scorching Ray, See Invisibility, Ironskin, Glitterdust
Lv 3 Spells (2/day): Fly, Resinous Skin, Force Hook Charge, Heroism
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 8 Wis 13, Cha 18
Base Atk +12; CMB +18(+24 to trip); CMD 30
Feats Combat Reflexes, Power attack(Bloodline feat), Dirty Fighting, Improved Trip, Greater Trip, Iron Will, Greater Iron Will, Improved Initiative (Bloodline feat), Weapon Focus (Lucene Hammer)- Bloodline Feat
Traits Fates favoured, Magical Knack
Alternate racial traits
Shaman’s Apprentice
Bloodrage (28 rounds/day)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Uncanny Dodge
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blood Sanctuary
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Improved Uncanny Dodge
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Elemental Strikes
At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.
Elemental Resistance
At 4th level, you gain energy resistance 10 against your energy type. (Fire)
At 8th level, you gain a special movement type or bonus based on your chosen element, as indicated on the above table. (+30 speed)
At 12th level, the energy damage done by your elemental strikes bloodline ability bypasses resistance to that energy type, and still deals half damage to creatures with immunity to energy of that type.
Skills
Perception +16, Fly +16, Intimidate +16, Linguistics -1
Languages Common, Orc, Ignan
Gear
+1 Flaming Lucene Hammer, +2 Spiked Breastplate, MW Composite Longbow (+4 str), 300 arrows, Dusty Rose Ioun Stone (Init +1)
Huo prebuffs Lharch and himself with Mage Armor at the start of the day. Ignus buffs Lharch and Huo with reach communal resist energy (fire). Huo drinks Lharch’s extract of see invisibility before the fight. Fuego drinks his extract of barkskin. Fuego keeps Lharch’s extracts of Enlarge Person and Longarm on him. Before the fight if there is time, Fuego downs his potion of Longarm, casts shield on himself and sets to trip anyone(unless it cannot be tripped) that gets close to the party. He uses his bloodrage, and power attacks unless he misses. He enhances his Lucene Hammer/breastplate with elemental strikes.
The group generally attempts to burn everything with fire, and Ignus will throw dazing fireball to catch the greatest number of enemies possible, since he has selective spell. Huo uses selective spell to unselect his teammates when throwing his fireball, but also attempts to catch the greatest number of enemies possible with fire spells. If faced with invisible opponents, Huo will use glitterdust to reveal them. Lharch will bombard the most dangerous foe with madness bombs, and if there is a need for another melee combatant or he ran out of bombs, he drinks his extract of monstrous physique, then goes to town on the enemy with agile amulet of mighty fists in chadra form.
I tried to tone down on gear by using Automatic bonus progression - if you have any issues just inform me.

GM_Almonihah |

Are we to use the NPC creation rules or make them like characters we'd play ourselves?
Either way. If you build them to PC standards I'll probably have to tone down the gear, but that's still a lot less work for me than making them new. Stat-wise, do whatever you feel like.
@Just a Mort
Looks like fun! Shouldn't Huo have some 6th level spells, though?

![]() |

Cross blooded - you know less spell per level. Since he has only 1 lv 6 spell known - so he knows no level 6 spells. He knows quite some metamagics though, so he can burn his lv 6 spells on those. Like you know, Bigger Fireballs?
Drawbacks
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

