
![]() |
3 people marked this as a favorite. |

I am having quite a bit of fun with Mythic Adventures, and the MA Hero Lab addon, so I decided make some characters. Since adventure paths no longer have the iconics in them, I though it would be fun to provide some unofficial stats for them (for players of the current Wraith of the Righteous adventure path). Since the AP suggest certain level/mythic tier combinations, the characters are presented at those levels/tiers.
These stats are based on the stats in the NPC Codex, but I have taken some liberties, when certain choices didn't make sense, once mythic tiers became available. All characters have heroic equipment based on their level (their tiers have no effect).
So here is Valeros ( I changed his fighting style to two shortswords, the longsword actually started to reduce his damage)
Valeros
Human Fighter 6
NG Medium Humanoid (human)
Init +7; Senses Perception +0
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 20 (+6 armor, +2 shield, +3 Dex, +1 natural, +1 deflection, +1 dodge)
hp 60 (6d10+23)
Fort +8, Ref +6, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Shortsword +11/+6 (1d6+8/19-20/x2) and
. . +1 Shortsword +11 (1d6+8/19-20/x2)
Ranged Masterwork Shortbow +10/+5 (1d6/x3)
Special Attacks weapon training abilities (light blades +1)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 11
Base Atk +6; CMB +10; CMD 25
Feats Combat Reflexes (4 AoO/round), Dodge, Double Slice, Improved Initiative, Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Acrobatics +0, Climb +10, Escape Artist +0, Fly +0, Knowledge (dungeoneering) +10, Ride +9, Stealth +0, Swim +10
Languages Common, Goblin
SQ hard to kill, surge
Combat Gear Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person, Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear Breastplate, +1 Shortsword, +1 Shortsword, Arrows (20), Masterwork Shortbow, Amulet of natural armor +1, Belt of giant strength +2, Cape of free will +1/+2, Ring of protection +1, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bravery +2 (Ex) +2 to Will save vs. Fear
Cape of free will +1/+2 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +1 bonus.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (1 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Valeros
Human Fighter 9
NG Medium Humanoid (human)
Init +10; Senses Perception +0
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 22 (+7 armor, +3 shield, +3 Dex, +1 natural, +1 deflection, +1 dodge)
hp 97 (9d10+42)
Fort +10, Ref +8, Will +6 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Shortsword +18/+18 (1d6+12/17-20/x3) and
. . +2 Cold Iron Shortsword +19/+19 (1d6+13/17-20/x3)
Ranged Masterwork Composite shortbow (Str +0) +16/+16 (1d6+3/x3)
Special Attacks weapon training abilities (light blades +4, bows +3)
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 14, Int 12, Wis 10, Cha 11
Base Atk +9; CMB +14; CMD 29 (33 vs. Disarm, 33 vs. Sunder)
Feats Combat Reflexes (4 AoO/round), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Power Attack -3/+6, Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Acrobatics +2, Climb +16, Escape Artist +2, Fly +2, Knowledge (dungeoneering) +13, Ride +14, Stealth +2, Swim +16
Languages Common, Goblin
SQ amazing initiative (1/round), hard to kill, recuperation, surge
Combat Gear Potion of aid, Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person, Potion of fly, Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +1 Breastplate, +1 Shortsword, +2 Cold Iron Shortsword, Cold Iron Arrows (50), Masterwork Composite shortbow (Str +0), Amulet of natural armor +1, Belt of giant strength +2, Cape of free will +2/+3, Gloves of dueling, Ring of protection +1, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Absorb Blow (15 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bravery +2 (Ex) +2 to Will save vs. Fear
Cape of free will +2/+3 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +3 bonus.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (3 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +4 (Ex) +4 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Note:Hero Lab thinks, that the precision ability applies to the improved two weapon fighting attack penalty. I am not that sure about it.
