Postgame
There isn't a whole lot to say in general because of Raikage's thread. Much that I had planned to talk about is covered over there. What I can say is that while it didn't ruin PSW2, what made it markedly worse was the overcompetive nature of just about every player. Almost every player at some point whined about how underpowered their character was, sometimes I would have two opposing players doing that in query while I was just trying to run numbers for the encounter.
While I don't think anyone's feelings were hurt players the rivalries that happened were all very manufactured over personal reasons, it really came down to "I want to attack you because that is the game" but players tried to place blame over who started these fights when from the DM's perspective everyone was always equally guilty. The game started with a lot of in character development but metagaming got out of hand, I hope Raikage does more to keep that in check than I did.
The Monk - Agape
Agape (Jira Caecus)
Human Wizard 10
Init -1; Perception -2
---Defense---
AC 14, Touch 14, Flat-Footed 14
108 HP
Fort +10, Ref +4, Will +7
CMB +3; CMD 12
Energy Resistance 5
---Offense---
Speed 30 ft.
Universalist School
Spells Prepared
4 6 5 4 4 3
---Statistics---
Str 7, Dex 9, Con 20, Int 20, Wis 7, Cha 8
Feats Arcane Blast, Arcane Shield, Bouncing Spell, Combat Casting, Empowered Spell, Great Fortitude, Iron Will, Lightning Reflexes, Quicken Spell, Toughness
Skills Acrobatics +2, Appraise +6, Bluff +9, Heal +8, Craft (Armor) +13, Craft (Traps) +11, Fly +0, Knowledge (Arcana) +10, Knowledge (History) +14, Knowledge (Local) +18, Knowledge (Nobility) +13, Knowledge (Religion) +10, Linguistics +9, Spellcraft +18, Sense Motive +4, Swim +2
Thomas Aquinas
Heroic Monk 20
Init +2; Perception +22
---Defense---
AC 26, Touch 26, Flat-Footed 24
HP 288
Fort +19, Ref +13, Will +16
CMB +24; CMD 40
Energy Resistance 10
---Offense---
Speed 30 ft.
Melee +4 Fists +23/+18/+13 (2d6+8)
Special Abilities
Levitation of the Blessed Virgin
As a swift action, Thomas Aquinas ascends into the air where he can walk on air. This effect ends after a Charge attack or after two rounds.
Combining Reason and Faith, Summa Theologica
Once per day, Thomas Aquinas may pray to god for one boon.
Patron Saint Against Storms
Thomas Aquinas and his summoner gain 10 and 5 energy resistance respectively. When he takes energy damage, he gains +5 damage to his next attack.
AC Bonus
Improved Unarmed Strike
Counterattack
Once per round, when the opponent misses an attack against the Monk she may make one attack against the opponent.
Combo
If the Monk successfully hit an opponent on her last round, her attacks do 2d10 damage until she goes a round without landing a hit. On her third round of attacking successfully, she may add any combat maneuver to her attack as a free action.
Monk's Vision
As a swift action, the Monk gains Arcane Sight for 10 minutes. After using this ability, she must recharge it by meditating for one minute.
---Statistics---
Str 18, Dex 14, Con 24, Int 7, Wis 8, Cha 7
Feats Combat Expertise, Critical Focus, Death from Above, Defensive Combat Training, Deflect Arrows, Improved Critical (Fists), Lightning Reflexes, Toughness, Vital Strike, Weapon Focus (Fists)
Skills Acrobatics +8, Diplomacy +18, Escape Artist +19, Fly +3, Heal +0, Knowledge (Religion) +2, Perception +22, Stealth +25
Agape was hard to work with time wise, but I think in a very metagaming heavy PSW he was also the biggest perp. He even started the game with a list of what he wanted his champ abilities to be, and some of them were multi-part. Everything he asked for throughout the game just rubbed me like he was trying to have an edge and not trying to be creative or have fun (and in fact tried to abuse my own preference for character development by spinning his ideas. For instance, he was ok with Jira being blind but he wanted extra attribute points and other bonuses for it). I really messed up giving him as vague an ability as I did.
