Deadliest Warrior Pathfinder Edition

So who is the deadliest warrior? find out by playing a one on one game using these rules to create the ultimate battle.

This is a beta version of the rules and will change as I get feedback on how well it works. Basic rules are best for estimates of characters used in pathfinder Society play.

0.02 added options for 4th, 9th, 16th level.
0.03 forum votes
0.04 changed starting wealth from NPC chart to PC chart from GM guide
0.05 levels changed to 4 and 11.
0.06 Added HP chart
0.10 arena list, tweaks to levels

DEADLIEST WARRIOR

BATTLE 3 battles. Best 2 out of three wins the title of Deadliest Warrior. Reset after every battle. (contestants in tiered battles are assumed to be healed by the game masters and given a day to recharge)

STARTING All contests start immediately. There is no prep time before entering the arena. Once in they may use any buffs or attacks they have.

WINNING Whom ever is rendered incapable of continuing combat looses. You can win by killing your opponent, turning them into a tree, blowing them up or encasing them in rock with no way of escape, tossing them off a cliff or otherwise incapacitating or any other way of rendering your opponent incapable of mounting an attack.

ARENA All battles are fought in one of the arenas (list is growing) (Size is still to be determined)

Open Arena: Straight up 120 x60 oval surrounded by water. very simple fight to the death arena. all about speed and range here. Hope you have a mount.

Old forests Bottom: 120×120 terrain full of trees brush and other obstacles. Gloomy but lost of obstacles and other soft cover make it easy to move around and hide at same time.

Old Forest Top: 120×120 ewok like village, bridges, vines 2 levels from platforms to branches. fall is 200 feet…20d6 will probably mean you died… if not little furry gremlins beat you to death no their not ewoks there…um… Kowes yeah thats it… a fall is a loss.

The Under Dark 120×120. This is dark. there are patches of crystals that shed some light but you’ll need to bring your own equipment to handle the light or have dark vision. Lots of cover and various heights of rocks. some climbing but stealth and perception win the day here.

Boarding party: 120×70 (the ship is actually that size) Two sailing ships hull to hull. fire, smoke and lots of sails and ropes to deal with. 3 levels. main deck, lower deck and masts and rigging. just to simplify things. This requires lots of acrobatics, climbing, stealth rich environment.

Grave yard: small amounts of cover from tomb stones a few crypts to get higher and a few trees but this environment favors the necromancer and druid classes not to mention lots of cover for melee classes to close in on those necromancers and druids.

hilly field: 120×120 rolling fields with open area and little line of sight still allows the cavalier to charge home. Everyone else will have to stay on their toes. Some rough patches that can make the horse lame if the rider fails their riding check. Bonus to charge at bottom of hill and penalty to charge if going up hill. litle cover

Street Fight: A 120×120 maze of city streets. Day time with pedestrians that must not be killed in battle none inside houses. all houses 1 story so lots of roofs to climb on to and garden walls to leap. speed and agility and perception will help.

Streets at Night: 120×120 maze of streets at night. No pedestrians. many lights but lots of places to hide from direct view. favors the close in combat classes

The Hierophant. This is a 120×120 “t” shaped Ruined temple. many columns but long avenues for people to charge along. some raised areas but mostly level with obstacles.

The Hexagon: This arena is stone and surrounded by high walls where you are watched by your fans. various raised areas and brush break up the sight lines. giving a little to everyone without favoring anyone. Good luck the crowd is watching

Your warrior

Build using the following rules:

CORE RULES Core Rules, Advanced Players Guide, Ultimate Combat, Ultimate Magic.

CLASS Any class from the rule books shown above.

LEVEL 4 or 11. Pick one class and make it the Deadliest Warrior.

RACES Any races listed in the books listed above.

ATTRIBUTES 20 points using normal progression chart

ATTRIBUTE Score Point COST
7 –4 (You get back points)
8 –2 (You get back points)
9 –1 (You get back points)
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

HIT POINTS Use Pathfinder Society Rules for hitpoints

Class hit dice 1st lvl hd hp gain per level*
Not used d20 20 12
Barbarian d12 12 7
Cavalier/Fighter/Gun Slinger/
Paladin/Samurai
d10 10 6
Alchemist/Cleric/Druid/Inquisitor/
Magus/Monk/Ninja/Oracle/
Ranger/Summoner/
d8 8 5
Bard/Rogue/Witch d6 6 4
Sorcerer/Wizard d4 4 3
Not used d3 3 2
  • Add CON bonuses and any other HP bonuses from other sources such as Toughness.

MONEY You have 82,000gp to equip your Warrior

GEAR You can buy all gear, weapons and armor listed in the books. Magic items will not be allowed but you can get master work. Alchemist and others that get magic items as part of the class are still allowed to have them but may not purchase new items.

