Deadmanwalking |
Deadmanwalking, a Nephilim with the Young Creature template may approach what you're looking for in an Asgardian (it'd be CR 7 and have most of the things you listed).
Eh...too many HD, too much Dex and mental stats, not enough Str or Con. I really would make something custom if I were doing this. Sans template is likely better (if a CR higher) and is probably a good approximation if you don't want to put the work in.
samuraixsithlord |
Mythic is...possible, and an excellent replacement for the Advanced Template. But I actually think, of all the Avengers, he's one of the least likely to be Mythic (along with Black Widow and Hawkeye)...he's incredibly badass, no doubt, but I put that down to being, well, like 16th level in a world only slightly higher level than the real one for the most part.
Other Avengers:
Nick Fury: N Middle-aged Human Gunslinger 5/Ninja 10. Lots of tricks up his sleeve but not quite as badass as the actual Avengers, though he does have loads of Charisma and Skill Focus (Bluff).
Thor: CG Asgardian Invulnerable Rager Barbarian 12/Champion 6. Note: Asgardian would be about a CR 6 custom monster (a 6 hit die Outsider with very nice physical stats, especially Strength, a slam attack, and both Natural Armor and DR), many of whom have class levels on top of that. This'd make Thor CR 21, but playable as an 18th level char, which seems right-ish.
Hulk/Bruce Banner: CN/NG Human Beastmorph Vivisectionist Alchemist 10/Master Chymist 4/Barbarian 2/Champion 4. CR 18.
Black Widow: N Human Gunslinger 1 (high guns setting, so this gives her Dex to damage)/Ninja 14. Has the Ninja tricks for Monk unarmed damage progression, Agile Maneuvers an Agile Amulet of Might Fists, and Improved Grapple, among other things.
Hawkeye: NG Human Urban Ranger 15. Think that says it all really.
Iron Man is by far the hardest but probably thematically best built as a CG Human Conjurer 5/Gunslinger 1/Eldritch Knight 9/Archmage 4 in Construct Armor, with Mythic Crafting. CR 17.
More to follow if I have time and inclination...
Awesome, but I have a few critiques.
1. Thor shouldn't be considered an Outsider because Asgard is basically another planet and Thor is an Alien. If you're doing the movie version of thor. Comic book version would be an outsider though.
2. Fighter (Archer) with a few levels of Rogue (sniper) work best with Hawkeye. Hawkeye is all about accuracy and trick shots.
3. I'd make Stark's primary class Expert with a level of Gunslinger and a few levels of Sorcerer (Impossible bloodline) so he can make spell trigger items. His Hulk Buster Armor could be an Adamantite Golem with the Construct Armor feature.
Deadmanwalking |
Awesome, but I have a few critiques.
1. Thor shouldn't be considered an Outsider because Asgard is basically another planet and Thor is an Alien. If you're doing the movie version of thor. Comic book version would be an outsider though.
Eh...close enough to Outsiders for government work. They don't fit as any other creature type nearly as well. I'd just redefine Outsiders to include some varieties of extraterrestrials in that world.
Also, this is, to some degree, a 'bringing them into Pathfinder' list, and by those standards he's definitely an Outsider.
2. Fighter (Archer) with a few levels of Rogue (sniper) work best with Hawkeye. Hawkeye is all about accuracy and trick shots.
Eh...I'll go with you on the Fighter, looking at it, but would be inclined to say he dabbled in Ranger rather than Rogue. Call it Fighter (Archer) 9/Ranger 6 or so.
3. I''d make Stark's primary class Expert with a level of Gunslinger and a few levels of Sorcerer (Impossible bloodline) so he can make spell trigger items. His Hulk Buster Armor could be an Adamantite Golem with the Construct Armor feature.
I strongly disagree. Look at what he could do in Iron Man 3 with a short visit to Ace Hardware (ie: to pick up spell components). His effects are fluffed as technology, sure...but they can do a whole lot of stuff that's effectively magic. And he's on par with the other Avengers, in some cases even sans suit...which necessitates a PC class.
These are also movie builds...as I don't think Pathfinder is really equipped for the varying power levels and capabilities of comic book characters per se. That's what Mutants and Masterminds is for.
Sauce987654321 |
I don't think Pathfinder is really equipped for the varying power levels and capabilities of comic book characters per se. That's what Mutants and Masterminds is for.