Agape also shot himself in the foot in several ways. First he really tried to game the Pathfinder system so that he could have a high AC, but as a result in his fight with LW he never could land a hit. Second he was very proud of Shadow Projection but it ultimately got him killed.
The new and improved Monk really didn't get a true showing here, even less than the Cavalier in PSW1. And it's a shame too cause now the Monk is gone.
The Sorcerer - ginganinja
ginganinja
Human Wizard 10
Init +2; Perception +9
---Defenses---
AC 17, Touch 17, Flat-Footed 15
HP 102
Fort +7, Ref +7, Will +8
CMB +4; CMD 16
---Offenses---
Speed 30 ft.
Phantasm School (opp Abjuration)
Spells Prepared
4 6 5 4 4 3
---Statistics---
Str 8, Dex 14, Con 18, Int 20, Wis 9, Cha 8
Feats Arcane Shield, Dazing Spell, Enlarge Spell, Iron Will, Lightning Reflexes, Opposition Research, Quicken Spell, Toughness
Skills Bluff +9, Heal +9, Knowledge (Arcana) +18, Knowledge (History) +18, Knowledge (Local) +18, Perception +9, Spellcraft +18
Leonardo da Vinci
Heroic Sorcerer 20
Init +5; Perception +24
---Defenses---
AC 27, Touch 20, Flat-Footed 22
HP 134
Fort +8, Ref +13, Will +15
CMB +10; CMD 35
---Offenses---
Speed 30 ft.
Thrown Bombs +16/+9 (10d6+5)
Special Abilities
War Machines of Leonardi da Vinci
As a standard action, Leonardo can build one war machine. He can build a Flying Machine, Tank, or Machine Gun. Only one war machine can be out at a time.
Renaissance Man
Leonardo has 20 free skill ranks in all craft, knowledge, and perform skills. In addition, on sight of an enemy he learns everything about them.
Making Art into Life, Mona Lisa
Leonardo can spend eight hours to paint any wondrous item, within the DM's discretion. Once the painting is finished, the magic item becomes real.
Bombs (10d6+5)
Fast Bombs
One of each;
Concussive Bomb
Confusion Bomb
Force Bomb
Stink Bomb
Infinite;
Magic Weapon, Greater
Pyrotechnics
Rope Trick
Shrink Item
Prepared;
1/day Slow
1/day Telekinesis
1/day Transmute Mud to Rock
1/day Transmute Rock to Mud
1/day Elemental Body IV
1/day Resonating Word
1/game Form of Dragon III
1/game Time Stop
---Statistics---
Str 10, Dex 20, Con 14, Int 20, Wis 12, Cha 8
Feats Deadly Aim, Defensive Combat Training, Far Shot, Improved Precise Shot, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Bombs)
Skills Acrobatics +25, Bluff +19, Craft (All) +28, Escape Artist +25, Heal +24, Knowledge (All) +28, Perception +24, Perform (All) +19, Sense Motive +21, Stealth +25
Machine Gun
Construct
AC 25, Touch 10, Flat-Footed 25
HP 75
Speed 0 ft.
Ranged Cannons +10/+10/+10 (1d12+2)
Flying Machine
Construct
AC 25, Touch 20, Flat-Footed 15
HP 75
Speed fly 30 ft.
Ranged Cannon +10 (1d12+2)
Tank
Construct
AC 30, Touch 15, Flat-Footed 30
HP 150
Speed 15 ft.
Ranged Cannon +10 (1d12+2)
Problems that would lead to ginganinja's downfall started in character creation. He wanted a Transmutation champion but all the spells I recommended to him he shot down. He never used Resonating Word, didn't full attack with his bombs often enough, and rarely used his machines (even when he did he never used the machine gun). He was also very reckless in the end, he felt very defeatist.
Still for as far as vague champ abilities go he was the most creative with his. I liked his plans for magic items and I'm sad he didn't get to make more.
The Rogue - Aura Guardian
Aura Guardian
Human Wizard 10
Init +5; Perception +8
---Defense---
AC 16, Touch 16, Flat-Footed 15
69 HP
Fort +5, Ref +4, Will +8
CMB +4; CMD 15
---Offense---
Speed 30 ft.