AdamWarnock |

First party up to bat, the Goblins Who Woo.
Two of these goblins are from a Rise of the Runelords game I am running. The third, Sezzi is an idea I had while working on the other two.
Goberto is a goblin bravo. HIs tactics involve trying to charm one of the female enemies into joining him. IF he can get away with it, he'll try to get one of the other female enemies to drink something laced with Oil of Taggit or one of his elixirs of love.
Krosk is simpler. He goes after the first woman he sees and tries to plant a big kiss on her. HIs first round in combat is to rip off his pants and dance for a bit wearing a thick, dragonhide vest and a black thong as his only clothing. If there are no available ladies, he'll settle for taking out his frustration on any men.
Sezzi is a cleric of Nocticula and favors using summoning spells and a few enchantments to achieve her goals. She picks out the most attractive PC to take as her new plaything and does her best to take them alive. her armor is glamoured to look like a slinky robe.
Goberto
Goblin bard 9 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +1 size)
hp 57 (9d8+9)
Fort +5, Ref +11, Will +7; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 rapier +12/+7 (1d4+1/18-20) or
. . unarmed strike +11/+6 (1d2 nonlethal)
Special Attacks bardic performance 35 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 17], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 17])
Bard Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—charm monster (DC 16), cure serious wounds, haste, mad monkeys[UM]
. . 2nd (5/day)—cure moderate wounds, detect thoughts (DC 15), invisibility, reckless infatuation[UM] (DC 15)
. . 1st (6/day)—beguiling gift[APG] (DC 14), charm person (DC 14), chord of shards[UM] (DC 14), cure light wounds, grease
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mending, prestidigitation, summon instrument
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 10, Wis 10, Cha 16
Base Atk +6.75; CMB +5; CMD 21
Feats Dodge, Extra Performance, Extra Performance, Quick Draw, Weapon Finesse
Skills Acrobatics +13 (+9 to jump), Climb +3, Disable Device +3, Disguise +8, Escape Artist +8, Intimidate +15, Knowledge (arcana) +9, Knowledge (Default) +4, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Perception +6, Perform (dance) +11, Perform (sing) +14, Perform (string instruments) +16, Ride +5, Spellcraft +6, Stealth +14, Use Magic Device +10; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ bardic knowledge +4, lore master 1/day, versatile performances (sing, string)
Combat Gear exciting taffy, wand of magic missile, oil of taggit (6); Other Gear +1 mithral chain shirt, +1 rapier, cloak of resistance +1, elixir of love (2), ring of protection +1, backpack, Banjo, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], masterwork Guitar, mess kit[UE], mirror, pot, soap, torch (10), trail rations (5), waterskin, 399 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 35 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Versatile Performance (Singing) +14 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Versatile Performance (String Instruments) +16 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
--------------------
Krosk
Male goblin barbarian (unchained) 8 (Pathfinder RPG Bestiary 156, Pathfinder Unchained 8)
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 101 (8d12+40)
Fort +9, Ref +5, Will +1
Defensive Abilities danger sense +2, improved uncanny dodge; DR 1/—
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 darkwood greatclub +13/+8 (1d8+5) or
. . unarmed strike +12/+7 (1d2+3)
Special Attacks rage (21 rounds/day), rage powers (auspicious mark, no escape, raging leaper, strength stance +3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 16, Int 8, Wis 9, Cha 12
Base Atk +8; CMB +10 (+12 grapple); CMD 23 (25 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike, Power Attack, Toughness
Skills Acrobatics +8 (+16 to jump while raging), Artistry (choreography) +10, Climb +8, Intimidate +12, Perception +4, Perform (dance) +9, Ride +10, Stealth +9, Survival +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ fast movement
Other Gear +1 dragonhide hide armor, +1 darkwood greatclub, belt of giant strength +2, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 76 gp
--------------------
Special Abilities
--------------------
Auspicious Mark (+1d6+2, 1/day) (Su) As a swift action while raging, gain variable bonus to a d20 roll.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
No Escape (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 21 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Leaper (Ex) While raging, always has running start, half distance fallen and +8 to jump.
Strength Stance +3 (Ex) Gain a +3 bonus to CMB/CMD and +8 to some Str checks.
--------------------
Sezzi
Goblin cleric of Nocticula 8 (Pathfinder RPG Bestiary 156)
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +1 Dex, +1 dodge, +1 size)
hp 59 (8d8+16)
Fort +7, Ref +5, Will +10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 whip +7/+2 (1d2 nonlethal) or
. . unarmed strike +6/+1 (1d2-1 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 whip)
Special Attacks channel negative energy 4/day (DC 17, 4d6), scythe of evil (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 8th; concentration +12)
. . 7/day—dazing touch
Cleric Spells Prepared (CL 8th; concentration +12)
. . 4th—blessing of fervor[APG] (DC 18), death knell aura (DC 18), lesser planar ally, unholy blight[D] (DC 18)
. . 3rd—animate dead, bestow curse (DC 17), create food and water, suggestion[D] (DC 17), summon monster III
. . 2nd—align weapon (evil only)[D], lesser animate dead[UM], bear's endurance, bull's strength, summon monster II
. . 1st—bane (DC 15), bless, bless, cause fear (DC 15), charm person[D] (DC 15), summon monster I
. . 0 (at will)—bleed (DC 14), create water, enhanced diplomacy, purify food and drink (DC 14)
. . D Domain spell; Domains Charm (Lust subdomain), Demon (Chaos) Evil (Demon (evil) subdomain)
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 13, Int 8, Wis 18, Cha 12
Base Atk +6; CMB +4; CMD 18
Feats Dodge, Exotic Weapon Proficiency (whip), Improved Channel, Summon Evil Monster
Skills Acrobatics -3 (-7 to jump), Artistry (literature) +10, Craft (painting) +4, Heal +8, Profession (courtesan) +11, Ride +1, Sense Motive +9, Stealth +13; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ anything to please, fury of the abyss
Combat Gear wand of charm person, wand of cure light wounds; Other Gear +1 glamered hide armor, +1 whip, backpack, bedroll, belt pouch, candle (10), 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 unholy symbol of Nocticula, 117 gp
--------------------
Special Abilities
--------------------
Anything to Please (1/day, DC 18) (Su) Target tries to please you.
Cleric Channel Negative Energy 4d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Lust)
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (7/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Demon
Fury of the Abyss (+4, 7/day) (Su) For 1 rd -2 AC and gain bonus to melee att/dam/CMB
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Summon Evil Monster You can summon the aid of creatures driven their very nature to destroy goodness.