Pathfinder can handle ranges from a toad, to a monster that's thousands of feet tall, and mythic abilities that could make a halfling carry millions of pounds and run a marathon.
Maybe I don't understand what you mean.
Deadmanwalking |
Deadmanwalking wrote:
I don't think Pathfinder is really equipped for the varying power levels and capabilities of comic book characters per se. That's what Mutants and Masterminds is for.
Pathfinder can handle ranges from a toad, to a monster that's thousands of feet tall, and mythic abilities that could make a halfling carry millions of pounds and run a marathon.
Maybe I don't understand what you mean.
You're right, you didn't, but it's my fault, I was imprecise. I meant the widely varying capabilities of a single character from issue to issue, not differences between characters. Which is something Pathfinder doesn't handle well, IMO.
samuraixsithlord |
samuraixsithlord wrote:Awesome, but I have a few critiques.
1. Thor shouldn't be considered an Outsider because Asgard is basically another planet and Thor is an Alien. If you're doing the movie version of thor. Comic book version would be an outsider though.
Eh...close enough to Outsiders for government work. They don't fit as any other creature type nearly as well. I'd just redefine Outsiders to include some varieties of extraterrestrials in that world.
Also, this is, to some degree, a 'bringing them into Pathfinder' list, and by those standards he's definitely an Outsider.
samuraixsithlord wrote:2. Fighter (Archer) with a few levels of Rogue (sniper) work best with Hawkeye. Hawkeye is all about accuracy and trick shots.Eh...I'll go with you on the Fighter, looking at it, but would be inclined to say he dabbled in Ranger rather than Rogue. Call it Fighter (Archer) 9/Ranger 6 or so.
samuraixsithlord wrote:3. I''d make Stark's primary class Expert with a level of Gunslinger and a few levels of Sorcerer (Impossible bloodline) so he can make spell trigger items. His Hulk Buster Armor could be an Adamantite Golem with the Construct Armor feature.I strongly disagree. Look at what he could do in Iron Man 3 with a short visit to Ace Hardware (ie: to pick up spell components). His effects are fluffed as technology, sure...but they can do a whole lot of stuff that's effectively magic. And he's on par with the other Avengers, in some cases even sans suit...which necessitates a PC class.
These are also movie builds...as I don't think Pathfinder is really equipped for the varying power levels and capabilities of comic book characters per se. That's what Mutants and Masterminds is for.
Ok I agree that Thor should be a native outsider. Ranger doesn't really work for Hawkeye though. He was always a loner type character so he has no companions and he doesn't show any ability to track. He was definitely using ranged sneak attacks during the battle in avengers.
Haven't seen Iron-Man 3 yet so I'll take your word for it. Stark should have a few levels of expert though. Symbolizing his career as a weapon designer before he built the first Iron-man armor.
Deadmanwalking |
1 person marked this as a favorite. |
Indiana Jones male human gunslinger 1/bard (archaeologist) 6/fighter 3 (weapon-master/whip)
That seems a little high level, I'm not sure he needs the Fighter levels, really, and might be inclined to go Gunslinger 1/Bard (Archaeologist) 7. Bards get Whip proficiency already, after all.
Spot on otherwise, of course.
Ravingdork |
Sauce987654321 wrote:You're right, you didn't, but it's my fault, I was imprecise. I meant the widely varying capabilities of a single character from issue to issue, not differences between characters. Which is something Pathfinder doesn't handle well, IMO.Deadmanwalking wrote:
I don't think Pathfinder is really equipped for the varying power levels and capabilities of comic book characters per se. That's what Mutants and Masterminds is for.
Pathfinder can handle ranges from a toad, to a monster that's thousands of feet tall, and mythic abilities that could make a halfling carry millions of pounds and run a marathon.
Maybe I don't understand what you mean.
To be fare, we should be allowed to act similarly. If comic book writers get to rewrite the characters and change/adjust their capabilities over time, then so should we.
After all, one iteration of a character from one universe would have different stats than another iteration of the same character from an alternate universe.
If we take that into account, we can cover quite a lot with just the Pathfinder rules. Quite a lot.
Deadmanwalking |
To be fare, we should be allowed to act similarly. If comic book writers get to rewrite the characters and change/adjust their capabilities over time, then so should we.