Phantasm School (opp Necromancy)
Spells Prepared
4 5 5 4 4 2
---Statistics---
Str 9, Dex 12, Con 14, Int 18, Wis 12, Cha 12
Feats Alertness, Arcane Builder (Wand), Craft Wand, Dazing Spell, Improved Initiative, Opposition Research (Abjuration), Quicken Spell, Toughness
Skills Bluff +4, Diplomacy +7, Disguise +6, Fly +10, Heal +2, Knowledge (Arcana) +17, Knowledge (History) +12, Knowledge (Local) +12, Knowledge (Religion) +8, Linguistics +9, Perception +8, Ride +2, Sense Motive +9, Spellcraft +17, Swim +1
Hermes
Heroic Rogue 20
Init +7; Perception +24
---Defense---
AC 28, Touch 18, Flat-Footed 23
HP 127
Fort +7, Ref +15, Will +7
CMB +16; CMD 29
---Offense---
Speed 45 ft. Flight 45 ft. (Poor)
Melee +8 Short Staff +27/+22/+17 (1d6+9/19-20)
Special Abilities
Staff of the Messenger, Caduceus
Hermes has a a short staff of great power. It attacks using two snakes to bite its foe. The snakes transfer the base damage Hermes deals once per round back to himself as health.
Quicksilver Boots, Talaria
Hermes has a pair of winged boots. While wearing these, he gains a movement speed of 45 ft. and a flight of 45 ft. (poor).
The Cunning of Thieves
Hermes charisma skills are now magical abilities that require a will save against. The DC is the skill + cha modifier. In addition, once per day Hermes can trick an opponent in a way where the DM outright lies to another player.
Sneak Attack
When the Rogue attacks an opponent who is flat-footed (Surprised) or flanks an opponent, she gets +10d6 to her damage.
Rogue's Sense
The Rogue gets +10 to find and disable traps. In addition, she gets +6 AC and Ref to defend against traps.
---Statistics---
Str 13, Dex 16, Con 12, Int 16, Wis 12, Cha 18
Feats Critical Focus, Deflect Arrows, Endurance, Improved Critical (Staff), Improved Initiative, Improved Unarmed Strike, Improved Vital Strike, Vital Strike, Weapon Finesse, Weapon Focus (Staff)
Skills Bluff +27, Craft (Alchemy) +26, Diplomacy +27, Disable Device +12, Disguise +27, Escape Artist +13, Fly +23, Heal +21, Perception +24, Sense Motive +24, Stealth +26, Swim +2, Use Magic Device +20
Aura Guardian's champ was explicitly designed to "hide in plain sight", something that he never actually did. Hermes was the assassin that never assassinated, and that was what led to him losing the way he did. The Grand Illusion was lowered to being an escape button and an infuriating good one at that, given that I had lowered the number of escape options in this game (and Hermes already had his shoes). He didn't do much truly creative with the ability.
He WAS well designed what with exposing the flaw in Phantasm and sneak attack combined, but he was too much of a glass cannon to win in this fashion.
The Knight - imperfectluck
imperfectluck (Yu Ji)
Human Wizard 10
Init +0; Perception +0
---Defenses---
AC 15, Touch 15, Flat-Footed 15
HP 50
Fort +3, Ref +3, Will +7
CMB +5; CMD 15
---Offenses---
Speed 35 ft.
Counterspell School (opp Divination & Necromancy)
Spells Prepared
4 6 5 4 4 3
---Statistics---
Str 10, Dex 11, Con 11, Int 21, Wis 10, Cha 10
Feats Acrobatic, Craft Magic Arms and Armor, Diehard, Dispel Synergy, Empower Spell, Endurance, Fleet, Run
Skills Acrobatics +14, Climb +10, Escape Artist +10, Fly +17, Heal +10, Knowledge (Arcana) +18, Knowledge (Local) +18, Knowledge (History) +18, Spellcraft +18
Don Quixote
Heroic Knight 20
Init +2; Perception +0
---Defenses---
AC 34, Touch 17, Flat-Footed 32
209 HP
Fort +15, Ref +8, Will +12
CMB +24; CMD 36
Damage Reduction 5
---Offenses---
Speed 30 ft.