Valeros
Human Fighter 12
NG Medium Humanoid (human)
Init +15; Senses Perception +0
--------------------
Defense
--------------------
AC 32, touch 19, flat-footed 25 (+7 armor, +4 shield, +6 Dex, +2 natural, +2 deflection, +1 dodge)
hp 146 (12d10+73)
Fort +14, Ref +13, Will +10 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +3, fortification 25%
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Bane (Mythic) Shortsword +22/+22/+22 (1d6+12+2d6 vs. Mythic/17-20/x3) and
. . +3 Cold Iron Shortsword +24/+24/+24 (1d6+14/17-20/x3)
Ranged Masterwork Composite shortbow (Str +0) +22/+22/+22 (1d6+3/x3)
Special Attacks weapon training abilities (light blades +4, bows +3)
--------------------
Statistics
--------------------
Str 20, Dex 22, Con 16, Int 12, Wis 10, Cha 11
Base Atk +12; CMB +17; CMD 36 (40 vs. Disarm, 40 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Greater Two-weapon Fighting, Greater Weapon Focus (Shortsword), Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Iron Will, Power Attack -4/+12, Power Attack [Mythic], Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Climb +20, Knowledge (dungeoneering) +16, Ride +21, Swim +20
Languages Common, Goblin
SQ amazing initiative (1/round), bane (mythic), hard to kill, mythic saving throws, recuperation, surge
Combat Gear Potion of aid, Potion of cure light wounds (3), Potion of enlarge person, Potion of fly, Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +1 Fortification (light) Breastplate, +1 Bane (Mythic) Shortsword, +3 Cold Iron Shortsword, Cold Iron Arrows (50), Masterwork Composite shortbow (Str +0), Amulet of natural armor +2, Belt of physical perfection +2, Boots of speed (10 rounds/day), Cape of free will +3/+4, Gloves of dueling, Ring of protection +2, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Absorb Blow (25 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bane (Mythic) +2 & +2d6 damage vs chosen type
Boots of speed (10 rounds/day) Affected by haste
Bravery +3 (Ex) +3 to Will save vs. Fear
Cape of free will +3/+4 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +5 bonus.
Fortification 25% You have a chance to negate critical hits on attacks.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (5 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +4 (Ex) +4 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Valeros
Human Fighter 15
NG Medium Humanoid (human)
Init +19; Senses Perception +0
--------------------
Defense
--------------------
AC 43, touch 20, flat-footed 36 (+13 armor, +6 shield, +6 Dex, +4 natural, +3 deflection, +1 dodge)
hp 196 (15d10+105)
Fort +17, Ref +16, Will +13 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +4, fortification 50%
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Bane (Mythic), Holy Shortsword +27/+27/+27 (1d6+14+2d6 vs. Mythic+2d6 vs. Evil/17-20/x3) and
. . +5 Cold Iron Shortsword +31/+31/+31 (1d6+18/17-20/x3)
Ranged Masterwork Composite shortbow (Str +0) +26/+26/+26 (1d6+4/x3)
Special Attacks weapon training abilities (light blades +5, bows +4, close +3)
--------------------
Statistics
--------------------
Str 22, Dex 22, Con 16, Int 12, Wis 10, Cha 11
Base Atk +15; CMB +21; CMD 41 (45 vs. Disarm, 45 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Critical Focus, Dazing Assault (DC 25), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Greater Two-weapon Fighting, Greater Weapon Focus (Shortsword), Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Iron Will, Mythic Paragon [Mythic], Power Attack -4/+12, Power Attack [Mythic], Staggering Critical (DC 25), Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Climb +24, Knowledge (dungeoneering) +19, Ride +24, Swim +24
Languages Common, Goblin
SQ amazing initiative (1/round), bane (mythic), force of will, hard to kill, mythic saving throws, recuperation, surge
Combat Gear Potion of aid, Potion of cure light wounds (3), Potion of enlarge person, Potion of fly, Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +3 Fortification (moderate) Breastplate, +1 Bane (Mythic), Holy Shortsword, +5 Cold Iron Shortsword, Cold Iron Arrows (50), Masterwork Composite shortbow (Str +0), Amulet of natural armor +3, Belt of physical perfection +2, Boots of speed (10 rounds/day), Cape of free will +5/+6, Gloves of dueling, Ring of protection +3, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Absorb Blow (45 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armored Might (Ex) Armor bonus from armor is increased by 50% or half your tier, whichever is less.
Bane (Mythic) +2 & +2d6 damage vs chosen type
Boots of speed (10 rounds/day) Affected by haste
Bravery +4 (Ex) +4 to Will save vs. Fear
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Master (Ex) Automatically confirm critical hits and do maximum damage against non-mythic creatures.