After all, one iteration of a character from one universe would have different stats than another iteration of the same character from an alternate universe.
If we take that into account, we can cover quite a lot with just the Pathfinder rules. Quite a lot.
Aquaman once gave a guy a seizure by messing with the part of his brain inherited from his fish ancestor. He did this once...and then never again, even when it would be extremely useful. It's from the main continuity, too.
Mutants and Masterminds and other good comic-book systems have pretty easy ways to replicate this kind of thing (in M&M you can become fatigued to use any power as any other thematically similar power of the same cost...and can negate fatigue with a Hero Point, for example)...Pathfinder really doesn't very well (though some Mythic stuff can come close-ish).
Now, something like the Marvel Cinematic Universe is a lot more consistent, making it a viable target (hence my Captain America build above), but comic books...have issues.
Deadmanwalking |
Aquaman's seizure ability is as easy as using a reflavored Tasha's Hideous Laughter (or similar effect), and then retraining it out later.
That wasn't even a hard one to represent using the Pathfinder rules.
The point isn't that you can't represent a seizure effect. The point is that you can't represent someone with a very specific list of powers that an effect like that isn't even on suddenly having it once and then never again. It's like a Druid using Tasha's Hideous Laughter once and then never again...it makes no sense, per Pathfinder rules.
Yes, with retraining rules and weird corner cases you can theoretically do it...but it strains verisimilitude way too much that he'd retrain something that was 100% effective when used, and very difficult to acquire, immediately after using it, which is pretty much the only way that'd work.
It also doesn't let players (or villains) pull that kind of 'never before seen' trick out of nowhere...and then never have it again.
There are a couple of Mythic abilities that can do it in theory to some degree, but that's it and doesn't properly reflect that basically all superheroes and villains do this pretty regularly, even those who wouldn't even have a spell list in Pathfinder.
Te'Shen |
You could also use Hero Points, which lets you cast spells you don't even have.
That can cover this one shot ability quite well. What's more, it's very appropriate for, well, heroes.
I was going to say factotums, but I agree. I like the ability of hero points (and mythic somewhat) to pull out the pulp action style last minute trick. Its fun. (But the aquaman brain trick thing is just plain weird.)
Deadmanwalking |
You could also use Hero Points, which lets you cast spells you don't even have.
That can cover this one shot ability quite well. What's more, it's very appropriate for, well, heroes.
Uh...Hero Points don't do this. If you're suggesting a House Rule. Sure, that'd work, though to accurately reflect comics you might need to give out more Hero Points.
That also doesn't allow for a character to lose their powers or similar things, of course...or at least not very well. Or get temporary power boosts under Condition X, or a variety of other comic book superhero tropes.
With enough House rules it can be done...but it's actually quite a few all told, and there are other games out there that have already done the work, which inclines me to think it's wasted effort.
Deadmanwalking |
It takes a lot less than you might think.
I disagree. Pathfinder is a good system that I enjoy. It's not the best system for every genre however, and comic books fall outside the area it's designed or suited for.
Also using hero points to duplicate spells you don't have is an optional rule, not a house rule.
You can theoretically use them to cast spells "one level higher than you could normally cast". Saying that allows you to cast off lists other than your own...is pretty shaky.
Deadmanwalking |
1 person marked this as a favorite. |
Been re-reading some Conan stories recently, and thus...
Conan of Cimmeria CR 9
Male Advanced Human Barbarian 2/Slayer 7
CN Medium Humanoid
Init +4; Senses Perception +13,
DEFENSE
AC 23/21, touch 14, flat-footed 19 (+7 Armor, +4 Dex, +2 NA /-2 Rage)
HP 102/120 (2d12+7d10+45/63)
Fort +13/15, Ref +10, Will +6/8
Special Defenses uncanny dodge,
OFFENSE
Spd 30 ft.
