Demon

The Worm of Autumn's page

2 posts. Alias of andreww.


About The Worm of Autumn

The Worm of Autumn
Custom race - monstrous Druid 30 [Spellsinger Archetype]|Fighter 30 [Berserker Archetype]/Hierophant 10
Medium humanoid

Base stats:

Init +32 (+17 dex, +4 improved init, +10 mythic +1 haste); Senses see in darkness, true seeing, blindsight (40’)
Perception +56
Aura Antilife Shell (10’), Antiplant Shell (10’)

--------------------
Defense
--------------------
AC 85, touch 52, flat-footed 85 (+2 dodge [racial], +3 insight [foresight] +8 cover [seamantle] +7 natural [ironskin] +5 deflection [ABP] +5 morale [DoaTC] +1 dodge [Haste] +20 armour +7 shield +17 dex]

hp 850 (30d10 +30xCon +30 [toughness] +40[mythic])

Fort +44 [17 base +5 resist +4 morale [Heroism] +2 racial +16 con
Ref +46 [9 base +6 weapon training +3 insight [foresight] +4 cover [seamantle] +1 [haste] +17 dex +2 racial +4 morale [Heroism]
Will +47 [17 base +8 bravery +2 racial +4 morale [Heroism] +16 wis

+4 vs. fey and plant-targeted effects

Defensive Abilities hard to kill, mythic saving throws, unstoppable, freedom of movement, displacement (50%); DR 10/epic, 5/-; Immune poison, surprise, flat-footed, ranged weapons, gases, critical damage; SR 41

Offence:

--------------------
Offense
--------------------
Speed 60 ft., fly 90 ft. (perfect); burrow 70 ft. (50 ft.)

+5 staff +78/78/73/63/58/53 (1d6+67/x2)
Attack: Base Atk +30/30/25/15/10/5 +31 str +5 [DoaTC] +1 [Haste] +5 [enhancement] +6 weapon training
Damage: +31 str (x1.5) +5 morale [DoaTC] +5 [enhancement] +5 epic +6 weapon training

Special Attacks champion's strike (fleet charge), divine surge (inspired spell), eldritch breach[MA], force of will, inspired spell[MA], mythic power (23/day, surge +1d12), wild shape at will

--------------------
Statistics
--------------------
Str 72 [+31] (30 base +14 levels +2 race +12 enh +4 inherent +10 mythic)
Dex 44 [+17] (26 base +2 race +12 enhancement +4 inherent)
Con 42 [+16] (24 base +2 race +12 enhancement +4 inherent)
Int 38 [+14] (24 base -2 race +12 enhancement +4 inherent)
Wis 42 [+16] (26 base +12 enhancement +4 inherent)
Cha 40 [+15] (24 base +12 enhancement +4 inherent)

Base Atk +30/30/25/15/10/5

CMB +67 [+30 BaB +31 str +5 [DoaTC] +1 [Haste]
CMD 112 [10 base +30 BaB +31 str +17 dex +3 dodge +5 deflection +5 morale +3 insight +8 cover]

Feats:
Base Feats (20)

Dazing Spell[APG]: Possibly daze targets (+3 levels)
Empower Spell: Increase damage by 50% (+2)
Raging Vitality: +2 con, rage doesnt end when falling unconscious
Extend Spell: Double duration of spell (+1 level)
Spell and Greater Spell Focus (evocation): +2 spell DC
Maximize Spell: Maximise damage of spell (+3)
Mutated Shape[UW]: Gain extra natural attack when wild shaping
Natural Spell: Cast spells while wild shaped
Persistent Spell[APG]: Targets roll twice for saves (+2)
Quick Wild Shape[UM]: Wild shape as a move or swift, -2/4 effective levels
Quicken Spell: Cast spell as a swift (+4)
Wild Speech: Speak while wild shaped
Powerful Shape: Treated as larger when wild shaped
Greater Bullrush: +2 to bull rush, bull rush movement provokes from allies (but not you)
Greater Grapple: +2 to grapple, can make two checks per round
Intimidating Prowess: Add sr mod to intimidate
Greater Weapon Focus: Natural Weapons
Weapon Specialisation and Greater Specialisation: Natural Weapons

Elephant in the Room Feats
Agile Maneuvers: Use Dex for CMB with finesse weapons
Combat Expertise: -8 attack| +8AC
Deadly Aim: -8 ranged attacks, +16 damage
Weapon Finesse: Use Dex to attack with finesse weapons
Power Attack: -8 to attack| +8/16/24 damage depending on weapon