Dazing Assault (DC 25) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +9 bonus.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (9 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Staggering Critical (DC 25) Critical hit staggers target
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +5 (Ex) +5 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +4 (Ex) +4 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Valeros
Human Fighter 18
NG Medium Humanoid (human)
Init +22; Senses Perception +1
--------------------
Defense
--------------------
AC 45, touch 22, flat-footed 37 (+13 armor, +6 shield, +7 Dex, +4 natural, +4 deflection, +1 dodge)
hp 272 (18d10+163)
Fort +21, Ref +18, Will +15 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +5, fortification 50%
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Holy, Mythic Bane Shortsword +39/+39/+39 (1d6+21+2d6 vs. Evil+2d6 vs. mythic subtype/17-20/x3) and
. . +5 Mythic Bane Cold Iron Shortsword +43/+43/+43/+43 (1d6+25+2d6 vs. mythic subtype/17-20/x3)
Ranged +1 Adaptive Composite shortbow (Str +0) +31/+31/+31/+31 (1d6+18/x3)
Special Attacks weapon training abilities (light blades +6, bows +5, close +4, double +3)
--------------------
Statistics
--------------------
Str 34, Dex 25, Con 20, Int 12, Wis 12, Cha 11
Base Atk +18; CMB +30; CMD 52 (56 vs. Disarm, 56 vs. Sunder)
Feats Blind-Fight, Combat Reflexes (8 AoO/round), Critical Focus, Dazing Assault (DC 28), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Greater Two-weapon Fighting, Greater Weapon Focus (Shortsword), Hammer the Gap, Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Iron Will, Lunge, Mythic Paragon [Mythic], Power Attack -5/+15, Power Attack [Mythic], Staggering Critical (DC 28), Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Focus (Shortsword) [Mythic], Weapon Specialization (Shortsword)
Skills Climb +33, Knowledge (dungeoneering) +22, Ride +28, Swim +33
Languages Common, Goblin
SQ amazing initiative (1/round), force of will, hard to kill, immortal, mythic bane, mythic bane, mythic saving throws, recuperation, surge, unstoppable
Combat Gear Potion of cure light wounds (3), Potion of enlarge person, Potion of fly (2), Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +3 Fortification (moderate) Breastplate, +1 Adaptive Composite shortbow (Str +0), +1 Holy Arrows (10), +1 Holy, Mythic Bane Shortsword, +5 Mythic Bane Cold Iron Shortsword, Cold Iron Arrows (50), Amulet of natural armor +3, Belt of physical perfection +6, Boots of speed (10 rounds/day), Cape of free will +5/+6, Gloves of dueling, Headband of aerial agility (Wis +2), Manual of gainful exercise +4, Ring of protection +4, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Absorb Blow (55 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armored Might (Ex) Armor bonus from armor is increased by 50% or half your tier, whichever is less.
Blind-Fight Re-roll misses because of concealment, other benefits.
Boots of speed (10 rounds/day) Affected by haste
Bravery +5 (Ex) +5 to Will save vs. Fear
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Dazing Assault (DC 28) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +11 bonus.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Wis +2) +1 CL for spells/extracts that grant flight.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Lesson Learned (11 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Power Attack -5/+15 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Staggering Critical (DC 28) Critical hit staggers target
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon Focus (Shortsword) [Mythic] As a swift action, use 1 power to add half tier to attack with selected weapon.
Weapon Training (Blades, Light) +6 (Ex) +6 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Double) +3 (Ex) +3 Attack, Damage, CMB, CMD with Double weapons
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
With power attack, this last version of Valerios is quite dangeraus:
Melee +1 Holy, Mythic Bane Shortsword +39/+39/+39 (1d6+28+2d6 vs. Evil+2d6 vs. mythic subtype/17-20/x3) and
. . +5 Mythic Bane Cold Iron Shortsword +43/+43/+43/+43 (1d6+40+2d6 vs. mythic subtype/17-20/x3)
...so he could kill himself with about 4 hits ...
Well that took long enough, I will do the other iconics when I have the time, but I would love to see other peoples take on them. Actually I would love to see any mythic characters, your NPCs your player characters... well anything^^

![]() |
1 person marked this as a favorite. |

Now it is time for our lovely iconic barbarian. Since her sword is featured in her backstory and artwork, I decided to make it a legendary item.
