DM help with mythic Hyperion influenced campaign


Advice


I am starting a new campaign soon and so the elements I am going to mix all together are,
Ancient artifact that has ten pieces each with a time or space effect
space and planner travel
each pieces in a different time in the inner sea, at least one planet in the solar system, and one on the planes.
some dark tapestry with a possible show down with cuthulu
and as much Hyperion cantos as I can cram in there. especially the strike.

so I guess I will ask everybody how you would stat up then strike.

so any thoughts on any of that would be great and if anyone out there lives near Evarts MI and wants to join let me know.


Strike = unstoppable killing machine that can slow down or stop or reverse time... hmmm... is he friend or foe?
(read the books many times each)

Shadow Lodge

Some of my favorite books.

For stating up the Shrike: I'd go with a high level fighter who can cast time stop at will as a spell-like ability - with the caveat that he can damage other creatures during the freeze.

...

What, you didn't expect it to be balanced did you?


Shrike CR 21/MR 1
XP 409600
Agile Shrike
N Large construct
Init +30/+10, dual initiative; Senses darkvision 60 ft., lifesense, low-light vision; Perception +20
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Defense
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AC 38, touch 18, flat-footed 29 (+6 Dex, -1 size, +20 natural, +3 dodge)
hp 315 (25d10+65)
Fort +8, Ref +14, Will +8
Defensive Abilities evasion, hard to kill; DR 20/daylight, 20/epic; Immune construct traits, electricity; Resist acid 20, sonic 20
--------------------
Offense
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Speed 80 ft.
Melee bite +31 (1d12+7/19-20/×2) and
claw +31 (1d10+7/×2) and
claw +31 (1d10+7/×2) and
claw +31 (1d10+7/×2) and
claw +31 (1d10+7/×2)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (0/day, surge +1d6), rend (2 claws, 2d8+10)
Spell-Like Abilities
At will—dimension door, greater teleport, haste
--------------------
Statistics
--------------------
Str 24, Dex 22, Con —, Int 11, Wis 11, Cha 9
Base Atk +25; CMB +33 (+35 bull rush, +35 sunder); CMD 52 (54 vs. bull rush, 54 vs. sunder)
Feats Dimensional Agility, Dimensional Assault, Dodge, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Sunder, Mobility, Nimble Moves, Power Attack, Rending Fury, Spring Attack, Toughness
Skills Acrobatics +16 (+36 jump), Intimidate +19, Perception +20
SQ adamantine claws, impale, improved grab
--------------------
Special Abilities
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Adamantine Claws (Ex) Able to tear through stone, an olethrodaemon's claws are treated as though they were adamantine. This ability also allows an olethrodaemon to make use of its burrow speed through stone.
Damage Reduction (20/Daylight) You have Damage Reduction against all except Daylight attacks.
Damage Reduction (20/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Resistance, Acid (20) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Sonic (20) You have the specified Damage Resistance against Sonic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grab (Ex) If you hit with a slam, you can start a grapple as a free action.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Lifesense (60 feet) (Ex) Sense things and creatures without seeing them.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Power (0/day, Surge +1d6) Use this power to perform your mythic abilities.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Rending Fury Need half the normal number of attacks to deal rend damage
Spring Attack You can move - attack - move when attacking with a melee weapon.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

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Just finished stating up with hero lab, I am going to add time stop at will Broken Zenith . By the time the heroes meet this they should be able to handle it. He does get beat in fall of Hyperion and the rise of Endymion, and the artifact I am still working on should help them.

Shadow Lodge

You may want to spoiler that last post, for those who haven't had the pleasure of reading the books. That's what it's for after all.

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