Racial Bonus Feats
Toughness: Bonus HP
Spell Penetration +2 spell penetration
Greater Spell Penetration: +4 spell penetration

Focused Study Feats
Skill Focus (Perception, Sense Motive, Stealth)

Fighter Bonus Feats (11)

Powerful Maneuvers: +2 to various maneuvers, they do not provoke
Improved Initiative: +4 initiative
Combat Reflexes: Bonus opportunity attacks
Critical Fous: +4 to conform
Weapon Focus: Natural weapons
Improved Critical: Natural Weapons
Stunning Critical: Possibly stun or stagger on a crit
Staggering Critical: Possible stagger on a crit
Advanced Weapon Training (Armed Bravery): Add Bravery bonus to will saves
Advanced Weapon Training (Fighter’s Reflexes): Add WT to reflex
Advanced Armor Training (Plate Specialization): +7 armour bonus for plate

Mythic Feats
Dual Path: Access to a second Path
Power Attack: -1/+3 damage, double on a crit, spend 1MP to ignore penalties for 1 minute
Powerful Shape: Gain the Giant template when wild shaping [+4 str and con, -2 dex, +1 damage dice step, +3 natural armour, +1 size]
Spell Focus: Double bonus, spend 1MP to make targets roll twice
Spell Penetration: Add Tier to SR checks

Base Mythic Abilities

Bonus HP varies by Path
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Champion (Su) Smite evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Legendary Hero (Su) One use of mythic power is regained each hr.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Unstoppable (Ex) As a free action, use 1MP to end one listed condition on yourself.
Mythic Power Start the day with 3+ 2*Tier mythic power
Surge After result of roll known, IA, 1MP, add +1d12 to result

Mythic Path Abilities (Hierophant and Guardian)

Divine Vessel (Ex) Non-mythic foes save vs. your spells twice. Healing is maximized for you. Activate when take 20+ dam in a rd to gain 1 power.
Inspired Spell: Spend 1MP, cast any 1 druid spell at +2 CL
Fleet Charge: Swift, 1MP, move and make one attack, add tier to hit, ignore all DR

Eldritch Insight: Metamagicked spell DCs based on total spell level
Critical Master [2]: Auto confirm all criticals
Fleet Warrior: Move before or after a full attack, provokes as normal
Mythic Spellcasting [1]: 10 mythic spells known
Servant of Balance: Confirmed critical hits do normal damage, other effects apply
Armour Master: No max dex bonus
Mythic Rage: Spend 1MP, regain ¼ Rage Rounds, all attacks this round ignore DR

Mythic Spells:
Heroism, Foresight, Firestorm, Heal, Dispel Magic, Burrow, Fog Cloud, Borrowed Time, Earthquake, Control Weather

Druid Stuff:

Druid Class Abilities
Domain: Cave
Caster Level 30th; Concentration +46
Spells per day 4|8/8/8/8/7/7/7/7/6/6/6/5/5/1 +Domain Slot
Spell DC 10 base + spell level +16 wis +4 [Evocation]
SR Penetration CL 30 +4 GSF +10 Mythic SP

14th:
13th:
12th:
11th: foresight [EN, M], winds of vengeance [EN]
10th: seamantle [EN]
9th: true seeing [EN]
8th: antilife shell [EN]
7th:
6th: antiplant shell (EN), echolocation (EN), freedom of movement [EN], strong jaw [EN]
5th: ride the waves [EX], burrow [EN, M]
4th: ironskin [EN]. wild instinct [EN]
3rd:
2nd:
1st:

A Thousand Faces (At will) (Su) Can change your appearance at will while in your normal form, as alter self.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Timeless Body (Old) (Ex) You no longer take ability score penalties from aging.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +30+Cha (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (At will) (Su) Shapeshift into a different creature
Woodland Stride (Ex) Move through undergrowth at normal speed.