Your Benevolent Dictator |

Here's a couple NPCs. Each is CR 9, so you can add a few minions and make a pair of boss encounters. Also, since they're third-party classes, your players are less likely to be familiar with their abilities. Surprise is fun, and I've provided hyperlinks and/or descriptions as needed. ;-) Lastly, if you haven't already seen it, Archives of Nethys has the NPC Codex.
Alignment: Neutral Good
Languages: Common, Halfling
Domains: Death, Healing, Repose
Critical Channeling (+3d6 positive energy on crit with deity’s favored weapon)
STR 8, DEX 14, CON 14, INT 8, WIS 16, CHA 20
Darkvision 60ft
Speed: 30ft
Initiative: +2
HP: 68 (10d8)
AC: 22; Touch: 15; Flat-Footed: 20 (+6 armor, +2 deflection, +2 dex, +1 natural, +1 size)
BAB: +7; CMB: +5; CMD: 19
Saves: Fortitude +13; Reflex +9; Will +13 (+2 vs dominate or possession effects)
Skills
*Diplomacy +18, *Heal +16, *Knowledge(religion) +12, *Spellcraft +12
Feats
Channeled Blast (can channel as a 60ft cone)
Combat Channeling
Eerie Sense (automatically knows when within 60ft of an undead or haunt)
Improved Channel
Major Domain Channeling
Maximized Channel (spend two extra channels to maximize dice)
Selective Channeling (exclude up to 5 people)
Turn Undead
Melee
+2 fate’s shears (+9/+4 to hit, 1d3+1 damage; 18-20)
Ranged
+2 fate’s shears (+11 to hit, 1d3+1 damage; 18-20; 10ft range increment)
Gear: +2 fate’s shears, +2 mithril chain shirt, phylactery of faithfulness, 623gp
10/day Channel Positive Energy 6d6 (DC 22 for half)
Can expend a use of channel energy to grant one of the following abilities (DC 22)
- Breath of Healing (all weapons in range HEAL 6d6 damage on successful hit; lasts 6rds; Will negates)
- Calm the Spirits (target ghost is dismissed for 1d4 days; Will negates but takes a -6 penalty)
- Cloak of Health (anyone in range gains +6 sacred bonus to poison/disease saves for 6rds)
- Death’s Blade (all weapons in channel radius deal +6d6 damage; lasts 6rds or until first successful hit)
- Death’s Kiss (gain a +6 sacred bonus to your next Intimidate check against a specific creature)
- Fear of Death (everyone in channel radius takes -3 to attack rolls and fear saves for 6rds; Will negates)
- Final Blade (all weapons in range deal +2d6 damage if the blow would reduce HP to 0; lasts 6rds)
- Gentle Slumber (up to 24HD or creatures within range fall asleep for 1d4min; Wil negates)
- Healer’s Embrace (one creature with up to 12HD is fully healed of all injuries, disease, and poison)
- Rest in Peace (target corpse slain by a spawn-creating undead has a 60% chance to NOT reanimate)
- Tears of Death (anyone in range takes 3pts bleed damage when injured; Fort for half; effects last 6rds)
- Twin Hearts (swift action grants +6 to a single Heal or Sense Motive check on a single creature)
Spells Per Day (can spontaneously convert prepared spells to domain spells)
Orisons (DC 13): 3
Level One (DC 14): 3 + 3 domain
Level Two (DC 15): 3 + 3 domain
Level Three (DC 16): 2 + 2 domain
Level Four (DC 17): 1 + 2 domain
Level Five (DC 18): 2 domain
This is your standard healbot/undead slayer. Due to the low spell DCs, I'd recommend loading up on buff/utility spells. Channeling will be your main action - and you're very good at it.
Alignment: Chaotic Good
Languages: Common, Elven, Gnome, Sylvan
Spell-like abilities: ghost sound, grease, silent image
Create Reality (illusion spell duplicating Alteration, Conjuration, Creation, Destruction, Nature, or Weather talent gains additional benefits)
Shadow Points: 10 (spend one to use Shadowmark or Create Reality)
Shadowmark (+9 ranged touch, 5d6 damage, enemy takes -2 to Will saves vs my illusions for 1min)
Truesight 2/day (120ft true seeing for 10rds)
STR 6, DEX 16, CON 16, INT 12, WIS 10, CHA 20
Darkvision 90ft
Speed: 20ft
Initiative: +3
HP: 78 (10d8)
AC: 17; Touch: 16; Flat-Footed: 14 (+2 deflection, +3 dex, +1 natural, +1 size) +4 vs giants
BAB: +5; CMB: +2; CMD: 17
Saves: Fortitude +9; Reflex +9; Will +10 (+2 vs illusions)
Hide in Plain Sight
Skills
*Bluff +18, *Disable Device +10, *Disguise +18, *Profession (magician) +20, *Sleight of Hand +18, *Stealth +24
Feats
Effortless Trickery (maintain concentration on illusions as a swift action)
Lurker in Darkness (special senses don’t automatically beat your Stealth)
Shadow Gambit (end illusion to deal damage)
Sphere Focus (illusion)
Tactile Illusion (your illusions can support weight and block movement unless disbelieved)
Combat (+1 to-hit vs goblinoids and reptiles)
+4 melee
+9 ranged
Gear: cat burglar’s boots, mw thieves’ tools, potion of cure serious wounds x4, shawl of life-keeping, sleeves of many garments, 75gp
Spheres Known (spell points 15)
Dark (CL 10; DC 20; up to a 60ft radius)
- clearsight
- disorienting darkness
- snagging darkness
Illusion (CL 11; DC 21; maximum size Colossal OR a 30ft cube)
- complex illusion
- illusory disguise
- illusory sound
- illusory touch x2 (lethal damage)
Telekinesis (CL 10; DC 20; maximum size Medium)
- finesse
- flair
Illusions linger for 7rds after ceasing concentration
------------------------------------
You can create complex, moving illusions that look, sound, and feel like the real thing. They can even deal REAL damage. And if the illusion is no longer useful, you can dismiss it to possibly cause more REAL damage. In addition, you can create dark areas that disorient or entangle foes while you and your allies are unaffected. You're also really sneaky and can unlock doors and manipulate objects from a distance.

