Stronfeur Uherer

Morgrym Ironfist's page

727 posts. Alias of Javell DeLeon.


Full Name

Morgrym Ironfist

Race

Dwarf

Classes/Levels

Barbarian 14th(Invulnerable Rager)/Champion 6:

Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Gender

Male

Size

Med

Alignment

CG

Deity

Torag

Strength 23
Dexterity 14
Constitution 24
Intelligence 10
Wisdom 14
Charisma 8

About Morgrym Ironfist

55 goods, 57 labor, 14 influence and 12 magic; currently(June 26th)

Dice:

[dice=Attack #1 Miss chance]1d100[/dice]
[dice=Attack #2 Miss chance]1d100[/dice]
[dice=Attack #3 Miss chance]1d100[/dice]

Titan's rage/Negated PA penalties/rage
[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+25[/dice]
[dice=Damage]3d6+37+1d6[/dice]

[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+25[/dice]
[dice=Damage]3d6+37+1d6[/dice]

[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+20[/dice]
[dice=Damage]3d6+37+1d6[/dice]

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

[dice=+2 Cold Iron Earth breaker]1d20+22[/dice]
[dice=Damage]2d6+11[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+22[/dice]
[dice=Damage]2d6+11[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+17[/dice]
[dice=Damage]2d6+11[/dice]

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

Raging/PA
[dice=+2 Cold Iron Earth breaker]1d20+21[/dice]
[dice=Damage]2d6+33+1d6[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+21[/dice]
[dice=Damage]2d6+33+1d6[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+16[/dice]
[dice=Damage]2d6+33+1d6[/dice]

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

Negated PA penalties
[dice=+2 Cold Iron Earth breaker]1d20+25[/dice]
[dice=Damage]2d6+33[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+25[/dice]
[dice=Damage]2d6+33[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+20[/dice]
[dice=Damage]2d6+33[/dice]

--------------------------------------------------------------------------- ---------------------------------------
No penalties
[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+21[/dice]
[dice=Damage]2d6+35[/dice]

[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+21[/dice]
[dice=Damage]2d6+35[/dice]

[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+16[/dice]
[dice=Damage]2d6+35[/dice]

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

[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+21[/dice]
[dice=Damage]2d6+33+1d6[/dice]

[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+21[/dice]
[dice=Damage]2d6+33+1d6[/dice]

[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+16[/dice]
[dice=Damage]2d6+33+1d6[/dice]

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

[dice=+2 Cold Iron Earth breaker]1d20+22[/dice]
[dice=Damage]2d6+11+1d6[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+22[/dice]
[dice=Damage]2d6+11+1d6[/dice]

[dice=+2 Cold Iron Earth breaker]1d20+17[/dice]
[dice=Damage]2d6+11+1d6[/dice]

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

Rage/Negate power attack
[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+25[/dice]
[dice=Damage]2d6+33+1d6[/dice]

[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+25[/dice]
[dice=Damage]2d6+33+1d6[/dice]

[dice=+2 Cold Iron Earth breaker(Raging w/PA)]1d20+20[/dice]
[dice=Damage]2d6+33+1d6[/dice]

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

Titan's Rage/Negate power attack
[dice=+1 Cold Iron Earth breaker(Raging w/PA)]1d20+26[/dice]
[dice=Damage]3d6+36[/dice]

[dice=+1 Cold Iron Earth breaker(Raging w/PA)]1d20+26[/dice]
[dice=Damage]3d6+36[/dice]

[dice=+1 Cold Iron Earth breaker(Raging w/PA)]1d20+21[/dice]
[dice=Damage]3d6+36[/dice]

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

Titan's Rage/Negate power attack
[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+25[/dice]
[dice=Damage]3d6+34[/dice]

[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+25[/dice]
[dice=Damage]3d6+34[/dice]

[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+20[/dice]
[dice=Damage]3d6+34[/dice]

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

Titan's Rage/Negate power attack
[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+27[/dice]
[dice=Damage]3d6+37[/dice]

[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+27[/dice]
[dice=Damage]3d6+37[/dice]

[dice=+3 Ghost Touch Earth breaker(Raging w/PA)]1d20+22[/dice]
[dice=Damage]3d6+37[/dice]

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

[dice=Claws(Raging w/PA)]1d20+22[/dice]
[dice=Damage]1d8+21[/dice]

[dice=Claw (Raging w/PA)]1d20+22[/dice]
[dice=Damage]1d8+21[/dice]

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

[dice=Fort]1d20+19[/dice]
[dice=Ref]1d20+7[/dice]
[dice=Will]1d20+9[/dice]