Melee +4 Longsword +29/+24/+19/+14 (1d8+12/19-20)
Special Abilities
Impossible Dream
Don Quixote gains Leadership. In addition, for up to 4 rounds a day plus his Charisma modifier, he may burst into song in order to give himself and all those he deems allies a +4 morale bonus to Will, attack, damage, and 2d10 temporary HP. These bonuses are increased by his Cha modifier.
Golden Helmet of Bambrino
As a swift action, Don Quixote may don a barber's basin and declare it to be the Golden Helmet of Bambrino. Until his next round, Don Quixote is immune to all damage and negative effects. This is useable once per day.
The Windmill
Whenever Don Quixote acts sufficiently foolish in front of his enemy (according to the DM), that enemy must make a DC 28 Will save or be confused for one round.
Knight's Cover
The Knight's summoner may not be damaged when within 60 feet of her.
---Statistics---
Str 19, Dex 15, Con 17, Int 10, Wis 10, Cha 14
Feats Combat Reflexes, Disruptive, Greater Weapon Specialization (Sword), Leadership, Missile Shield, Ray Shield, Shield Focus, Spellbreaker, Teleport Tactician, Weapon Focus (Sword), Weapon Specialization (Sword)
Skills Acrobatics +22, Escape Artist +22
Follower
Human Ranger 14
Init +4; Perception +19
---Defense---
AC 24, Touch 18, Flat-Footed 20
HP 93
Fort +10, Ref +13, Will +6
CMB +15; CMD 29
---Offenses---
Speed 30 ft.
Ranged +2 Composite Longbow +20/+15/+10 (1d8+8)
Favored Enemies: Champion, Constructs, Undead
Favored Terrains: Forest, Plains, Urban
Spells Allowed
4 3 1 1
---Statistics---
Str 12, Dex 19, Con 13, Int 10, Wis 14, Cha 10
Feats Acrobatics, Deadly Aim, Dodge, Far Shot, Improved Precise Shot, Parting Shot, Pinpoint Targeting, Precise Shot, Point-Blank Shot, Shot on the Run, Stealthy
Skills Acrobatics +22, Escape Artist +22, Heal +19, Perception +19, Stealth +25, Survival +19
imperfectluck was obviously occupied with other things during this game (cough, LoL) but whenever he was in an encounter he at least made sure to play up his role as Don Quixote and I think everyone fully appreciates that. He was the other player to really make great use of an open ability. Overall ipl was very powerful but found himself in some unfortunate situations, not unlike Agape during PSW1.
The Shaman - Raikage
Raikage
Human Wizard 10
Init +1; Perception +11
---Defense---
AC 16, Touch 16, Flat-Footed 15
HP 79
Fort +6, Ref +4, Will +8
CMB +3; CMD 14
---Offense---
Speed 40 ft.
Counterspell School (opp Evocation)
Spells Prepared
4 5 5 4 4 2
---Statistics---
Str 7, Dex 12, Con 16, Int 18, Wis 12, Cha 10
Feats Dispel Synergy, Greater Spell Penetration, Greater Spell Specialization (Dispel Magic), Improved Counterspell, Opposition Research (Necromancy), Piercing Spell, Spell Focus (Abjuration), Spell Penetration, Spell Specialization (Dispel Magic)
Skills Appraise +9, Bluff +6, Knowledge (Arcana) +17, Knowledge (Local) +17, Knowledge (History) +14, Linguistics +10, Perception +11, Spellcraft +17, Stealth +11
Mogh Ruith
Heroic Shaman 20
Init -1; Perception +20
---Defenses---
AC 32, Touch 14, Flat-Footed 32
HP 214
Fort +18, Ref +5, Will +18
CMB +17; CMD 26
---Offenses---
Speed 40 ft.
