Alain

Maximus Benedictus's page

328 posts. Alias of Javell DeLeon.


Full Name

Maximus Benedictus

Race

Human

Classes/Levels

Fighter 13th

Stats:
Hp's 173/173; AC 33/15(18 w/Style)/30; Int: +3; Perc: +23; Fort: +14/Ref: +10/Will: +12

Gender

M

Size

Med

Age

23

Alignment

NG

Strength 23
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 14
Charisma 10

About Maximus Benedictus

Dice:

[dice=Fort]1d20+16[/dice]
[dice=Ref]1d20+11[/dice]
[dice=Will]1d20+13[/dice]

[dice=Acrobatics]1d20+23[/dice]
[dice=Climb]1d20+14[/dice]
[dice=Craft (armor)]1d20+12[/dice]
[dice=Knowledge (dungeoneering)]1d20+7[/dice]
[dice=Knowledge (engineering)]1d20+14[/dice]
[dice=Fly]1d20+10[/dice]
[dice=Handle Animal]1d20+5[/dice]
[dice=Intimidate]1d20+5[/dice]
[dice=Linguistics]1d20+6[/dice]
[dice=Perception]1d20+23[/dice]
[dice=Profession(soldier)]1d20+8[/dice]
[dice=Ride]1d20+11[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Stealth]1d20+24[/dice]
[dice=Survival]1d20+18[/dice]
[dice=Swim]1d20+12[/dice]

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Bof/PA/Two-handed(no shield)
[dice=+2 Adamantine Falcata w/PA]1d20+25[/dice]
[dice=Damage]1d10+29[/dice]

[dice=+2 Adamantine Falcata w/PA]1d20+20[/dice]
[dice=Damage]1d10+29[/dice]

[dice=+2 Adamantine Falcata w/PA]1d20+15[/dice]
[dice=Damage]1d10+29[/dice]

----------------------------------------------------------

[dice=+2 Adamantine Falcata w/PA]1d20+17[/dice]
[dice=Damage]1d8+19[/dice]

[dice=(Haste)+2 Adamantine Falcata w/PA]1d20+17[/dice]
[dice=Damage]1d8+19[/dice]

[dice=+2 Adamantine Falcata w/PA]1d20+12[/dice]
[dice=Damage]1d8+19[/dice]

------------------------------------------------------------

[dice=+2 Adamantine Falcata w/PA]1d20+22[/dice]
[dice=Damage]1d8+20[/dice]

[dice=(Haste)+2 Adamantine Falcata w/PA]1d20+22[/dice]
[dice=Damage]1d8+20[/dice]

[dice=+2 Adamantine Falcata w/PA]1d20+17[/dice]
[dice=Damage]1d8+20[/dice]

[dice=+2 Adamantine Falcata w/PA]1d20+12[/dice]
[dice=Damage]1d8+20[/dice]

-------------------------------------------------

[dice=+2 Adamantine Falcata w/PA]1d20+24[/dice]
[dice=Damage]1d8+22[/dice]

[dice=(Haste)+2 Adamantine Falcata w/PA]1d20+24[/dice]
[dice=Damage]1d8+22[/dice]

[dice=+2 Adamantine Falcata w/PA]1d20+19[/dice]
[dice=Damage]1d8+22[/dice]

[dice=+2 Adamantine Falcata w/PA]1d20+14[/dice]
[dice=Damage]1d8+22[/dice]

-------------------------------------------------------------------

[dice=+2 Adamantine Falcata]1d20+28[/dice]
[dice=Damage]1d8+16[/dice]

[dice=(Haste)+2 Adamantine Falcata]1d20+28[/dice]
[dice=Damage]1d8+16[/dice]

[dice=+2 Adamantine Falcata]1d20+23[/dice]
[dice=Damage]1d8+16[/dice]

[dice=+2 Adamantine Falcata]1d20+18[/dice]
[dice=Damage]1d8+16[/dice]

Backstory:

A young man with marginally long brown hair, fairly well built and brown eyes that are set with determination, practices in the training yard with his sword and shieid upon the pell targets.