Epic Class Abilities
Class Feats: 5 bonus (magic, metamagic, wild)
Wild Power: When using Wild Shape gain benefit of Improved Natural Armor [4]
Epic Ally: Summons gain +6HD

Bard Archetype:

Bard Archetype Benefits

Caster Level 30th; Concentration +45
Spells Known 6|6/6/6/6/5/5 +10
Spells per day 9/9/9/8/8/8/8/6/5/3
Spell DC 10 base + spell level +15 cha +4 [Evocation]
SR Penetration CL 30 +4 GSF +10 Mythic SP

6th: mass charm monster, fey gate, find the path, impenetrable veil, overwhelming presence, greater scrying, waves of ecstasy, dance of a thousand cuts, permanent image, borrowed time
5th: mass suggestion, shadow walk, mislead, greater dispel magic, archons trumpet, greater bladed dash, greater claim identity
4th: locate creature, legend lore, greater invisibility, dimension door, dominate person, hold monster, dungeon sight, break enchantment,
3rd: slow, haste, see invisibility, gaseous form, dispel magic, displacement, dimension door
2nd: heroism, mirror image, tongues, suggestion, focused scrutiny, glitterdust
1st: erase, feather fall, grease, heightened awareness, vanish, tears to wine

Enduring Bard Buffs:
Heroism [M, 4th], Displacement [5th], Greater Invisibility [6th], Dance of a Thousand Cuts [8th], Impenetrable Veil [8th], Borrowed Time [M, 8th]

Fighter:

Fighter Class Abilities
Bravery: +8 to will saves against fear [all will saves with armed bravery feat]
Armor Training: -6AP, +6 Max dex, move full speed
Weapon Training: +6 Natural, +6 heavy blades, +6 double, +6 light blades, +5 axes, +4 hammers, +3 thrown
Armour Mastery: DR5/-
Veteran of War: Armour and Weapon Mastery bonuses increase by 2

Fighter Epic Class Abilities
Epic Damage Bonus: +5
Epic Prowess: +10 (included)
Warrior: 5/day get a bonus ability as a swift action
Bonus Class Feats: 5 (combat only)

Barbarian Archetype:

Berserker Archetype Benefits

Mighty Rage: 62 ends/day; +8 Morale bonus to Str +10 to Con, +4 Morale to will saves
Epic Rage: +3 weapon damage dice increases

Rage Powers [10]
Fearless Rage: Immune to frightened and shaken
Unexpected Strike: 1/rage, enemy provokes by moving adjacent
Smasher: 1/rage, Ignore hardness of unattended objects
Knockback: 1/round, make a bull rush i place of melee attack
Knockdown: 1/round, make a trip attempt in place of a melee attack
Animal Fury: Gain a bite attack
Atavism Totem [3]: Bite attack is one size larger, Ferocity and Trample
Internal Fortitude: Immune to nauseated and sickened while raging

Epic Feats:

Epic Feats (20 total, 10 base, 10 bonus):

Armored Shape: +3 natural armour bonus when wild shaping
Dire Shape: +2 Str when wild shaping
Dragon Shape [2]: Wild shape can duplicate Form of the Dragon 3
Fine Shape: Can wild shape into a fine animal, as beast shape 3 but +12 dex, -6 str, no natural armour
Gargantuan Shape: As beast shape 3 but gargantuan, +10 str, -4 dex, +6 con, +8 natural armour
Colossal Shape: As beast shape 3 but colossal, +16 str, -4 dex, +10 con, +12 natural armour
Grotesque Shape: +2 Con when wild shaping
Sylan Shape: +2 Dex when wild shaping
Improved Elemental Shape: Alternate elemental options
Magical Beast Shape: As beast shape 4, fine to colossal
Absolute Shape: Apply multiple feats at once, double effectiveness of various abilities, increase DCs or CMB, increase speed by 20, +3 natural armour

Enduring Spell: Spell lasts permanently but consumes slot [+6/2]
Improved Metamagic [4]: Reduce metamagic costs by 2, minimum 1
Perfect Spell: Maximise and double rolls [+6/2]
Ineffable Spell: Ignore immunities unless would not affect [+7/3]
Improved Combat Reflexes: No limit to OA’s per turn

Skills:

Skill Points:

6 base +14 Int +2 FCB per level: 22 /level
+4 to all Mythic Heroism

+56 Acrobatics [30 ranks +Dex +5 morale [DoaTC]]
+18 Appraise [0 ranks +Int]
+19 Bluff [0 ranks +Cha ]
+38 Climb [0 ranks +Str, ]
+49 Diplomacy [30 ranks +Cha, ]
+51 Disable Device [30 ranks +Dex]
+49 Disguise [30 ranks +Cha]
+21 Escape Artist [0 ranks +Dex ]
+51 Fly [30 ranks +Dex ]
+52 Handle Animal [30 ranks +Cha]
+53 Heal [30 ranks +Wis]
+83 Intimidate [30 ranks +Cha +Str]
+51 Knowledge [30 ranks +Int]
[Nature, Geography, Arcana, Dungeoneering, Religion, Planes]
+48 Linguistics [30 ranks +Int]
+59 Perception [30 ranks +Wis +6 skill focus]
+52 Perform (Stringed) [30 ranks +Cha]
+52 Perform (Oratory) [30 ranks + Cha]
+24 Ride [0 ranks +Dex]
+59 Sense Motive [30 ranks +Wis + skill focus]
+21 Sleight of Hand [0 ranks +Dex]
+51 Spellcraft [30 ranks +Int]
+75 Stealth [30 ranks +Dex +15 Impenetrable Veil +6 skill focus
+53 Survival [30 ranks +Wis]
+34 Swim [0 ranks +Str, ]
+19 UMD [0 ranks +Cha]