Melee +4 Longsword +21/+16/+11 (1d8+6)
Special Abilities
Prophecy of the King of Kings, John the Baptist
Once per day Mog Ruith can use the power of Prophecy to arrange a meeting between himself and an opponent.
The Stone that Turned into a Monster, Poison Eel
Mog Ruith can target an opponent to turn off their innate bonuses. This may only target one opponent at a time.
The Oared Wheel, Roth Romach
Mogh Ruith has an epic shield formed from parts of his flying machine. Since it was once a magical vehicle, it grants him and his summoner +10 movement speed.
Spell Like Abilities
Infinite;
Cure Moderate Wounds
Wind Wall
Stone Call
Thorn Body
Prepared;
3 Cure Critical Wounds
2 Ball Lightning
2 Fire Seeds
2 Thorn Body
Stormbolts
Heal
---Statistics---
Str 14, Dex 8, Con 18, Int 14, Wis 18, Cha 13
Feats Blind-Fight, Divine Interference, Glorious Heat, Greater Blind-Fight, Improved Blind-Fight, Improved Vital Strike, Saving Shield, Shield Focus, Toughness, Vital Strike
Skills Climb +10, Handle Animal +17, Heal +17, Intimidate +11, Perception +27, Spellcraft +22, Survival +10
Everyone knows that Raikage was one of the best built wizards in the game, but his champ suffered for a long time because he just had no damage capabilities. He was the only player I actually buffed mid game, but he didn't have the buffs for long before dying.
Raikage was frankly hampered by a bad team situation. His class is focused on being hard to kill but his partner dropped like a brick in every battle. He also expressed confusion over exactly what Eel would do to each player, which had more to do with me not being forthcoming about champion innates. It is probably better that Raikage will be doing that next game.
Still with a good partner he was able to destroy ipl, but he had just taken too much damage by the time icb showed up.
The Warrior - jumpluff
jumpluff
Human Wizard 10
Init +0; Perception +2
---Defense---
AC 15, Touch 15, Flat-Footed 15
HP 70
Fort +5, Ref +5, Will +9
CMB +3; CMD 13
---Offenses---
Speed 30 ft.
Abjuration School (opp Conjuration & Necromancy)
Spells Prepared
4 5 5 4 3 2
---Statistics---
Str 7, Dex 11, Con 15, Int 16, Wis 14, Cha 10
Feats Enlarge Spell, Opposition Research (Conjuration), Fast Study, Improved Counterspell, Lightning Reflexes, Quicken Spell, Thundering Spell, Toughness
Skills Disguise +10, Knowledge (Arcana) +14, Knowledge (History) +16, Knowledge (Local) +11, Knowledge (Religion) +8, Perception +12, Sense Motive +7, Spellcraft +16, Stealth +10
Hervor
Heroic Warrior 20
Init +5; Perception +1
---Defenses---
AC 31, Touch 17, Flat-Footed 30
HP 195
Fort +15, Ref +7, Will +9
CMB +25; CMD 36
---Offense---
Speed 30 ft.
Melee +15 Longsword +40/+35/+30/+25 (1d8+20/17-20)(1d8+22)
Melee +2 Short Spear +27/+22/+17/+12 (1d8+7)
Special Abilities
The War God's Cursed Finger, Tyrfing
Hervor has Tyrfing, an epic and cursed longsword. When Tyrfing kills, it gains a +2 bonus. However, when Tyrfing is drawn and fails to at least consume an Order Spell it curses its user with a penalty of 10 HP that is not gained back until Tyrfing is saited.
Summoning Eleven Kinsman, Munarvagr
With a loud and commanding voice, Hervor summons the restless spirits around her. At any time, she can be aided by one ghost wizard from a specific school of magic.
Rage of the Enslaved Shieldmaiden, Hjorvard
Hervor gains the Barbarian class feature Mighty Rage. This can be used for up to 4 rounds per day plus her Con modifier. She takes -2 penalty to AC and cannot use Cha, Dex, or Int skills.