![]() |

Chantel
Female Human (3 musket master/6 ranger)
CE Humanoid
Init +7; Perception +14
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17
hp 81
Fort +11, Ref +16, Will +8;
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +10/+10/+5 (1d10+6) +4 to hit and damage v hydraheads
Spells (CL 2nd)
Lv 1 spells: Resist Energy(x2), Delay poison
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 10, Wis 16, Cha 10
Base Atk +9; CMB +9; CMD 24
Feats Weapon focus, Combat reflexes, point blank shot (lv 3 feat), Deadly aim(lv 5 feat), rapid shot(lv 2 bonus ranger feat), Many shot(lv 7 feat), Snap shot(lv 9 feat), point blank mastery (lv 6 ranger bonus feat)
Traits Paragon of speed, indomitable will
Skills
Perception +14, Survival +11, Escape Artist +14, Knowledge Nature +9, Knowledge Arcana +9, Acrobatics +17, Perform (Sing) +1
Languages Common
Grit points:3
Favored enemy: Magical beast+4, animals +2
Favored terrain: Forest.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.
Rapid Reloader
At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Hunters bond:With allies. Animals are just trophies!
Other Gear
+1 acid gun, backpack, waterskin, grappling hook, heavy load belt, 50 ft silk rope, spell component pouch,+2 studded leather armour, 200 alchemical paper catridges, club, MW longbow, 300 arrows
Chantel is a one woman army. She lives for the thrill of the hunt, to take on the most dangerous game Golarion has to offer. Her hunting lodge is full of trophies, and she's eager to add more to the collection.
P.S also a movie reference, but I watch too many cartoons for my own good...
I may try to do a few more cartoon villian conversions

![]() |

Nana
Female Human (7 monk of empty hand/1unarmed fighter)
LE Humanoid
Init +4; Perception +14
--------------------
Defense
--------------------
AC 20, touch 20, flat-footed 17
hp 76
Fort +12, Ref +10, Will +13;
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike+11/+6(1d10+4)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +12; CMD 28
Feats Weapon focus(unarmed strike), toughness (human bonus feat), Combat reflexes(bonus feat), Improved Grapple(bonus feat), Snake style, Power attack, improvised weapon mastery(bonus feat), snake fang(bonus feat), Dodge
Traits Paragon of speed, suspicious
Skills
Perception +14, Survival +12, Acrobatics +13, Perform Oratory +7, Sense motive +17, Climb +8
Languages Common
Ki pool: 6 points
Evasion
Other gear:
Grappling hook, 50 ft rope, backpack, potion of mage armor, handbag
Nana is a tourist who has come to visit the forest on a nature tour, and generally minds her own business. If anyone touches her handbag, she goes bezerk, yells at them, then beats them up.

