| Generic Villain |
I decided to try making Tar-Baphon using the mythic ruletest. 25 point buy. He's kind of bland in my opinion and feels somewhat underpowered, but oh well, it was fun to do. Also, I don't use the proper PF template for stat blocks so it might look a little odd in places.
Male Human Lich Necromancer 20/Archmage 8 CR 30
NE Medium Undead (Augmented Humanoid)
HD: 20D6+264; hp: 334
Init: +26
Speed: 30 ft.
Senses: Darkvision 60 ft., see in darkness; Perception +36
AC: 39, touch 21, flat-footed 33; Armor Check Penalty: 0
(+6 Dex, +8 armor, +5 deflection, +10 natural)
DR: 15/bludgeoning and magic
Immune: Cold, electricity, acid, undead traits
Resist: Fire 20
SR: 23
Base Attack: +10; CMB: +15; CMD: 46
Melee: Touch +16 touch (1D8+5D6+10 negative energy plus paralyzing touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing touch (DC 30), power over undead 18/day
Special Abilities: Bolster 18/day (+5 bonus, 10 rounds), lifesight (20 rounds/day), mythic power (23/day, 1D10), archmage arcana, archmage abilities, amazing initiative, force of will, unstoppable
Special Qualities: Rejuvenation, channel resistance +4, favored class benefits, specialist, arcane bond (object), arcane discoveries, mythic flaw (material weakness; silver), mythic spells, recuperation, mythic saves, inherent bonuses, permanent spells, contingency
Aura: Fear (DC 30)
Fort: +22, Ref: +18, Will: +27
Str: 20, Dex: 23, Con: —, Int: 41, Wis: 24, Cha: 31
Skills: Spellcraft +39, Knowledge (arcana, religion, planes, history) +39, Knowledge (dungeoneering, engineering, nobility, geography) +29, Craft (alchemy) +39, Linguistics +39, Fly +30, Bluff +31, Diplomacy +31, Intimidate +31, Sense Motive +36, Perception +36, Stealth +15
Feats: Combat Casting, Spell Focus (necromancy), Greater Spell Focus (necromancy), Spell Penetration, Extend Spell, Maximize Spell, Quicken Spell, Spell Mastery (M), Mythic Spells, Command Undead (DC 30), Scribe Scroll, Craft Wondrous Item, Craft Magic Arms and Armor, Craft Construct, Mythic Crafter, Iron Will (M), Toughness
Languages: Common, Varisian, Osiriani, Skald, Kelish, Polyglot, Hallit, Ancient Osiriani, Azlanti, Thassilonian, Elven, Dwarven, Aklo, Draconic, Undercommon, Necril, Auran, Ignan, Abyssal, Infernal, Celestial
Equipment: Staff of the magi (50 charges), horns of Naraga, ring of wizardry IV, ring of freedom of movement, headband of mental superiority +6, belt of physical might +6 (Strength and Dexterity), Tar-Baphon’s robe (grants fire resistance 20 and acts as bracers of armor +8, amulet of natural armor +5, ring of protection +5, cloak of resistance +5, and a handy haversack), amulet of the planes, pale green prism ioun stone, orange prism ioun stone, greater quicken metamagic rod, iron flask (contains a balor), pearl of power (9th), spell component pouch
Wizard Spells Prepared (9/9/9/13/8/8/8/7/7; caster level 21st; +16 melee touch, +17 ranged touch; concentration +36)
-9th: wish (DC 34), mass suffocation (DC 36), soul bind (DC 36), time stop, meteor swarm (DC 34), gate, mage’s disjunction
-8th: horrid wilting (DC 35), orb of the void (DC 35), dimensional lock, polar ray, create greater undead, demand (DC 33), discern location
-7th: greater teleport, finger of death (DC 34), greater polymorph, caustic eruption (DC 32), symbol of weakness (DC 34), prismatic spray (DC 32), control weather, spell turning
-6th: greater dispel magic, true seeing, cloak of dreams (DC 31), circle of death (DC 33), create undead, mislead (DC 31), chain lightning (DC 31), eyebite (DC 33)
-5th: cone of cold (DC 30), waves of fatigue, magic jar (DC 32), telekinesis (DC 30), contact other plane, cloudkill (DC 30), mage’s private sanctum, wall of force