Amiri
Human Barbarian 6/Guardian 1
CN Medium Humanoid (human)
Init +2; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +1 deflection)
hp 70 (6d12+23)
Fort +7, Ref +4 (+2 bonus vs. traps), Will +3
Defensive Abilities improved uncanny dodge (lv >=10), trap sense
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) Legendary +1 Bastard sword +10/+5 (2d8+7/19-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +9/+4 (1d8+5/x3)
Special Attacks rage (16 rounds/day), rage powers (guarded stance +2 [2 rds], reckless abandon [+/-2], rolling dodge +2 [2 rds])
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 23
Feats Exotic Weapon Proficiency (Bastard sword), Power Attack -2/+6, Power Attack [Mythic], Vital Strike, Weapon Focus (Bastard sword)
Skills Acrobatics -1, Climb +9, Escape Artist -1, Fly -1, Handle Animal +8, Intimidate +9, Perception +10, Ride -1, Stealth -1, Survival +9, Swim +7
Languages Common
SQ fast movement +10, hard to kill, legendary power (4/day), legendary surge (+1d6 to attack rolls - all, comba, mythic bond, surge
Combat Gear Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Alchemist's fire, Caltrops; Other Gear +2 Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +1 Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +1, Ring of protection +1, Backpack (empty), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
--------------------
Absorb Blow (5 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Stance +2 (2 rds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Power Attack -2/+6 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Rolling Dodge +2 (2 rds) (Ex) Gain a +2 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Vital Strike Standard action: x2 weapon damage dice.
Weapon cord Attached weapon can be recovered as a swift action.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Amiri
Human Barbarian 9/Guardian 3
CN Medium Humanoid (human)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 21 (+7 armor, +2 Dex, +3 natural, +1 deflection)
hp 110 (9d12+42)
Fort +8, Ref +5 (+3 bonus vs. traps), Will +4; +3 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, improved uncanny dodge (lv >=13), trap sense; DR 1/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) Legendary +2 Courageous Bastard sword +16/+11 (2d8+11/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +12/+7 (1d8+7/x3)
Special Attacks rage (22 rounds/day), rage powers (guarded stance +2 [2 rds], reckless abandon [+/-3], reflexive dodge +2, rolling dodge +2 [2 rds])
--------------------
Statistics
--------------------
Str 23, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +15; CMD 28
Feats Exotic Weapon Proficiency (Bastard sword), Furious Focus, Improved Critical (Bastard sword), Improved Critical [Mythic], Power Attack -3/+9, Power Attack [Mythic], Vital Strike, Weapon Focus (Bastard sword)
Skills Acrobatics +0, Climb +16, Escape Artist +0, Fly +0, Handle Animal +10, Intimidate +12, Perception +13, Ride +0, Stealth +0, Survival +11, Swim +11
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, hard to kill, legendary power (4/day), legendary surge (+1d6 to attack rolls - all, comba, mythic bond, recuperation, surge, unyielding
Combat Gear Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Alchemist's fire, Caltrops; Other Gear +2 Fortification (light) Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +2 Courageous Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +2, Belt of giant strength +2, Ring of protection +1, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
--------------------
Absorb Blow (15 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +3 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
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).
Courageous +2 morale bonus to save vs fear, +1 added to bonuses from similar abilities.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortification 25% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +2 (2 rds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Power Attack -3/+9 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Dodge +2 (Ex) While using rolling dodge, gain a +2 bonus to Reflex saving throws.
Rolling Dodge +2 (2 rds) (Ex) Gain a +2 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Weapon cord Attached weapon can be recovered as a swift action.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Amiri
Human Barbarian 12/Guardian 5
CN Medium Humanoid (human)
Init +8; Senses Perception +16
--------------------
Defense
--------------------
AC 28, touch 16, flat-footed 25 (+9 armor, +3 Dex, +3 natural, +2 deflection)
hp 162 (12d12+73)
Fort +14, Ref +10 (+4 bonus vs. traps), Will +9; +5 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, improved uncanny dodge (lv >=16), trap sense; DR 2/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) Legendary +2 Courageous, Furious Bastard sword +21/+16/+11 (2d8+14/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +16/+11/+6 (1d8+9/x3)
Special Attacks rage (29 rounds/day), rage powers (guarded stance +3 [3 rds], reckless abandon [+/-4], reflexive dodge +3, rolling dodge +3 [3 rds], world serpent spirit +2, world serpent totem +2)
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 16, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +20; CMD 36
Feats Exotic Weapon Proficiency (Bastard sword), Furious Focus, Improved Critical (Bastard sword), Improved Critical [Mythic], Improved Vital Strike, Power Attack -4/+12, Power Attack [Mythic], Vital Strike, Vital Strike [Mythic], Weapon Focus (Bastard sword)
Skills Climb +22, Handle Animal +13, Intimidate +15, Perception +16, Survival +14, Swim +16
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, hard to kill, legendary power (4/day), legendary surge (+1d6 to attack rolls - all, comba, mythic bond, mythic saving throws, recuperation, rejuvenating, surge, unstoppable strike, unyielding
Combat Gear Jingasa of the fortunate soldier (1/day), Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Potion of haste, Potion of heroism (2), Alchemist's fire, Caltrops; Other Gear +3 Fortification (light) Darkleaf Cloth Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +2 Courageous, Furious Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +2, Belt of physical perfection +2, Cape of free will +3/+4, Ring of protection +2, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
--------------------
Absorb Blow (25 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +5 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
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).