[dice=Acrobatics]1d20+17[/dice]
[dice=Climb]1d20+12[/dice]
[dice=Craft (weapons)]1d20+10[/dice]
[dice=Fly]1d20+9[/dice]
[dice=Intimidate]1d20+5[/dice]
[dice=Perception]1d20+26[/dice]
[dice=Stealth]1d20[/dice]
[dice=Survival]1d20+19[/dice]
[dice=Swim]1d20+8[/dice]
[dice=Mythic Surge]1d8[/dice]

Description: Morgrym is 4'5" and 206 pounds. Stout and stocky to be sure. His pic represents him quite well. Bald on top, a dark beard and moustache, and a fierce determination.

Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed—it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind.

Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.

Associated Mythic Path: Champion.

Backstory:

As the hammer falls upon the heated metal, a loud clang echoes throughout the smithy as the dwarf wipes the sweat from his forehead with the back of his glove. Peering through his goggles at the raw metal, all is quiet until a sudden explosion takes out the near wall.

"What the...!" he curses as he's knocked heavily to the ground by the flying rubble. Realizing he's just acquired several broken bones, Morgrym manages to look up and notice a massive fire through the hole in the wall. How did I not hear the battle outside? he thinks to himself as a large creature steps through it. With surprising speed, it grabs the sturdy dwarf, and jerks him out from under the rubble as if he was nothing more than a rag doll. "What the blazes are you?!" he asks, grimacing in pain as he is unable to free himself from the creature's strong grasp. "I'll kill ya if ya don't be..." his words are cut off as the demon blasts him with a claw to the face. Feeling his jaw break, his eye starting to swell, and blood stream down his face as well as from the inside of his mouth, he only manages a grunt in response as he's barely able to remain conscious.

Finding himself being moved far quicker than one would believe, he is unable to make out anything through his one good eye as it all appears to be nothing more than a blur. Not seconds later, he's thrown down on a smooth, stone floor. Looking up, he notices several humanoids dressed in black cloaks nearing him. "What the blasted... are you lot... doin'?! Don't ya... know the blasted... demon's gonna... kill ya?!" he manages through gasped breaths, yet, he realizes they don't seem to be paying any attention to him. He then hears mumbling and then notices one of them with some form of 'lightning' surrounding his hand. "What are ya abo...," is all he manages before the cultist's hands reach out and touch him - finding himself thrown into convulsions as he is being electrocuted. One after another would step up and send shock after electrical shock through his body. All he could manage is a muffled yell and a violent, uncontrollable twitching - leaving himself curious as to how much more he can take before darkness overtakes him one final time.

And then instantly... it all stopped. His breathing coming in short, wheezing gasps, Morgrym lie still and broken as blood slowly pours from his mouth as he lies in the middle of the floor, a single light upon him, coming from who knows where and with no one around. And then from somewhere he hears strong footsteps echoing throughout wherever he was and knowing that they were headed in his direction. The next thing he knows, he was back within the clutches of the beast's grip once again - this time lifted upon his feet and held in place. Placing its face right up in Morgrym's, the dwarf could easily feel its breath and look right in its eyes knowing the demon is about to kill him. "Kill me ya <bleep>! 'Cause if ya don't... I'll be comin' ta get YOU." Morgrym vows, spitting a wad of blood upon the beast's face, managing a painful chuckle. The demon then roughly snaps the dwarf's head at an angle, exposing his neck. Bringing a razor-like, taloned finger to one side of it, Morgrym prepares for his life to end swiftly. Wishing it wasn't so painful to speak, he allowed his thoughts to do him justice. It's good this is gonna kill me. At least for the beast. Because if it don't, I swear by Torag I'll come lookin' for this one. This one and all it's ilk. And all those that follow it. Just as the beast begins pushing it's finger into his flesh, ready to end this dwarf's life, a bright light shines... brighter than the sun....

Sitting up quickly in his bed, Morgrym stares dead ahead into the mirror atop the desk that sits along the wall, his reflection peering back, his breathing calm and collected. "<Bleep> nightmares," he comments as he rises and puts his garb on. Even though it's early morning here in Kenebres, and he's barely managed a restful sleep in years, Morgrym pays it no mind as he heads to the smithy where he's been working the past few months, earning enough to get by while forging a weapon for himself. While it's not the Mindspin Mountains, he knows this is where he needs to be. "Once I get me weapon forged, I'll be joinin' this war. I'm comin' demon... and I'm bringin' Death with me," he states candidly, resolved to the fact it could very well be his own.

