Unarmed Strike (4+2d4+3) +14/+9/+4
>Flurry of Blows: +16/+16/+11/+11/+6/+6
>>Dragon Style: +4 damage from Str instead of +3 on first UAS of the round
>>>Dragon Ferocity: +1 damage
>>>>Dragon's Roar: UAS damage in a 15ft cone, shaken 1d4 rounds, DC 21 Fort negates shaken and ½ damage
Ammy Revolver: +2 Psychokinetic Revolver of Linked Striking and Power Storing
Ranged Stats: (1d8+2+1d4 force, x4, 20ft, misfire 1, capacity 6, B and P) +18/+13/+8
Melee Stats: (UAS +2 +1d4 force) +16/+11/+6
>Flurry: +18/+18/+13/+13/+8/+8
Linked Storing: Weapons with this special ability
gain no benefit the first time they strike an enemy, but establish a link that on subsequent hits treats the weapon’s enhancement bonus as 2 higher and deals an additional +2d6 points of damage. Striking another creature resets this link.
Powers Known
Talents DC 13:
Lv1 DC 14: Bolt, Crystal Shard, Energy Ray, Inertial Armor, Skate
Lv2 DC 15: Body Equilibrium, Concussion Blast, Swarm of Crystals, Breach
Lv3 DC 16: Body Adjustment, Energy Bolt, Energy Burst, Time Hop
Lv4 DC 17: Slip the Bonds, Energy Adaptation, Fold Space, Wall of Ectoplasm
Lv5 DC 18: Psychic Crush, Incarnate, Adapt Body, Pierce the Veils
Lv6 DC 19: Fuse Flesh, Aura Alteration, Disintegration
Lv7 DC 20: Energy Conversion, Energy Wave, Oak Body
Lv8 DC 21: True Metabolism
Human, Mythic Trickster 3:
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is
taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. Dex(5)+Tier(3)=8 times
Ability Score: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2. +2 Dexterity[/b]
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Mythic Flaw (Ex): Every mythic character possesses a mythic f law. This f law could be your ultimate undoing if you are not careful to conceal it. You must select one of the following f laws.
Weapon Weakness: Select one group of weapons from the list of fighter weapons. Weapons from the selected group gain a +4 bonus on attack and damage rolls against you. If a weapon from the selected group scores a critical hit against you, the critical multiplier is increased by 1, to a maximum of ×4. If you ever gain damage reduction, no matter the source, weapons from the selected group bypass that damage reduction. Weapons: Polearms
Amazing Initiative (Ex): At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.
Bonus Hit Points: Whenever you gain a trickster tier,
you gain 4 bonus hit points. These hit points stack with
themselves, and do not affect your overall Hit Dice or
other statistics.
[bigger]Trickster Attack=Surprise Strike (Ex): You can expend one use of mythic
power to make a melee or ranged attack at a target within
30 feet as a swift action (in addition to any other attacks
you might make this round). When you make a surprise
strike, the target is considered f lat-footed regardless of
any class features or abilities it might have, and you add
your trickster tier as an insight bonus on the attack roll.
Damage from this attack bypasses damage reduction.
Path Abilities
Tier Level 1 Devastating Smash (Su): Whenever you attack an
unattended object, ignore any hardness less than 30
and halve any hardness 30 or higher. In addition, you
add twice your guardian tier to the damage roll. If you
expend one use of mythic power making such an attack,
ignore all hardness and deal triple the normal amount of
damage (except for your guardian tier, which is still only
added twice).
Tier Level 2 Feat of Dexterity (Su): You can expend one use of mythic
power to attempt a feat of Dexterity, gaining a +20
circumstance bonus on any one Dexterity skill check or
ability check.
Tier Level 3 Fickle Attack (Ex): Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you
can reroll any damage die with a result of 1. You must be
at least 3rd tier before selecting this ability. This ability
can be selected up to three times. Each additional time
you do so, the range of the natural results that allow a
reroll increases by 1 (for example, selecting this twice
allows a reroll on a natural 1 or 2). You must take the
result of the reroll, even if it is lower.
Mythic Feats
Tier Level 1 Dual Path (Mythic)
You excel in many areas, allowing you to select path
abilities from two mythic paths.
Prerequisite: 1st mythic tier.
Benefit: Select a mythic path, other than the path
you selected at your moment of ascension (see page 3).
You gain the 1st level ability of that path (archmage
arcana, champion strike, divine surge, guardian’s call,
marshal’s order, or trickster attack). Whenever you
gain a path ability, you can select from list of abilities
presented for both paths, as well as from the list of
universal path abilities. Guardian Path Ability [i]Sudden Block (Su): You can expend one use of mythic power as an immediate action whenever a melee attack
is declared against you to force the creature making the
attack to roll twice and take the worse result. You also
add your guardian tier as an insight bonus to your AC
against this attack. Once the attack is resolved, you may
make one melee attack against the creature that made the
attack. The damage from this attack is treated as epic for
the purposes of overcoming damage reduction.[/i]
Tier Level 3 Point-Blank Shot (Mythic)
At close range your accuracy is unmatched and you and
your bow are master of your immediate surroundings.