---Statistics---
Str 21, Dex 13, Con 17, Int 12, Wis 12, Cha 7
Feats Blind-Fight, Bodyguard, Cleave, Combat Reflexes, Crippling Critical, Critical Focus, Critical Mastery, Defeaning Critical, Disruptive, Flanking Foil, Greater Cleave, Improved Blind-Fight, Improved Critical (Longsword) Improved Initiative, Iron Will, Pin Down, Power Attack, Saving Shield, Spellbreaker, Toughness
Skills Acrobatics +11, Climb +13, Escape Artist +6, Heal +11, Stealth +16, Survival +14, Swim +13
The most I can say here is that I was too fast and loose with those ghosts. I had thought about making them their own spell lists early on but I was too lazy to do that so I generally let jumpluff do whatever she wanted with them. I finally cracked down on this eventually giving her just one type of spell per day.
Not too much else to say, she played fine and was a force to be reckoned with, she just wasn't equipped to handle a flying Cavalier.
The Archer - Lightwolf
Lightwolf
Human Wizard 10
Init +2; Perception +0
---Defense---
AC 17, Touch 17, Flat-Footed 15
HP 75
Fort +6, Ref +5, Will +7
CMB +5; CMD 17
---Offense---
Speed 30 ft.
Shadow School (opp Enchantment)
Spells Prepared
4 5 5 4 4 2
---Statistics---
Str 10, Dex 14, Con 16, Int 18, Wis 10, Cha 7
Feats Arcane Blast, Heighten Spell, Improved Counterspell, Minor Spell Expertise (Magic Missile), Opposition Research (Divination), Parry Spell, Preferred Spell (Fireball), Skill Focus (Spellcraft)
Skills Climb +10, Escape Artist +12, Fly +15, Heal +10, Knowledge (Arcana) +17, Knowledge (Local) +17, Spellcraft +17
Tripurantaka Shiva
Heroic Archer 20
Init +5; Perception +28
---Defense---
AC 27, Touch 20, Flat-Footed 22
178 HP
Fort +11, Ref +17, Will +8
CMB +18; CMD 33
---Offenses---
Speed 30 ft.
Ranged +8 Composite Longbow +28/+23/+18 (1d8+11)
Ranged +2 Throwing Axes +20/+15/+10 (1d6+2)
Melee +2 Throwing Axes +20/+15/+10 (1d6+5)
Special Abilities
Manifestation of the God of Destruction, Shiva
Tripurantaka possesses four arms, two of which can be hidden at a DC 30 Perception check to overcome. He may dual-wield throwing axes in two arms while carrying his bow.
The Bow made of the Universe and Vishnu's Fire, Mount Meru
Tripurantaka has a mythical compound bow. In addition to being of the highest quality, it also catches the opponent on fire for 3 turns. This mystic fire deals 2d6 damage which is halved at a 25 DC Will save.
The God who Laughed and Burned the Three Purams, Tripura
Once per day, Tripurantaka may make a ranged attack as a standard action against any number of enemy champions that he can see that are at least 60 feet away. This attack deals 15d6 damage and cannot be defended against in anyway.
Favored Enemy
The Archer gets a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against other champions. In addition, she gets +4 on her attack and damage rolls against other champions. She also gains +10 on survival checks to track other champions.
Archer's Vision
The Archer has 200 feet of Darkvision. As a Standard Action, she gains See Invisible for one minute.
---Statistics---
Str 16, Dex 20, Con 17, Int 10, Wis 14, Cha 7
Feats Dodge, Far Shot, Favored Defense, Great Fortitude, Manyshot, Mobility, Multiweapon Fighting, Parting Shot, Point-Blank Shot, Rapid Shot, Shot on the Run, Weapon Finesse
Skills Climb +26, Escape Artist +25, Heal +25, Knowledge (History) +20, Perception +28, Survival +25
Fitting that Lightwolf takes second after winning the last game. He also had one of the most straightforward champions, dishing out damage comparable to the fully fed Hervor (generally). The only reason his Smile ability was so UP was because his DPS was so amazingly good to begin with. Unfortunately Lightwolf just didn't come up with as many fun plans this game as he did in the last.