![]() |

Hydra treats/dungeon fodder
Male Urban Ranger 8
NG Human
Init +4; Perception +14
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19
hp 76
Fort +10, Ref +10, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Glaive +14/+9(1d10+8)
Ranged Mw adaptive composire longbow +11/+6(1d8+5)
Lv 1 spells:keep watch, Longstrider
Lv 2 spells:Darkvision(x2)
--------------------
Statistics
--------------------
Str 20, Dex 14 Con 14, Int 10 Wis 16, Cha 10
Base Atk +8; CMB +13(+4 to trip); CMD 25
Feats Power attack, combat reflexes, dirty fighting, improved trip, greater trip, rapidshot(ranger bonus feat), many shot (ranger bonus feat)
Traits Paragon of speed, Indomitable will
Skills Perception +14, Climb+14, Disable device +12, Stealth +12, Swim+12, Survival +14, Knowledge Dungeoneering +11, Knowledge religion +1, Linguistics +1
Languages Common, Celestial
Gear 5 trail rations, backpack, spellcomponent pouch, waterskin, +1 Spiked Breastplate, MW Adaptive Longbow, Waterskin, 400 arrows , +1 Glaive, quarterstaff, cold iron morning star, silver morningstar, dagger, holy symbol of Desna, grappling arrow, Potion of enlarge person, Sap, 100 blunt arrows
Favored Enemy : Undead +4, Evil outsiders +2
Female Cleric(Evangelist)
CG Elf
Init +7
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 19
hp 59
Fort +9, Ref +9, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee None.
Ranged +1 composite longbow +11/+6(1d8+3)
Lv 0 spells: Guidance, Light, Create Water, Stabilize
Lv 1 spells:Divine favour (x3), Remove sickness, Liberating command, Long strider(domain)
Lv 2 spells: Silence (2), Cure Moderate Wounds, 1 slot left open, locate object (domain)
Lv 3 Spells: Daylight (x1), Magic Circle against evil (x1), 1 slot left open, Fly(Domain)
Lv 4 Spells: Freedom of movement (x1), Deathward (x1),Dimensional Door (domain)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12 Wis 16, Cha 10
Base Atk +6; CMB +8; CMD 23
Feats Point blank shot, Precise shot, Rapid shot, Deadly aim
Traits Paragon of speed, fates favored
Skills Heal +7, Knowledge religion +11, Sense motive +14, Linguistics +4, Perform Oratory +5
Languages Common, Elven, Celestial
Gear 5 trail rations, backpack, spellcomponent pouch, waterskin, +1 Breastplate, +1 Composite Longbow, Waterskin, 400 arrows , quarterstaff, cold iron morning star, silver morningstar, dagger, 2 holy symbol of Desna, grappling arrow, reach rod, 100 blunt arrows
Channel Energy (3/day) : 3d6
Bardic performance rounds: 18 (+2 to hit, +2 to danage)
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Male Half Orc Oracle (Life)
CG Half Orc
Init +4
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19
hp 63
Fort +8, Ref +8, Will +10
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Longspear +10/+5(1d8+8)
Ranged None
Spells (CL 8th; concentration +12)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic, Mending, Purify food and drink
Lv 1 spells known (7/day): Remove Fear, CLW, Murderous Command, Protection from Evil, Liberating Command, Bless, Divine favor, Shadow Trap, Detect Undead
Lv 2 spells known (7/day): Burst of Radiance, Lesser Restoration, Summon Monster 2, CMW, Silence, Communal Protection from Evil
Lv 3 spells known (6/day): Dispel Magic, Communal Resist Energy, Neutralize Poison, Greater Stunning Barrier, CSW
Lv 4 spells known (5/day): Airwalk, Restoration, CCW
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10 Wis 10, Cha 18
Base Atk +6; CMB +8; CMD 23
Curse: Tongues
Alternate racial traits:Shamans apprentice
Feats Reach Spell, Power Attack, Selective Channeling, Combat Reflexes
Traits Paragon of speed, fates favored
Skills Diplomacy +15, Knowledge Religion +4, Knowledge History +10, Perception +8, Knowledge Planes +11
Languages Common, Orc, Celestial
Gear 5 trail rations, backpack, spellcomponent pouch, waterskin, +1 Breastplate, Waterskin, , +1 longspear quarterstaff, cold iron morning star, silver morningstar, dagger, Swarmbane Clasp, MW Falchion, Potion of enlarge person, wand of CLW
Channel Energy (5/day) : 4d6
Revelations:
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Female Wizard(Conjuration-teleportation subschool)
NG Elf
Init +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14
hp 58
Fort +6, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee None.
Ranged None
Lv 0 spells: Detect magic, message, prestidigitation, acid splash
Lv 1 spells:Grease(1), Ear piercing scream (1), Magic missile (1), Enlarge person(1), Mage armor(1), 1 spell slot open, Grease(school spell)
Lv 2 spells: See Invisibility, Glitterdust(1), Create Pit, Summon Monster 2, Glitterdust(school spell)
Lv 3 Spells: Haste(1), Invisibility Sphere, Fireball, Summon Monster 3(school spell)
Lv 4 Spells: Dimensional door, Black tentackes, Summon Monster 4(School spell)
(Forbidden schools: Necromancy, enchantment)
--------------------
Statistics
--------------------
Str 10 Dex 16, Con 14, Int 20, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 17
Arcane bond:Rabbit familiar (+4 init)
Feats Acadamae graduate, Spell focus conjuration, Augment Summoning, Scribe Scroll, Greater spell focus conjuration, Spell penetration
Traits Warrior of the old, vagabond child(escape artist)
Skills Spellcraft +16, Linguistics +9, Knowledge Engineering +10,
Knowledge religion +10, Knowledge planes +12, Knowledge Nobility +10, Knowledge Dungeoneering +10, Knowledge Nature +10, Knowledge Local +10, Knowledge Arcana +13, Knowledge History +10, Knowledge Geography +10, Escape artist +15,
Languages Common, Elven, Celestial, Draconic, Sylcan, Orc, Auran, Terran
Gear 5 trail rations, backpack, spellcomponent pouch, waterskin, +1 Haramaki, lesser rod of extend, 1 holy symbol of Desna
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional steps
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Cormick dark visions himself with the lesser rod of extend for scouting. If hit by energy attacks, Lokar communal reaches resist energy on the group. They prefer to let enemies come to them, making use of combat reflexes and reach weapons. If enemies don't come, Kaliana and Cormick pepper them with arrows.