As the hammer falls upon the heated metal, a loud clang echoes throughout the smithy as the dwarf wipes the sweat from his forehead with the back of his glove. Peering through his goggles at the raw metal, the dwarf pauses a moment, listening to the quiet. Looking up, he turns his attention to the wall nearest him. After a few moments, the dwarf returns to his work, the loud clanging of hammer upon steel echoing throughout once again.

Morgrym:

Morgrym Ironfist
Male dwarf Barbarian(Invulnerable rager) 14th/Champion 6
CG Medium humanoid (dwarf)
Init +8; Senses darkvision 120 ft.; Perception +26
--------------------
Defense
--------------------
AC 28, touch 17, flat-footed 26 (+9 armor, +2 Dex, +2 Nat, +5 Def)
hp 286 (1d12+91+126con+13fc+14feat+30mythic)
Fort: +19 (+9base/+9con/+1cloak)
Ref: +7 (+4base/+2dex/+1cloak)
Will: +9 (+4base/+2wis/+1cloak/+2feat) (+2 sacred bonus vs. charm and possession effects (including dominate effects); +2 sacred bonus vs. death effects; +2 vs. poison, spells, and spell-like abilities; +2 sacred bonus vs. insanity or confusion effects; +2 trait bonus vs. fear)
Defensive Abilities defensive training, hard to kill; DR 7/—, 14/lethal; Immune inhaled poison; Resist fire 3, extreme endurance
--------------------
Offense
--------------------
Speed 60 ft.
Melee +2 Cold Iron earth breaker +22/+22/+17 (2d6+11/19-20/×4)
. . .Claws x2: +23/+23 (1d8+9/x2)
Ranged heavy crossbow +16 (1d10/19-20)
Special Attacks hatred, mythic power (13/day, surge +1d8), rage (42 rounds/day), rage powers (celestial blood; celestial blood; lesser; Beast totem, lesser; Beast totem; Beast totem, grtr; Ghost rager)
--------------------
Statistics
--------------------
Str: 23(+1@4th/8th/12th, +2 Mythic/+2 Mythic Path); Dex: 14; Con: 18/24(+2rac/+4belt/+2,+2 Mythic/+2 Mythic Path/+2 Inherent); Int: 10; Wis: 12/14(+2rac/+2headband); Cha: 8
Base Atk +14; CMB +20; CMD 39/37ff (43 vs. bull rush/trip)

Feats: 1st): Extra Rage; 3rd): Power attack; 5th): Iron will; 7th): Toughness; 9th): Raging Vitality; 11th): Improved critical(Earthbreaker); 13th): Critical Focus
Mythic Feats: 1st): Extra Path ability; 3rd): Power attack; 5th): Improved critical(Earthbreaker)

Traits
Courageous: Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.
Stolen fury

------------------------
Skills 52 ranks
------------------------
Acrobatics +17: (+14rnk/+2dex/+3cs/-2acp)
Climb +12: (+5rnk/+6str/+3cs/-2acp)
Craft (weapons) +11: (+5rnk/+1int/+3cs/+2mwk tools) (+13 if metal/stone(alt race trait))
Intimidate +5: (+3rnk/-1chr/+3cs)
Perception +26: (+14rnk/+2wis/+3cs/+2bonus(DM fiat)/+5 item(comp))
Stealth +0: (+2dex/-2acp)
Survival +19: (+14rnk/+1wis/+3cs)
Swim +8: (+1rnk/+6str/+3cs/-2acp)

Racial Modifiers craftsman
Languages Common, Dwarven
SQ fast movement, rock stepper
--------------------------
Combat Gear
--------------------------
Armor of the pious
Celestial Armor
Amulet of Natural Armor +1
Amulet of Natural Armor +2
Bag of holding II
Bag of Holding IV
Belt of mighty constitution +4
Boots of the cat
Cloak of resistance +1
Decanter of Endless water
Eyes of the Eagle
Headband of Inspired Wisdom +2
Instant Fortress
Righteous Medal of Clarity
Righteous Medal of Spirit
Righteous Medal of Valor
Righteous Medal of Vigor

Ring of Protection +5
+2 Cold iron earth breaker
+3 Ghost touch earthbreaker
Returning throwing axe +1
Heavy crossbow (50g)
Crossbow bolts (x60)
Arrows (x240)
Mwk longbow (+2str)

Potion of cure light wounds (x4) (1d8+1)
Potion of CMW (x6)
Potion of CSW (x3)