"It's my time, brother," Maximus says, taking a breath and cracking his neck from one side to the other before continuing to work on his fighting form.

Justus, his brother, bites into an apple as he watches. "Really? For what? To get your butt kicked?" he remarks, chuckling at his bad joke.

Paying his 'bad joke brother' no mind, "Nope. I'm making it into that tower this time. I've waited 9 years for this, brother, and it's my time."

Stopping in mid-bite of his apple, "Wait... what? Nine years? Seriously, Max?! Man, you were like what...," he begins to do the math in his mind, albeit a bit slowly(showing the level of his intelligence clearly), "fourteen? C'mon, brother, there's no way you wanted it for that long. Heck, I didn't even know what I wanted last week much less when I was fourteen."

Not missing a beat as he continues his attacks upon the pell, "That's because you've never possessed any real focus. You just fly by the seat of your pants and hope something happens that'll keep you going, yet, also keep you from having to put forth any real effort. In a nutshell, you're just lazy, brother of mine. But don't you worry, I got enough energy for the both of us. I'm going to make it into that tower and things will be different."

Taking another bite of the apple and acting as if his brother said nothing offensive, "Oh yeah? Different how?"

Maximus pauses a moment to ponder that question. Taking a deep breath through the nose before letting it out, "You know, I don't know. But different. I can feel it." He then returns to his workout.

Justus shrugs, tossing the rest of the apple away. "Whatever. Good luck with that. The tower is too much work in my opinion. I'd rather... well... not deal with some dumb ol' tower. Probably just going to hit the market. See ya later."

"Yep," he simply responds, continuing his workout in full concentration as his brother takes his leave.

After an hour, he finally calls it quits. Sweating profusely as he finds a seat, the warrior grabs a towel and wipes himself down. While being a soldier has its perks, there's got to be more for me out there. I've seen plenty of battle, conquered many foes, I should very well be able to conquer this tower. Now's my time...

-----------------------------------------

Maximus was born and raised in Vinland amongst the plains and the rolling hills and very much next door to the mountain range as well. So he's no stranger to that which goes 'bump in the night'.

As many in Vinland preferred a more 'artsy' and laid back type of living, Maximus was born with a warrior's heart. The relaxed lifestyle that is typical of Vitolians was simply not for him. And while he did not object to such a life wholeheartedly, he knew that is not how he could live his life on a day to day basis. Unlike his brother, he is not one that can simply sit idly by and waste the days away accomplishing nothing.

So when he had become of age, he moved to the great city of Korryn where he enlisted as a soldier within the army and has remained as such to this day. Entering at seventeen, he's been a welcome addition. Although he's had opportunities to rise in rank, he's always preferred the heat of battle more so than giving orders. So he's remained a frontline soldier his entire career.

Maximus's about 6'1", fairly well built with fairly long brown hair and brown eyes. He possesses a fierce determination but also a pleasant disposition.

A bit of extra backstory...

I’d like you both to be from Estria, a relatively small city-state on the south side of the Ironspine Mountains (the huge mountain range that runs across the continent), near their western edge. My thought is that Gaius’ uncle has/had a school there that trained boys in combat, with a focus on fighting with a sword and shield, and both of you were pupils of his at the same time. You bonded over your training and were friends but lost touch as you got older and Gaius had official duties to tend to and Maximus left for Korryn. The army in Korryn is as much citywatch as it is normal army so ‘Sergeant Benedictus’ was leading a patrol in the Tower district when he spotted his old friend Gaius looking around. I’m imagining that would have been just a day or two before we start. After catching up with each other, you went to see the Bookkeeper together with the plan of undertaking the quest to gain entry together assuming you’re both found worthy. - Arbiter

The Dwarven woman
In more detail than they expected, she explains how her father, Torgar, came from the cave and met her mother nearby around eighty years ago. Over the course of several visits they fell in love and he settled in this very house, although every week or so he would return to the cave for a few days. They were happy together and had Regna sixty-eight years ago. Her childhood was happy but in her thirties her father had to start returning to the cave more and more often and then his time in the cave grew longer and longer. Just over twenty-seven years ago he went into the cave and never returned.

