Wounds (0) Temp (15) HP (218) AC (39/13/38, +2 vs undead) Saves (21/11/25, +7 vs mind effecting, +2 vs undead) DR 10 (Epic) Initiative (+7) Darkvision (120ft)
Dwarf
* Slow and Steady, Stability, Unstoppable, Craftsman, Death’s End
Traits
* Fate’s Favored (+1 to luck bonuses)
* Exposed to Awfulness (Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.)
Protection
* Increased Defense (minor): Traded for divine fighting technique
* Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
Artifice
* Crafter’s Wrath (minor): At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.
* Transfer Magic (major): Traded for divine fighting technique
Torag’s Patient Strikes
* Initial Benefit: Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don’t stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you’re flat-footed.
* Advanced Benefit: Once per round, before you make an attack of opportunity with a warhammer, you can declare an opportunistic strike. If the attack hits, you can apply the effects of your Vital Strike feat. You can apply the Improved Vital Strike or Greater Vital Strike feat instead if you have either of those feats. If you confirm a critical hit with an opportunistic strike, you can attempt a disarm or trip combat maneuver check against the target as a free action—this combat maneuver does not provoke an attack of opportunity.
Feats, Skills, Equipment:
Feats
(1) Tower Shield Proficiency, Toughness, Weapon Focus (3) Power Attack, Channel Smite (5) Weapon of the Chosen (6) Vital Strike (7) Improved Weapon of the Chosen (9) Greater Weapon of the Chosen, Weapon Specialization (11) Craft Wondrous Items (12) Furious Focus (13) Guided Hand (15) Improved Vital Strike, Devastating Strike
(17) Blessed Hammer (18) Greater Vital Strike (19) Improved Critical
Equipment 220,000
* Legendary Liquid Steel Warhammer: Called +5 (36,407)
* Comfort Glamered Double Plated Mithral Plate with Steelbone Frame +5 (56,200) -0 ACP
* Darkwood Tower Shield +5 (25,480) -0 ACP
* Headband of Wisdom +6 (18k)
* Belt of Constitution +6 (18k)
* Cloak of Resistance +5 (12,500)
* Ring of Protection +2 (4K)
* Amulet of Natural Armor +2 (4K)
* Holy Symbol Tattoo (100)
* Ring of freedom of movement (40k)
* Snakeskin Tunic (4k)
* Masterwork backpack with masterwork smith tools (150)
* 1163 gold
Mythic:
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 (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (17). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (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 (1d10).
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier (7). 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.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. 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.
Mythic Saving Throws (Ex): At 5th tier, 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.
Force of Will (Ex): At 7th 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.
Mythic Guardian:
Abilities: Absorb Blow
(1) Armor Master (2) Legendary Item (3) Legendary Item (4) Adamantine Mind (5) Impervious Body (6) Impervious Body (7) Legendary Item
(8) Armored Might (9) Impervious Body (10) ?
Mythic Feats
(1) Power Attack (3) Vital Strike (5) Improved Vital Strike (7) Guided Hand
(9) Weapon Specialization
Background: An ancient Dwarven elder from the same Clan as Morgrym. He was not present when the demons attacked the Clan in the Mindspin Mountains. Finding that Morgrym was not among the dead, he feared the worst, that his kinsman had been taken. Shocked to learn that the dwarf had gone off alone to seek vengeance, he tracked the dwarf down, following him to the crusades, having sworn an oath to do all he could to bring him back safely. He thought he was prepared for anything, but he was in no way ready to learn that Morgrym was not just another body Mendev was throwing into the abyss. Rather, he was one of the fated heroes that everyone from the greatest general to the most common soldier sung praises of as being a hero who would close the Wound. Taking his oath literally, he has interpreted his oath as being that he must join the group. For he swore to do all he could to bring his kinsman home, but now knows that this is impossible until the job is done…
His mythic power, though, comes from a chance encounter. In moving through the world wound in search of his kinsman, he and the crusaders he was with were driven into a ruined watchtower due to a demonic assault. There, they encountered the desiccated remains of the original defenders, as well as last crusaders who took shelter in the Sakoran ruins. Among the dead the old dwarf found the body of a dwarf, who still held a hammer that gleamed as if though it was fresh from the forge. Taking it in his hands he learned that it was a holy artifact of Torag, and that the last wielder had been a champion of his deity. Upon taking it up, he made an oath of the deity, thus taking up the mantle of the God’s champion. An honor that was as humbling as it was disconcerting, given the fate of the last champion.