![]() |

The group are a bunch of Desna worshippers, banded together for their shared love of exploration.
If its for hydra treats, they're just exploring Golarion, and unwilling to fight unless attacked first. They would be happy to talk about their travels to any fellow travellers, lend a hand wherever needed.
If its for dungeon fodder, they've heard of the den of evil and have gone in to clean it out, and liberate all the captives/slaves.

![]() |

i have a barbarion you can have, switched him to auto progresion to cut back on the gear.
Sarcon the Enduring
Male half-orc barbarian (invulnerable rager) 12 (Pathfinder RPG Advanced Player's Guide 79)
CE Medium humanoid (human, orc)
Init +4; Senses Perception +17
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 natural)
hp 192 (12d12+48); regeneration 1
Fort +15, Ref +9, Will +9; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 12/lethal, 6/—; Immune bleed; Resist fire 3, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 furious silversheen falchion +18/+13/+8 (2d4+8/18-20) or
. . mwk halfling sling staff +18/+13/+8 (1d8+5/×3)
Special Attacks greater rage (30 rounds/day), rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], guarded life[APG], reckless abandon[APG], superstition +9)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 18, Int 10, Wis 14, Cha 10
Base Atk +12; CMB +17; CMD 31
Feats Cautious Fighter[ARG], Diehard, Endurance, Fast Healer[APG], Improved Stalwart[UC], Racial Heritage[APG], Stalwart[UC]
Traits devotee of the green, reactionary
Skills Acrobatics +10, Climb +9, Craft (tattoo) +12, Craft (weapons) +13, Intimidate +4, Knowledge (geography) +16, Knowledge (nature) +5, Perception +17, Survival +23; Racial Modifiers +6 Survival
Languages Common, Orc
SQ fast movement, heart of the wilderness, orc blood
Combat Gear quick runner's shirt[UE], alchemist's fire, flame ink, permanent[ARG], flame ink, permanent[ARG], heatstone[ISWG]; Other Gear +2 agile breastplate[APG], +1 furious silversheen falchion, mwk halfling sling staff, sling bullets (20), boots of the cat[UE], ring of regeneration, bedroll, cooking kit, grappling hook, masterwork artisan's tools, masterwork artisan's tools, masterwork backpack[APG], oldlaw whiskey (per bottle)[UE], silk rope (100 ft.), wandermeal[UE] (10), waterskin, weapon cord[APG], whetstone, wrist sheath, spring loaded (2), 501 gp, 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Beast Totem +4 (Su) +4 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Cautious Fighter +2 AC when fighting defensively or using total defense.
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Healer +2 Add half CON mod to all HP gains due to healing.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (12 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Immunity to Bleed You are immune to bleed.
Improved Stalwart Double DR gained from Stalwart
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Racial Heritage (Halfling) You count as another race for the purpose of prerequisites.
Rage (30 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Regeneration 1 Heal HP quickly and cannot die.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +9 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