The Cavalier - icecoolblue
icecoolblue
Human Wizard 10
Init +0; Perception +10
---Defenses---
AC 15, Touch 15, Flat-Footed 15
HP 82
Fort +5, Ref +3, Will +9
CMB +5; CMD 15
---Offenses---
Speed 30 ft.
Enchantment School (opp Abjuration & Necromancy)
Spells Prepared
4 6 5 4 4 3
---Statistics---
Str 10, Dex 10, Con 14, Int 20, Wis 10, Cha 10
Feats Brew Potion, Greater Spell Focus (Enchantment), Greater Spell Focus (Illusion), Iron Will, Spell Focus (Enchantment), Spell Focus (Illusion), Toughness
Skills Fly +13, Knowledge (Arcana) +18, Knowledge (History) +18, Knowledge (Local) +18, Perception +10, Sense Motive +10, Spellcraft +18, Stealth +10
Bellerophon
Heroic Cavalier 20
Init +3; Perception +20
---Defense---
AC 29, Touch 18, Flat-Footed 26 (+3 with Shield)
HP 210
Fort +16, Ref +15, Will +8
CMB +26; CMD 39
---Offense---
Speed 30 ft.
Melee +8 Spear +34/+29/+24/+19 (1d8+17)
Melee +2 Longsword +28/+23/+18/+13 (1d8+8)
Melee Shield +26/+21/+16/+11 (1d4+3)
Special Abilities
Foaled from the Neck of a Gorgon, Pegasus
Bellerophon has tamed the epic mount Pegasus, and may summon and desummon it as a swift action. If Pegasus dies, it cannot be summoned for 24 hours.
The Golden Armament, Chrysaors
Bellerophon has an epic spear also birthed from Medusa. This golden spear functions as a lance during charge attacks.
Eternal Lycean Fires, Chimera
When Bellerophon deals melee damage to a champion, he infects them with the eternal fire of the Chimera. This deals 2d12 damage per day with a DC 30 Fort save to halve the damage. The fire can deal a maximum of 30 damage, but this HP can never be healed.
Cavalier's Retreat
Once per day, the Cavalier may transport herself, her mount, and one ally within 5 feet as if using Teleport. This differs in that it counts land travel, and thus cannot be anchored but can be potentially followed.
Cavalier's Chase
Once per day, the Cavalier may chase an opponent with her mount and one ally within 5 feet. The Cavalier will catch the fleeing opponent even through a Teleport, but not through Order Spells.
---Statistics---
Str 22, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Feats Double Slice, Furious Focus, Great Fortitude, Improved Iron Will, Improved Shield Bash, Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Shield Focus, Shield Master, Shield Slam, Toughness, Two-Weapon Fighting
Skills Fly +25, Perception +20, Ride +25, Stealth +22
Pegasus
Init +2; darkvision 60 ft., low-light vision, scent, Perception +21
---Defense---
AC 29, Touch 13, Flat-Footed 27
HP 154
Fort +13, Ref +5, Will +4
---Offense---
Speed 60 ft., fly 120 ft. (average)
Melee bite +24 (1d3+5), 2 Hooves +17 (1d3+3)
---Statistics---
Str 20, Dex 15, Con 20, Int 10, Wis 13, Cha 13
Feats Multiattack, Weapon Focus (horn)
Skills Fly +15, Perception +21, Sense Motive +17
Hailed by many as the ringer long before he had actually done anything, icb did not fail to live up to this and his exploits of broken D&D mechanics show it. Mind you he still needed a lot of luck, as he showed up right as two of his hard counters were dying. He also flexed the new Cavalier's very powerful escape and pursuit innates. Like Agape it wasn't always fun hearing about how he planned to break the game, but he stayed in character during encounters and his character was fun at that.
So there is the player run down, I'll do the day by day tomorrow but don't wait until then to post your own postgame thoughts.
Also order of class deaths in PSW1 and 2.
Cavalier Monk
Shaman Sorcerer
Warrior Rogue
Sorcerer Knight
Rogue Shaman
Monk Warrior
Archer Archer
Knight Cavalier