-4th: animate dead (2), crushing despair (DC 29), greater false life, enervation, bestow curse (DC 31), river of wind (DC 29), ice storm, black tentacles, dimensional anchor, ball lightning (DC 29), charm monster (DC 29)
-3rd: sands of time, lighting bolt (DC 28), halt undead (DC 30), protection from energy, dispel magic (2), haste, fly, major image (DC 28)
-2nd: spectral hand, spell gauge (DC 27), blindness/deafness (DC 29), ghoul touch (DC 29), mad hallucination (DC 27), alter self, detect thoughts (DC 27), burning gaze (DC 27), web (DC 27)
-1st: shield, magic missile, protection from good, ear-piercing scream (DC 26), ray of enfeeblement (DC 28), unseen servant, erase, restore corpse, decompose corpse
-0th: sotto voce (DC 27), open/close, bleed (DC 27), mage hand
-Archmage Arcana: Tar-Baphon possesses the following archmage arcana.
Arcane Surge (Su): Tar-Baphon gains a +8 bonus on any check made to overcome spell resistance.
-Archmage Abilities: Tar-Baphon possesses the following archmage abilities.
Deep Understanding (Ex): Tar-Baphon automatically identifies any arcane spell cast within 60 feet as long as it is on the wizard spell list.
Resilient Arcana (Ex): Tar-Baphon adds +8 to any check to identify his spells, recognize them as they are being cast, or dispel them.
Component Caster (Ex): Tar-Baphon can ignore a material component of up to 800 gp in value.
Metamastery (Su): Upon activating this ability, Tar-Baphon can freely add metamagic feats to his spells that increase the level of the spell by no more than 3 levels.
Endless Power (Su): Tar-Baphon can cast all 1st– and 2nd-level spells without using up a spell slot.
-Favored Class Benefits: Tar-Baphon’s favored class is wizard. As a result, he has gained 20 bonus hit points.
-Specialist: Tar-Baphon is a specialist in the school of necromancy. His opposition schools are illusion and enchantment.
-Arcane Bond: Tar-Baphon is bonded to his ring of wizardry IV.
-Arcane Discoveries: Tar-Baphon has the opposition research (enchantment) and opposition research (illusion) arcane discoveries.
-Inherent Bonuses: Tar-Baphon has used magic to gain a +5 inherent bonus to his Intelligence and Charisma and a +4 inherent bonus to his Strength, Dexterity, and Wisdom.
-Permanent Spells: Tar-Baphon has made the following spells permanent on himself using permanency: see invisibility (CL 20th), tongues (CL 20th), read magic (CL 20th), arcane sight (CL 20th).
-Mythic Spells: Tar-Baphon knows the following mythic spells: circle of death, animate dead, meteor swarm, magic missile, time stop, dispel magic, contagion, globe of invulnerability, mage armor, invisibility, suggestion, phantasmal killer.
-Contingency: Tar-Baphon has a contingency (CL 21st) active: if he is ever affected by an effect that break enchantment can remove, a break enchantment (CL 21st) spell activates on him.
| Myrryr |
That Int seems extremely low... It would seem very strange to me that Tar-Baphon wouldn't start with a 20 Int at lvl 1, +5 from lvls, +5 inherent, +6 enhance for 36, +10 mythic, +2 Lich for 48, not counting any particular accomplishments he might have done himself. For example enslaving a succubus for another +2 profane bonus, or creating an artifact that gives an alchemical bonus (like Sorshen did).
Tar-Baphon fought a god for days when he was still human and alive, he should have some serious power to back it up. Like having all of the mythic lich template abilities on top of ten archmage tiers and then personally created magic and ex/su abilities. Plus probably several custom artifacts.