Maximus:

Maximus Benedictus
Male human Fighter 13th/Guardian 2nd
CG Medium humanoid (human - Vitolian)
Init +5; Senses Perception +24
--------------------
Defense
--------------------
AC 34, touch 22(25 w/style), flat-footed 31 (+10 armor, +2 deflection, +3 Dex, +2 natural, +7 shield)
HP 205 (1d10+120lvl+52Con+13fc+10Mythic)
Fort +16 (+8base/+3con/+4resist)
Ref +11 (+4base/+3dex/+4resist)
Will +13 (+4base/+2will/+4resist/+3bravery(per Adv wpn train)) (+2 vs. fear; +4 vs. poison/petrification)
Special defenses: +2 to AC vs crit confirm; +6 vs being intimidated
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: +2 Adamantine Falcata +27/+22/+17 (1d10+14/17-20/×4)
Ranged: Javelin +16/+11/+6 (1d6+7)
Special Attacks: Weapon trainings (armed bravery, heavy blades +2, Focused Weapon); Rage(27 rounds/day; +6 Str/Con, +3 Will, -2 AC)

--------------------
Statistics
--------------------
Str 19/25(+2human@1st/+4 ABP/+2 Mythic), Dex 14/16(+1@4th/+1@8th), Con 16(+2 ABP), Int 10/14((+2human@1st/+2 ABP), Wis 10/14(+4 ABP), Cha 10
Base Atk +13; CMB +26; CMD 41/38ff(+7 vs bull rush/overrun when using Style)
--------------------
Feats
--------------------
Level gained feats: 1st): Shield Focus(human), Weapon Focus (falcata); 3rd): Advanced Armor Training; 5th): Weapon Specialization (falcata); 7th): Mobile Bulwark Style; 9th): Tower Shield Specialist; 11th): Mobile Stronghold
Bonus feats: 1st): Exotic Weapon Proficiency (falcata); 2nd): Power Attack; 4th): Shield Specialization; 6th): Improved Shield Focus; 8th): Greater Shield Focus; 10th): Mobile Fortress; 12th): Improved Critical(Falcata)
-------------------
Traits
-------------------
Highlander (hills or mountains): You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Tower Seal [campaign]: You bear the Tower Seal upon your body. After signing the Bookkeeper’s ledger the seal appeared on your skin (the back of his left hand) in a wave of magical energy. The seal looks like a softly-glowing azure tattoo of three concentric pentagrams inscribed by a circle, about 4 inches across. At will, you can focus on the seal as a full-round action in order to use know direction as a spell-like ability with a caster level equal to your character level, however, doing so does not reveal which direction is north. Instead, using this ability will reveal the direction to one of the following: the Tower of Ages, the nearest Anchor, or the portal you traveled out of the Tower through. You must choose before using this ability which of the three you are orienting yourself towards. You can spend 1 mythic point when activating your seal to instead cast find the path but you can only target the portal you traveled out of the Tower through when doing so.

-----------------------------------
Skills 48 skill ranks(12 rnks via Advanced armor training @ Acrobatics)
-----------------------------------
Acrobatics +23: (+13rnks/+3dex/+3cs/-1ac/+5competence)
Climb +14: (+5rnks/+7str/+3cs/-1ac)
Knowledge (dungeoneering) +7: (+2rnks/+2int/+3cs)
Fly +10: (+8rnk/+3dex/-1acp)
Perception +24: (+13rnks/+2wis/+3cs/+1trait/+5competence)
Ride +11: (+6rnk/+3dex/+3cs/-1acp)
Stealth +24 (+26 in hilly or rocky areas): (+13rnks/+3dex/+3cs/+1trait/-1acp/+5competence)
Survival +18: (+13rnks/+2wis/+3cs)
Swim +12: (+3rnks/+7str/+3cs/-1acp)
-----------------------------------------------
Background skills 24 ranks
-----------------------------------------------
Craft (armor) +15: (+8rnks/+2int/+3cs/+2mwk tools)
Handle Animal +5: (+2rnks/+3cs)
Knowledge (engineering) +14: (+9rnks/+2int/+3cs)
Linguistics +6: (+4rnks/+2int)
Profession(soldier) +8: (+3rnks/+2wis/+3cs)