Cape of free will +3/+4 Spend 1 power as immediate action to reroll failed Will save.
Courageous +2 morale bonus to save vs fear, +1 added to bonuses from similar abilities.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortification 25% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +3 (3 rds) (Ex) Gain a +3 dodge bonus to AC vs. melee attacks while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (29 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Dodge +3 (Ex) While using rolling dodge, gain a +3 bonus to Reflex saving throws.
Rejuvenating (50 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Rolling Dodge +3 (3 rds) (Ex) Gain a +3 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon cord Attached weapon can be recovered as a swift action.
World Serpent Spirit +2 (Su) While raging, gain a +2 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +2 (Su) While raging, gain a +2 insight bonus to AC against outsiders and aberrations.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Amiri
Human Barbarian 15/Guardian 7
CN Medium Humanoid (human)
Init +11; Senses Perception +19
--------------------
Defense
--------------------
AC 32, touch 18, flat-footed 27 (+11 armor, +4 Dex, +3 natural, +2 deflection, +1 dodge)
hp 220 (15d12+110)
Fort +17, Ref +13 (+5 bonus vs. traps), Will +11; +7 bonus vs. mind-affecting effects
Defensive Abilities fortification 50%, improved uncanny dodge (lv >=19), indomitable will, trap sense; DR 3/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) Legendary +4 Courageous, Furious Bastard sword +28/+23/+18 (2d8+19/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +20/+15/+10 (1d8+11/x3)
Special Attacks rage (36 rounds/day), rage powers (fearless rage, guarded stance +3 [4 rds], reckless abandon [+/-4], reflexive dodge +3, rolling dodge +3 [4 rds], world serpent spirit +2, world serpent totem +2)
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 18, Int 10, Wis 12, Cha 10
Base Atk +15; CMB +25; CMD 43
Feats Dodge, Dual Path (Champion) [Mythic], Exotic Weapon Proficiency (Bastard sword), Furious Focus, Improved Critical (Bastard sword), Improved Critical [Mythic], Improved Vital Strike, Lunge, Power Attack -4/+12, Power Attack [Mythic], Vital Strike, Vital Strike [Mythic], Weapon Focus (Bastard sword)
Skills Climb +25, Handle Animal +15, Heal +2, Intimidate +18, Perception +19, Stealth +6, Survival +16, Swim +19
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, force of will, hard to kill, legendary power (4/day), mythic bond, mythic saving throws, perfect legendary surge (+1d6+2 to attack rolls - , perfect surge, recuperation, rejuvenating, surge, undetectable, unstoppable strike, unyielding
Combat Gear Jingasa of the fortunate soldier (1/day), Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Potion of haste, Potion of heroism (2), Alchemist's fire, Caltrops; Other Gear +4 Fortification (moderate) Darkleaf Cloth Hide ar, +1 Adaptive Composite longbow (Str +0), Legendary +4 Courageous, Furious Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +2, Belt of physical perfection +4, Cape of free will +4/+5, Ring of protection +2, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
--------------------
Absorb Blow (35 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +7 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
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).
Cape of free will +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Courageous +4 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+7 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +3 (4 rds) (Ex) Gain a +3 dodge bonus to AC vs. melee attacks while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Uncanny Dodge (Lv >=19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
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.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Perfect Legendary Surge (+1d6+2 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Perfect Surge This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (36 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Dodge +3 (Ex) While using rolling dodge, gain a +3 bonus to Reflex saving throws.
Rejuvenating (70 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Rolling Dodge +3 (4 rds) (Ex) Gain a +3 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sweeping Strike (Su) Make one melee attack against all opponents within reach.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon cord Attached weapon can be recovered as a swift action.