Other Gear Crowbar, Flint and steel, Masterwork artisan's tools, Masterwork backpack, Silk rope (50 ft.), Waterskin, 1738 gp

(Just took off the 100g for restoration)

Potion of cure Serious wounds (x1) (3d8+5)[/i]
+1 evil outsider-bane cold iron longsword (Nasira)
+2 transformative two-handed weapon Sold
Manual of Bodily Health +2 Read

-----------------
Medals
-----------------
Righteous Medal of Clarity: This circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt. It is awarded to a hero who recovers vital information of great use against the Worldwound and delivers this intelligence to the crusaders. This medal is associated with Intelligence and grants a +2 sacred bonus on saves against insanity or confusion effects.
Righteous medal of spirit: This rectangular medal depicts the symbol of Iomedae on a field of red. It is awarded to a hero who becomes possessed or mentally controlled by a demon but escapes from that control before he is forced to do evil. This medal is associated with Wisdom and grants a +2 sacred bonus on saves against charm and possession effects (including dominate effects).
Righteous medal of valor: This medal looks like a demonic skull, the top of which has been pierced by four red-hilted swords. It is awarded to a hero who delivers a death blow to a demon whose CR is at least 1 higher than the hero’s character level. This medal is associated with Strength and grants a +2 sacred bonus to CMD.
Righteous medal of vigor: This hexagonal medal depicts a white castle on a field of red with gold trim. It is awarded to a hero who is reduced to negative hit points by a demon but survives (or alternately, is restored to life) and rejoins the battle before that demon is defeated. This medal is associated with Constitution and grants a +2 sacred bonus on saves against death effects.

--------------------
Rage Powers
--------------------
Beast Totem +4 (Su): While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Beast Totem, Lesser (Su) While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.
Beast Totem, Greater (Su) While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal ×3 damage on a critical hit.
Celestial Blood (Su) While raging, the barbarian gains resistance 5 to acid and cold.
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.
Ghost Rager +5 (Su): While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can’t raise her touch AC above her full AC.
Superstition +5 (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

--------------------
Special Abilities
--------------------
Courageous +2 save vs. fear.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hardy Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Rage, Greater (46 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged. (+13@1st/26level/+1fc/+6feat)

Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

-------------------------------------------
Mythic Abilities
-------------------------------------------
Ability Score: 2nd: Str +2; 4th: Con +2; 6th: Con +2
Amazing Initiative (Ex): 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.
Beyond Morality (Ex): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
Enhanced ability(Constitution): You gain a permanent +2 bonus to one ability score of your choice.
Enhanced ability(Strength): You gain a permanent +2 bonus to one ability score of your choice.
Force of will: At 6th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
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.
Impossible Speed (+30') (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Mythic Power (15/day, Surge +1d8): Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex): Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Mythic Sustenance (Su): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
Power Attack [Mythic]: 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, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Precision (Ex): Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus.
Recuperation (Ex): You are restored to full hit points after 8 hours of rest. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Stolen Fury: +2 trait bonus to CMB vs. Demons
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Surge (+1d8) (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.
Titan’s Rage (6 rnds)(Su): You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons. This size increase lasts a number of rounds equal to your tier, and doesn’t stack with any other spell or ability that alters your size.

Artifacts
Scale from Terendelev the silver dragon guardian:
This scale bestows upon the bearer the ability to cast darkvision as the spell 3 times per day at CL 19. *A character who already possesses darkvision increases his own by an additional 60ft.
*Houserule

Shard of the Wardstone:
1 time only it can give spell resistance 13 to a suit of armor or shield for 1 day or give a weapon the bane (evil outsider) ability for 1 day.

Damage:

History of Scars

Damage = 6,43,7,7,5,3,3,24,9,12,23,12,2,3,3,15,8,3,3,3,7,8,1,5,2,4,7,3,25,24,8,6,11, 10,9,14,11,12,11,11,15,9,10,14,13,13,6,4,8,20,9,7,8,14,15,28,4,4,10,4,6,17, 1,20,3,16,2,55,2,12,3,2,3,2,4,6,7,3,3,1,13,30,12,2,3,13,18,9,6,9,6,28,27,7, 53,13,7,7,9,6,9,6,7,7,11,5,27,25,7,9,11,19,1,5 = 1188

Healing = 45,15,7,7,14,35,13,12,11,29,12,14,22,55,13,24,21,14,23,18,9,14,10,21,11,21, 14,25,13,14,16,12,3,49,66,19,18,9,31,14,17,39,14,15,14,37,19 = 962; -1/5 healed = 192
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Total = 996