Racial Modifiers: Highlander (hills or mountains)
Languages: Common, Vitolian, Dwarven, Elven, Giantish, Orc, Tengwae
SQ: Armor training 3
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Gear
-----------------
Mithral full plate (+6dex)
Darkwood tower shield (+5dex, -1ac)
+2 Adamantine Falcata
Javelin (x10)
Ioun torch (x2)
Boots of elvenkind
Cloak of elvenkind
Eyes of the eagle
Heavyload belt
Potion of cure light wounds (x16)
Masterwork armorsmithing tools, masterwork backpack, acid flasks (x10), alchemist's fire (x10), bottled lightning (x7), holy water (x7), liquid ice (x7), bedroll, blanket, belt pouch, flint and steel, hemp rope (50 ft.), tindertwig (x10), trail rations (x10), waterskin(x2), 238 gp, 4sp; 1035 gp

4400 gp

Circlet of Tar’Amon
This broad silver circlet is inlaid with golden, celestial runes. It is said to have originally belonged to Tar’Amon, a wrathful angel who left his place in the celestial armies to battle evil on Cardriss.
It’s wearer gains a +4 bonus on saving throws against poison and immunity to petrification. Any time the wearer is raging (including effects like bloodrage, the rage spell, or a skald’s ragesong) they gain the benefits of the Celestial blood, Lesser rage power. If the wearer possesses at least 6 levels or hit dice, they also gain the benefits of the celestial blood rage power while raging, and if they have 10 or more they also gain the benefits of the Celestial blood, Greater rage power. Once per day as a standard action the wearer can spend 1 mythic point to take on angelic characteristics (per the Angelic aspect and Tongues spells) for a number of minutes equal to their tier.
The wearer also gains a (non-magical) +2 circumstance bonus on all diplomacy checks with good outsiders and intimidate checks against evil outsiders if the outsider recognizes the circlet for what it is.

----------------------------
Fighter abilities
---------------------------
Advanced armor training[Adaptable Training (Acrobatics)](Ex): The fighter can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.
Advanced Weapon Training
. . .Armed Bravery (+3/+6) (Ex)
The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.
. . .Focused Weapon (Ex): The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weaponACG class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.
Bravery +3 (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training 3 (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Blades, Heavy) +2 (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Feats:

Greater Shield Focus (Combat): Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
Improved Shield Focus (Combat): You reduce the armor check penalty of any shield you are using by 1. You also use your character level in place of your base attack bonus for the purpose of shield mastery feat prerequisites.
Mobile Bulwark Style (Combat, Style): While using a tower shield, add the shield’s bonus to AC (including its enhancement bonus) to your CMD against bull rush and overrun combat maneuvers. While using this style, you can use a tower shield to grant you total cover along one edge of your space as a move action.
Mobile Fortress (Combat): While using a tower shield, you add half of the shield’s bonus to AC (including its enhancement bonus) to your touch AC and take only a –1 penalty on attack rolls because of the shield’s encumbrance. While using Mobile Bulwark Style, whenever you would use a tower shield to gain total cover, you also grant any adjacent ally total cover against attacks passing through the selected edge of your space.
Mobile Stronghold (Combat): While using Mobile Bulwark Style, whenever you use a tower shield to gain total cover, you also gain partial cover (and grant partial cover to adjacent allies) against spells passing through the selected edge of your space. Also, while using this style, you can gain total cover against a single attack made against you as an immediate or swift action.
Shield Focus (Combat): Increase the AC bonus granted by any shield you are using by 1.
Shield Specialization (Tower Shield) Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
Tower Shield Specialist: You reduce the armor check penalty for tower shields by 3, and if you have the armor training class feature, you modify the armor check penalty and maximum Dexterity bonus of tower shields as if they were armor.