World Serpent Spirit +2 (Su) While raging, gain a +2 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +2 (Su) While raging, gain a +2 insight bonus to AC against outsiders and aberrations.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Amiri
Human Barbarian 18/Guardian 9
CN Medium Humanoid (human)
Init +16; Senses Perception +24
--------------------
Defense
--------------------
AC 40, touch 21, flat-footed 34 (+13 armor, +5 Dex, +6 natural, +4 deflection, +1 dodge)
hp 294 (18d12+163)
Fort +21, Ref +16 (+6 bonus vs. traps), Will +15; +11 bonus vs. mind-affecting effects
Defensive Abilities fortification 75%, improved uncanny dodge (lv >=22), indomitable will, trap sense; DR 4/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) Legendary +5 Courageous, Furious, Mythic Bane Bastard sword +34/+29/+24/+19 (2d8+23+2d6 vs. mythic subtype/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +24/+19/+14/+9 (1d8+13/x3)
Special Attacks rage (43 rounds/day), rage powers (fearless rage, guarded stance +4 [5 rds], internal fortitude, reckless abandon [+/-5], reflexive dodge +4, rolling dodge +4 [5 rds], world serpent spirit +3, world serpent totem +3, world serpent totem unity)
--------------------
Statistics
--------------------
Str 35, Dex 20, Con 20, Int 10, Wis 16, Cha 10
Base Atk +18; CMB +30; CMD 51
Feats Dodge, Dual Path (Champion) [Mythic], Exotic Weapon Proficiency (Bastard sword), Furious Focus, Greater Vital Strike, Improved Critical (Bastard sword), Improved Critical [Mythic], Improved Vital Strike, Lunge, Mythic Paragon [Mythic], Power Attack -5/+15, Power Attack [Mythic], Vital Strike, Vital Strike [Mythic], Weapon Focus (Bastard sword)
Skills Climb +30, Handle Animal +16, Heal +4, Intimidate +21, Perception +24, Stealth +10, Survival +19, Swim +22
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, force of will, hard to kill, immortal, legendary power (4/day), mythic bane, mythic bond, mythic saving throws, perfect legendary surge (+1d6+2 to attack rolls - , perfect surge, recuperation, rejuvenating, surge, undetectable, unstoppable, unstoppable strike, unyielding
Combat Gear Jingasa of the fortunate soldier (1/day), Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Potion of haste, Potion of heroism (2), Alchemist's fire, Caltrops; Other Gear +5 Fortification (heavy) Darkleaf Cloth Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +5 Courageous, Furious, Mythic Bane Bast, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +4, Belt of physical perfection +6, Cape of free will +5/+6, Headband of aerial agility (Wis +4), Ring of protection +4, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
--------------------
Absorb Blow (55 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +11 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
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).
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Courageous +5 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+11 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 75% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +4 (5 rds) (Ex) Gain a +4 dodge bonus to AC vs. melee attacks while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Wis +4) +1 CL for spells/extracts that grant flight.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
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.
Internal Fortitude (Ex) While raging, you are immune to the sickened and nauseated conditions.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Lesson Learned (11 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Rage (+10 rounds) (Su) Recover rage rounds w/mythic power, attacks bypass DR for rest of turn.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Perfect Legendary Surge (+1d6+2 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Perfect Surge This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.
Power Attack -5/+15 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (43 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-5) (Ex) Trade AC penalty for to hit bonus while raging.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Dodge +4 (Ex) While using rolling dodge, gain a +4 bonus to Reflex saving throws.
Rejuvenating (110 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Rolling Dodge +4 (5 rds) (Ex) Gain a +4 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sweeping Strike (Su) Make one melee attack against all opponents within reach.
Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon cord Attached weapon can be recovered as a swift action.
World Serpent Spirit +3 (Su) While raging, gain a +3 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +3 (Su) While raging, gain a +3 insight bonus to AC against outsiders and aberrations.
World Serpent Totem Unity (Su) While raging, double fast movement bonus to speed and cannot be knocked prone. Gain a +6 insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Rerednaw |
Zilfrel Findadur wrote:cool, i really need to get my hands in a pdf of mythic adventures.Yeah, it is pretty sweet and to sweeten the deal two of the following characters "lose" significant ammounts of clothing in this book: Valeros, Setyiel and Seoni. ^^
No...it's merely following the inverse clothing to AC rule since the old days of Phil and Dixie in Dragon Magazine. If standard revealing outfits are for 'mundane' adventurers...then mythic character outfits naturally must cover even less. :)
And @OP. Out of curiosity, why avoid 20/10 builds?