COMBAT To remove randomness from determining the winner all dice rolls except for d20s use average amounts, Bonuses are added as normal. Tactics and maneuvers will be critical in battle. Use this table to determine Hit points, damage, and any other random number. Since combat has criticals use a d20 for combat.

DIE AVERAGE
d2 1
d3 2
d4 3
d6 4
d8 5
d12 6

 

OPTIONAL RULE IDEAS

 

 DEADLIEST WARRIOR THE EARLY YEARS EDITION

This is for quick test battles. I am using this to gauge how well it all works.

LEVEL 4. Pick one class and make it the Deadliest Warrior.

MONEY You have 6000gp to equip your Warrior

 

EVERYBODY IN

RACE Any race listed in the Core, Featured or Uncommon chapters of the Advanced Race Guide. You cannot build a race for a battle.

Pathfinder class builds

After reading through the forums at paizo.com you’ll reach a point when you’ll really want to know what all those builds are that they are talking about. Luckily someone asked just this question and created a thread of all the articles out there on building the best Pathfinder characters. I am reposting the list here so that should the thread disappear we’ll still have the list to reference.

Here is the Original article.

Guides in Alphabetical Order by Class Name

Alchemist

Antipaladin

Barbarian

Bard

 

Cavalier

Cleric

Druid

Fighter

Gunslinger

Inquisitor

Magus

Monk

Ninja

Oracle

Paladin

Ranger

Rogue

Samurai

Sorcerer

Summoner

Witch

Wizard

 

Guides in Alphabetical Order by Core Prestige Class Name

Arcane Archer

Arcane Trickster

Assassin

  • //TODO: Need content

Battle Herald

Champion of Irori

Dragon Disciple

Duelist

Eldritch Knight

Loremaster

  • //TODO: Need content

Mystic Theurge

  • //TODO: Need content

Pathfinder Chronicler

Psychic Warrior

Shadowdancer

Soulknife

Stalwart Defender

Tactician

Vitalist

Other Useful Guides for Spell casters

 

Other Useful Guides in Alphabetical Order

3rd Party

This guide is also mirrored at:

Many of the guides above and more:

Other Useful Guides

Tips & Tricks
Action Economy: Time Savers (Blog)
Ashiel’s Guide to Adventure: Preparation, Tricks, and Strategies (Core, APG, UM, UC) [Discussion] The Forge of Combat: Thoughts on Victory and How the Group Achieves it [Discussion]

Equipment
Good And Cheap Equipment Part 1 and Part 2 and Cheap Ioun Stones and Cheap Wands (Blog)
Improving Your Class with Items [Discussion] The Handy Haversack Pack (3185 Gold and 5 pounds, this sack has everything the adventurer might need)
The Viking Irishman’s Guide to Weaponry (Core, APG, UC) [Discussion]

Summoned Monsters and Animal Companions
Animal Companion Comparison (Blog)
Spells Your Summoned Monsters Can Cast (Short)
Summon Good Monster: A Closer Look (Thread)
Why Work When Others Can do it For You (Monster Summoning)

General Character Building
Dipping for Fun and Profit (Thread)
Getting X to Y: How to make a Attribute do other things (Core, APG, ARG, UC, UM) [Discussion] Possible Archetype Combos

Tips and Traits: A guide to Pathfinder Traits (Core, APG, UM, UC) [Discussion]

Specific Class Abilities
Abraham Spalding’s Guide to the Holy Vindicator (or more specifically channeling) (Core, APG, UM, UC) [Discussion] Being a Most Concise and Helpful Guide to the Noble Arts of Wild Shaping and Polymorphing (Core) [Discussion] Guide To Spells (Core, APG, UM, UC) [Discussion] Polymorphamory – The Love of Changing Form: A Guide to Shapeshifting [Discussion] Shadow Conjuration Handbook (Discussion)
Abusing Animals: A Guide to Sharing Spells with Animal Companions for Non-Druids [Discussion] Word of Power Handbook (Thread)

GM Guides
Brewer’s GM Guide to Campaign Design [Discussion] GM’s Guide to Creating Challenging Encounters [Discussion]

Other
 A Guide to Trip Builds in Pathfinder
So you want to play Pathfinder RPG: A Comprehensive Guide for Dungeon Masters and Players [Discussion] Brewer’s Guide to Undeath (Building an Undead Army) [Discussion] How to Use Leadership [Discussion] Raving Dork’s Crazy Character Emporium (An Amazing List of Creative and Interesting Builds)
Casting Spells from other Lists (Thread) [Discussion] Guide to the Builds (Discussion)

Great thanks to Harmon’s Guide to the Class Guides on the Paizo messageboards, Hallack’s Pathfinder Handbook and Handy Links Index on Minmax Boards, Novawurmson’s Optimization Guides Compendium on Giant in the Playground, and all the rest.