![]() |

http://paizo.com/threads/rzs2tnck?Fast-HealingRegeneration-and-Fast-Healer- Feat#1
Fast healer doesn't work with regeneration.
Regeneration is also questionable.
http://paizo.com/threads/rzs2t7bf?Ring-of-Regeneration#1
WBL for a lv 12 character is 108k, under automatic progression rules you get 54k. A ring of regeneration costs 90k flat,

![]() |

The fast healer feat is essentially worthless to you since you have no way of getting magical healing. Healing from regeneration is (EX). If you're trying to get a good nights rest, by that time, your ring would have fixed up all the damage.
The ring puts you > WBL under automatic bonus progression. The point of the second thread is that what you're trying to do, to fight at negatives - may/may not be supported by ring regeneration.

The Chess |

Without the Deathless feats I don't even see the point of such strong feat investment. There are some ways of getting magical healing, though, but not with this build. "Just a mort" is right. If you just need regeneration for the "immortality" (via ferocity and the Deathless feats) you might think of a Pearly White Spindle Ioun Stone, and even there the Fast Healer won't give you anything. Observe you would drop dead immediately if someone simply took the flying stone from above your head... A Mask of the Giants or something else with Giant Form (to become a troll) is slightly more reliable, until the dispel magic of course...

![]() |

ring of regeneration doesnt give regeneration, or is healing from the ring not magical?

The Chess |

Regeneration is (Ex) - so the healing isn't magical. That's the regeneration the ring gives you (observe the text of the ioun stone I linked above).
The wrong things being pointed here are 1 - You gain no benefits from Fast Healer at all in this case; and 2 - The ring is too expensive for your wealth. If you just want the "can't die while regeneration in in effect" thing, look for the options I gave (yet, you still won't benefit from Fast Healer anyway).

![]() |

Ring of Regeneration
Aura strong conjuration; CL 15th
Slot ring; Price 90,000 gp; Weight —
Description
This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the wearer is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell regenerate. In either case, only damage taken while wearing the ring is regenerated.
Construction Requirements Forge Ring, regenerate; Cost 45,000 gp
So this doesn't count as magical healing? im aware that its outside the WBL guide, like i said, i got rid of the gear from a retired pfs character except for the ring. i even pulled him back a lvl to be in the range that was given.
the ring tells you what it does, it does not give you regeneration.

![]() |

Automatic bonus progression halves your wealth, period. Even at level 12, you have 54k (under automatic bonus progression rules). Since you do not have forge ring(requires caster level 7 to take the feat), you need to pay 90k for the ring, which is over wbl. You never pay the cost price unless you have the item creation feat.

![]() |

Please read this link I already brought before with attention.
how does a stone that functions like the ring change the way the ring works?

The Chess |

It doesn't change. It tells you where the regeneration from the ring comes from - for those people who, despite the name of the ring, still want to try and bend the obvious RAI based on RAW. The only thing the ring does that regeneration doesn't is to make you immune to bleed damage (hence why they spelled it out). Other words: the ring of regeneration gives you regeneration, like the monster ability and like its name implies, and besides that it also makes you immune to bleed damage (what they would not have to say if it was magical healing, since all magical healing stops bleeding anyway - but since the ring healing is just extraordinary, they had to add the extra power to the description and mention where the extra power comes, in this case the spell regenerate, being it the only thing from the spell that the ring does).