Prerequisite: Point-Blank Shot, 3rd mythic tier.
Benefit: The bonus on attack and damage rolls granted
by Point-Blank shot increases to +2. You may expend one
use of mythic power as a swift action to ignore any cover
or concealment possessed by the target of one ranged
attack made using Point-Blank Shot. This does not apply
to total cover or concealment.
The Dragon:
Dragon Form Taron
Amethyst Dragon / Pyschic Warrior 14
Feral Warrior Path Powers:Bite of the Wolf, Claws of the Beast Skills: Acrobatics, Perception, Survival
Bonus Class Skill: Survival
Trance: Maintaining Psionic Focus = +4 to attack rolls with Natural Weapons. +5 at 19th level
Maneuver: Two Attacks when charging, -2 Attack, +4 Damage. +5 Damage at 19th level, Full Attack on a Charge at Lv20
Advanced Feral Path
Attack Bonus is also added to Damage rolls. If two natural attacks hit while charging, deal extra damage equal to the weakest natural attack that hit, but at 1-1/2 Str to damage.
Survivor Path]
Powers:Catfall, Vigor Skills: Autohypnosis, Heal, Survival
Bonus Class Skill: Survival
Trance: Maintaining Psionic Focus = DR 5/-. Also exist comfortably in a hot or cold environment, -40 to 140 degress Fahrenheit without making Fort saves.
Maneuver: Expend Psionic Focus to gain Improved Mettle(basically Improved Evasion, but for Fort and Will saves)
Power Points per day : 113/113
Powers Known
Talents(Expend Psionic Focus) Dc16: Telekinetic Punch, Vim, Far Hand, Float, Conceal Thoughts
Lv1 Dc 17: Inertial Armor, Thicken Skin, Dissipating Touch
Lv2 Dc 18: Psionic Lion's Charge, Body Adjustment, Painful Strike
Lv3 Dc 19: Ectoplasmic Form, Dimension Slide, Ectoplasmic Grapnel
Lv4 Dc 20: Slip the Bonds, Battle Transformation, Thundering Steps
Lv5 Dc 21: Adapt Body, Oak Body, Biting Cold
Sorcerer Spells per Day
Lv0: At will
Lv1: 8
Lv2: 5
Sorcerer Spells Known
Lv0 Dc16: Detect Magic, Read Magic, Prestidigitation, Ghost Sound, Arcane Mark, Spark
Lv1 Dc17: Air Bubble, Feather Fall, Unseen Servant
Lv2 Dc18: Make Whole
Dragon, Mythic Champion 3:
Ability Score: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2. [bigger]+2 Constitution[/b]
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Mythic Flaw (Ex): Every mythic character possesses a mythic f law. This f law could be your ultimate undoing if you are not careful to conceal it. You must select one of the following f laws.
Weapon Weakness: Select one group of weapons from the list of fighter weapons. Weapons from the selected group gain a +4 bonus on attack and damage rolls against you. If a weapon from the selected group scores a critical hit against you, the critical multiplier is increased by 1, to a maximum of ×4. If you ever gain damage reduction, no matter the source, weapons from the selected group bypass that damage reduction. Weapons: Polearms
Amazing Initiative (Ex): At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.
Bonus Hit Points: Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
Champion Strike: Select one of the following abilities at 1st tier. Once chosen, it can’t be changed.
Sudden Attack (Ex): You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
Path Abilities
Tier Level 1 Devastating Smash (Su): Whenever you attack an unattended object, ignore any hardness less than 30 and halve any hardness 30 or higher. In addition, you add twice your champion tier to the damage roll. If you expend one use of mythic power making such an attack, ignore all hardness and deal triple the normal amount of damage (except for your champion tier, which is still only added twice).
Tier Level 2 Stanch Wounds (Ex): You are immune to all bleed damage, including bleed damage that causes ability damage or drain. Any other effects that occur in addition to the bleed, such as damage from an attack, still affect you as normal.
Tier Level 3 To the Death (Ex): When below 0 hit points you don’t fall unconscious and don’t take damage from acting normally. You do not die until your total number of negative hit points is equal to or greater than three times your Constitution score.
Mythic Feats
Tier Level 1 Toughness (Mythic)
You have legendary resilience and durability.
Prerequisite: Toughness, 1st mythic tier.
Benefit: Toughness provides you twice as many hit points. In addition, when you are below 0 hit points you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
Tier Level 3 Power Attack (Mythic)
Your attacks are truly devastating.
Prerequisite: Power Attack, 1st mythic tier.
Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls (instead of +2). When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 (instead of +2). In addition, the bonus damage from this feat is doubled on a critical hit.