Languages Celestial, Common plus more than I have the time to think about

Equipment:

Equipment

ABP Benefits
+5 enhancement to armour
+5 weapon
+5 resistance to saves
+5 deflection and natural to armour class
Stat Bumps

Legendary Gifts

30 gifts

3 Legendary Body 2
3 Legendary Mind 2
20 +4 inherent str, dex, con, wis, int, cha
1 Legendary Shield Master
3 Legendary Armour (Wild to both)

Equipment

+12 Belt [5,760,000]
+12 Headband [5,760,000]
+9 Mighty Fists [2,430,000]

KRAKEN FORM:

Size: Colossal [Gargantuan plus Giant Template]
+16 Str, -4 Dex, +12 Con, +21 natural armour
Darkvision 240', Low Light Vision
Swim 60', Jet 280'
Resist Cold: 40
Special Abilities: Constrict [Tentacles], Grab (Arms and Tentacles, +4 CMB)

Init +30 (+15dex +4 improved init, +10 mythic +1 haste)

AC 94, touch 41, flat-footed 94 (+2 dodge [racial], +3 insight [foresight] +8 cover [seamantle] +28 natural [ironskin plus wildshape] +5 deflection [ABP] +5 morale [DoaTC] +1 dodge [Haste] +20 armour +7 shield +15 dex -8 size]

hp 1030 (30d10 +30xCon +30 [toughness] +40[mythic])

Fort +50 [17 base +5 resist +4 morale [Heroism] +2 racial +22 con]
Ref +44 [9 base +6 weapon training +3 insight [foresight] +4 cover [seamantle] +1 [haste] +15dex +2 racial +4 morale [Heroism]
Will +47 [17 base +8 bravery +2 racial +4 morale [Heroism] +16 wis]

+4 vs. fey and plant-targeted effects

Attack Bonus +84: +30 [BaB] +9 [enhancement] +39 [str] -8 [size] +6 [weapon training] +5 [DoaTC] +1 [Haste] +2 GWF
Damage Bonus +68|48: +39|19 str +9 enhancement +6 weapon training +4 GWS +5 epic damage bonus +5 [DoaTC]

CMB +83: 30 BaB +39 str +5 [DoaTC] +1 [Haste] +8 [size], Grapple/Bull Rush +4, Grab +8
CMD (126): 10 base +30 BaB +39 Str +15 Dex +5 [DoaTC] +5 deflection +3 Dodge +8 size +3 insight +8 cover
Crit: 19-20/x2

Attacks:

2 Arms [3d6+ str + grab]
8 Tenatacles [2d6 + 0.5 str +grab]
1 Bite [4d6+str]
1 Gore [4d6 +str]

With Strong Jaw

2 Arms [6d6+ str + grab]
8 Tenatacles [4d6 + 0.5 str +grab]
1 Bite [8d6+str]
1 Gore [8d6 +str]

With StrongJaw and Rage

Attack Bonus +88: +30 [BaB] +9 [enhancement] +43 [str] -8 [size] +6 [weapon training] +5 [DoaTC] +1 [Haste] +2 GWF
Damage Bonus +72|50: +43|21 str +9 enhancement +6 weapon training +4 GWS +5 epic damage bonus +5 [DoaTC]

CMB +87: 30 BaB +43 str +5 [DoaTC] +1 [Haste] +8 [size], Grapple/Bull Rush +4, Grab +8
CMD (128): 10 base +30 BaB +43 Str +15 Dex +5 [DoaTC] +5 deflection +3 Dodge +8 size +3 insight +8 cover -2 rage

2 Arms [8d8+ str + grab]
8 Tenatacles [6d8 + 0.5 str +grab]
1 Bite [16d6+str]
1 Gore [12d8 +str]

Immune: Nauseated, Sickened, Shaken, Frightened