![]() |

Dungeon fodder. To cleanse the den of evil!
LG Half Orc Synthesist 7/ paladin 2
Init +4
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 23
With mage armor on, increases to 30.
hp 75+45 temp
Fort +15, Ref +12, Will +16, +4 v enchantments
--------------------
Offense
--------------------
Speed 30 ft, 30 ft fly
Melee +2 Adamantine falchion +12 (2d4+9)
Or Bite +10 (1d6+5), Claw (1d4+5), Claw (1d4+5)
Ranged None
Spells (CL 9th; concentration +13)
. . At will: Detect Magic, Acid Splash, Guidance, Detect Poison, Mage hand, Prestidigitation
Lv 1 spells known (5/day): Longarm, Grease, Mage armor, Shield, Protection from Evil
Lv 2 spells known (4/day): See invisibility, Invisibility, Heroism, Lesser Evolution Surge, Keep watch
Lv 3 spells known (3/day): Dispel Magic, Greater Magic Fang
--------------------
Statistics
--------------------
Str 21, Dex 15, Con 14, Int 14, Wis 10, Cha 18
Base Atk +6; CMB +10; CMD 23
Alternate racial traits:Shamans apprentice, Skilled
Feats Power Attack, Extra traits, Improved unarmed strike, Snake Style, Arcane Strike
Traits Paragon of speed, fates favored, Trapfinder, Magical knack
Skills Acrobatics +5, Fly +14, Spellcraft +11, Perception +17, Disable Device +15, Sense motive +20
Languages Common, Orc, Celestial, Draconic
Gear 5 trail rations, backpack, spellcomponent pouch, waterskin, cold iron morning star, silver morningstar, dagger, Swarmbane Clasp, +2 Adamantine Falchion, wand of CLW, wand of lesser restore eidolon, Ring of Spell Storing (II) - Keep watch, MW thieves tools, Composite adaptive longbow, 200 arrows, 2 wooden symbols of Iomedae, 3 torches, flint and steel
Shielded Meld
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
Makers jump
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
Evolution points - 10
Flight (2)
Claws (1)
1x improved natural armor (1)
Shadowblend (2)
Skilled - Perception, Sense motive (2)
Strength evolution (2)

![]() |

Night's attack rolls are actually 1 lower then they should be.
Also making some tweaks.
Correcting it here.
LG Half Orc Synthesist 7/ Iroran paladin 2
Init +4
--------------------
Defense
--------------------
AC 30, touch 15, flat-footed 25
With mage armor on, increases to 34
hp 75+45 temp
Fort +16, Ref +13, Will +17, +4 v enchantments
--------------------
Offense
--------------------
Speed 30 ft, 30 ft fly
Melee +2 Adamantine falchion +13 (2d4+9)
Or Bite +11 (1d6+5), Claw (1d4+5), Claw (1d4+5)
Ranged None
Spells (CL 9th; concentration +13)
. . At will: Detect Magic, Acid Splash, Guidance, Detect Poison, Mage hand, Prestidigitation
Lv 1 spells known (5/day): Longarm, Grease, Mage armor, Shield, Protection from Evil
Lv 2 spells known (4/day): See invisibility, Invisibility, Heroism, Lesser Evolution Surge, Keep watch
Lv 3 spells known (3/day): Dispel Magic, Greater Magic Fang
--------------------
Statistics
--------------------
Str 21, Dex 15, Con 14, Int 14, Wis 10, Cha 20
Base Atk +6; CMB +10; CMD 23
Alternate racial traits:Shamans apprentice, Skilled
Feats Power Attack, Extra traits, Improved unarmed strike (paladin bonus feat), Snake Style, Extra evolution, Arcane strike
Traits Paragon of speed, fates favored, Trapfinder, Magical knack
Skills Acrobatics +5, Fly +14, Spellcraft +11, Perception +17, Disable Device +15, Sense motive +20
Languages Common, Orc, Celestial, Draconic
Gear 5 trail rations, backpack, spellcomponent pouch, waterskin, cold iron morning star, silver morningstar, dagger, Swarmbane Clasp, +2 Adamantine Falchion, wand of CLW, wand of lesser restore eidolon, Ring of Spell Storing (II) - Keep watch, MW thieves tools, Composite adaptive longbow, 200 arrows, 2 wooden symbols of Irori, 3 torches, flint and steel
Shielded Meld
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
Makers jump
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
Evolution points - 11
Flight (2)
Claws (1)
2x improved natural armor (2)
Shadowblend (2)
Skilled - Perception, Sense motive (2)
Strength evolution (2)

GM_Almonihah |
1 person marked this as a favorite. |

A list, to make it easier for me to find these again:
Ichabhod Tilneros, cleric
Elizabeth Ardoc, wizard
Leandro Mvashti, cleric (zen archer)
Pyromaniacs
Goblins
Halfling & Gnome--healer & illusionist
Chantel, Gunslinger/Ranger
Nana, monk
Desnans
Sarcon the controversial barbarian
Night, Sythesist/Paladin