Auto Bonus Progression:

3rd lvl: Resistance +1
4th lvl: Armor attunement +1
4th lvl: Weapon attunement +1
5th lvl: Deflection +1
6th lvl: Mental Prowess Choice(Wisdom) +2
7th lvl: Physical Prowess Choice(Strength) +2
8th lvl: Armor attunement +1/+1
8th lvl: Resistance +2
8th lvl: Toughening(Natural armor) +1
8th lvl: Weapon Attunement +1/+1
9th lvl: Armor attunement +2(+1 armor/+1 shield)
8th lvl: Weapon Attunement +2
10th lvl: Deflection +2
10th lvl: Resistance +3
11th lvl: Mental Prowess Upgrade(Wisdom) +2[+4 current]
12th lvl: Physical Prowess Upgrade(Strength) +2[+4 current]
13th lvl: 2nd Mental Prowess Choice(Intelligence) +2
13th lvl: 2nd Physical Prowess Choice(Constitution) +2
13th lvl: Resistance +4
13th lvl: Toughening(Natural armor) +2

First Attunement(Strength Domain):

Ideal[Strength]: You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Int instead of Wis.

. . .Strength Surge (Sp)[+6, 5/day): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Int modifier.

. . .Might of the Gods (13 rnds) (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

. . .Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Second Attunement(Rage):

Rage: You gain the Rage ability as a barbarian of your character level. This does not grant access to rage powers, but if you possess rage powers from another source you may use them while in this rage. Your rage improves as Greater Rage and Mighty Rage at the appropriate levels.

Celestial Blood, Lesser (Su): While raging, the barbarian’s melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Celestial Blood (Su): While raging, the barbarian gains resistance 5 to acid and cold.

Celestial Blood, Greater (Su): Once per rage, the barbarian can reroll one ability check, skill check, or saving throw she just made. She must take the second result, even if it’s lower. She must decide to use this ability after the die is rolled but before results are revealed.

Rage(32 rounds/day; +6 Str/Con, +3 Will, -2 AC)

Third Attunement(Alchemist Spells):

Completing the third attunement has opened your mind to a preternatural understanding of one of the fundamental sources of magic. You gain spells known and spell slots per day as a bard of your character level. You cast these spells as though you had the Eschew Materials feat.

Inner Strength - A mystical force innate to each sentient creature. Choose your spells known from the alchemist formula list (plus the 0th level spells listed below*). Armor does not interfere with casting these spells but they can only be cast on yourself. Your spell DCs, concentration checks, bonus spells, and maximum spell level are Constitution based.

*0th level spell list for Inner Strength: Chameleon scales, detect magic, detect poison, enhanced diplomacy, grasp, guidance, know direction, read magic, resistance, root, vigor, and virtue.

Spells Known(Alchemist formulae) (CL 13th; concentration +15; DC: 13 + spell lvl)
6 cantrips/6 1st-level spells/5 2nd-level spells/5 3rd-level spells/4 4th-level spells/2 5th-level spells
. . 0(at will)—Chameleon scales, Detect magic, Grasp, Guidance, Read magic, Root
. . 1st (6/day)—Ant Haul, Expeditious retreat, Long arm, Tears to wine, True strike
. . 2nd(6/day)—Acute senses, Alter self, Invisibility, Resist energy, Twisted Innards
. . 3rd(5/day)—Beast Shape I, Channel vigor, Displacement, Fly, Tongues
. . 4th(3/day)—Death Ward, Fluid form, Freedom of Movement, Monstrous physique II
. .5th(1/day)- Beast Shape III, Monstrous physique III

Fourth Attunement: Mythic(Guardian 2nd):

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Mythic Abilities
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Absorb Blow (10 damage) (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Bonus Hp's: 10
Extra Mythic Feat(Improved Critical[Mythic])
. . .Improved Critical[Mythic]
Your critical multiplier with your chosen weapon is increased by 1.
Fast Healing [Path ability]: As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (7/day, Surge +1d6): Use this power to perform your mythic abilities.
Shield Focus [Mythic feat]: Add your shield bonus and your shield’s enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic power to add your shield bonus and your shield’s enhancement bonus on a Fortitude or Reflex save just before you roll it.
Surge (+1d6) (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.