I've got here a challenge, if anyone wants to take it up. The goal is to design builds for an adventuring group that will enable them to survive from level 9 until level 14 in a campaign of increased difficulty. The trick is that there are certain immutable facts about each of the characters in this group, and although any first party material is admissible, the options available to them are limited.
So, the characters... the following things are true about all of them:
• All of them use a 28 point buy.
• They are all living humans.
• None of them are dragonborns.
• They all have a single bloodline of minor, intermediate or major strength.
• They have all bought all of the bloodline levels currently available to them.
• None of them multiclass.
• They are each allowed to have up to 1 trait and 2 flaws.
• None of them can have attained LA greater than +1 from anywhere.
• No single item from their WBL may cost more than one third of their total wealth allotted.
• They may not share WBL when determining their starting gear.
• None of them can have cohorts or followers, and none of them may hire NPCs to travel with them.
And those characters are...
Arvid Kjetil Omdahl. The most limited of the characters. He is twenty-five years old, six foot four, with blond hair and green eyes. He wears armor and wields a wide iron bastard sword he prizes so greatly that he's named it Sif. Anagakok 9. His abilities are Str 15, Dex 13, Con 16, Int 10, Wis 13 and Cha 10. His bloodline is intermediate cloud giant. He is Lawful Neutral. He has the Vulnerable and Weak Will flaws and has no Traits, but has taken EWP (bastard sword) with the bonus feat from one of the flaws. His familiar is a raven.
Baldr Adamsen. Knight 9.
Maiken Nass. Healer 9.
Agathe Raske. Sniper 9 (the variant of Scout).
Now about the campaign...
• The party will have limited access to civilization; no city they encounter will have a community wealth GP limit greater than 1,500.
• The party will be spending at least 4/5ths of their time outside of cities.
• Most of the places they'll be going are of the sorts you can expect to find in Frostburn and Stormwrack, and none of their venues will have an average yearly outdoor temperature higher than 45 degrees Fahrenheit.
• Any encounters the party comes across will have a CR of 2, 3, 4, 5 or 6 greater than their group ECL, but will provide experience for overcoming them of only 1, 2, 3, 4, or 5 CRs greater than their group ECL, and wealth of only 0, 1, 2, 3, or 4 CRs greater than their group ECL, respectively.
• No infinite loops are allowed, no genies may be conjured or summoned, and no one may ever acquire a candle of invocation. Cheese of a similar nature is likewise banned.
Are there any takers for this?