Melee greatsword power attack +18/+10 (2d6+21/19-20) or raging +20/+12 (2d6+24/19-20)
Ranged longbow +16/+11 (1d8+8/×3) or deadly aim +13/+8 (1d8+14/×3)
Special Attacks sneak attack +2d6, favored target (+2 to hit and damage, two targets, Swift Action, counted in above stats)
STATISTICS
Str 22/26, Dex 18, Con 18/22, Int 14, Wis 12, Cha 16
BAB +9; CMB +15/17; CMD 29
Feats Deadly Aim, Furious Focus, Power Attack, Iron Will, Lunge, Quick Draw, Improved Unarmed Strike, Step Up, Toughness,
Skills: Acrobatics +15, Appraise +3, Bluff +7, Climb +10, Diplomacy +6, Disable Device +12, Escape Artist +10, Handle Animal +7, Heal +5, Intimidate +15, Knowledge (Dungeoneering) +6, Knowledge (Geography) +6, Knowledge (Local) +6, Knowledge (Nature) +6, Linguistics +4, Perception +13, Profession (Sailor) +9, Profession (Soldier) +9, Ride +10, Sense Motive +9, Stealth +14, Swim +10, Survival +9 (+12 Tracking),
Languages A total of 6 (2 free, 2 Linguistics, 2 Int)
Special Rage (10 rds/day), Rage Power (Brawler), Slayer Talents (Combat Style (*2), Combat Trick), Fast Movement,
Combat Gear potion of cure light wounds (2),
Gear +1 Mithral Breastplate, +1 Greatsword, Cloak of Resistance +1, Dagger, Masterwork Composite Longbow (+6 Str mod) with 60 arrows, masterwork thief's tools, various back-up weapons,
Made as an NPC with NPC wealth, even. He's not really optimized per se, but he's solidly dangerous melee combatant and not even bad with a bow. He's also got 1d6 unarmed attacks to kill people with his bare hands if he likes.
This is him mid-career. He'd probably raise some social skills after becoming a King...
UnArcaneElection |
Haven't had time to read the rest of this thread yet, but here's something I'd actually like to play, but haven't gotten close to statting up yet: Wreck-It Rafaela (gender-flipped Wreck-It Ralph), as an Annis Changeling, either Abyssal Bloodrager (Wrath of the Righteous version) or Barbarian + Oracle (Dual-Cursed as Wrecker and reskinned Wasting) into Rage Prophet (Iron Gods version).
Oracle's Curse enables so many character concepts -- wish other classes could get it without dipping.
Christopher Dudley RPG Superstar 2013 Top 32 |
I threw this together this morning in Hero Lab to see what I could come up with. Obviously not the best strict interpretation but it amused me to make it a cross between being source-faithful and game-viable. This is the base summoner, not unchained. And I didn't bother with any gear or buffs, so the numbers look low. Just messing around with options.
Han Solo
Male human gunslinger (pistolero) 1/summoner 8 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Combat 9, 51)
CG Medium humanoid (human)
Init +4; Senses Perception +14
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 50 (9 HD; 8d8+1d10)
Fort +4, Ref +8, Will +8
Defensive Abilities shield ally
--------------------
Offense
--------------------
Speed 30 ft.
Ranged pistol +10 (1d8+4/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly), grit (2), maker's call 1/day, transposition
Summoner Spell-Like Abilities (CL 8th; concentration +11)
. . 6/day—summon monster IV
Summoner Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—greater invisibility, rage, rejuvenate eidolon[APG]
. . 2nd (5/day)—bull's strength, haste, lesser restore eidolon[UM] (DC 15), summon eidolon[APG]
. . 1st (5/day)—compel hostility[UC], enlarge person (DC 14), life conduit[UC], lesser rejuvenate eidolon[APG], shield
. . 0 (at will)—acid splash, detect magic, light, message, open/close (DC 13), read magic
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 13, Wis 14, Cha 16
Base Atk +7; CMB +8; CMD 22
Feats Deadly Aim, Extra Evolution[UM], Extra Evolution[UM], Gunsmithing[UC], Improved Spell Sharing[ACG], Rapid Reload, Weapon Focus (pistol)
Skills Acrobatics +8, Bluff +15, Climb +5, Intimidate +15, Linguistics +7, Perception +14, Ride +10, Sleight of Hand +8, Survival +7, Use Magic Device +8
Languages Abyssal, Auran, Common, Infernal, Sylvan
SQ bond senses (8 rounds/day), eidolon (named Chewbacca), gunsmith, life link
Other Gear pistol, 150 gp
--------------------
Special Abilities
--------------------
Bond Senses (8 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call/Transposition (1/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Monster IV (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Chewbacca
Biped (slam)
CG Medium outsider
Init +3; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 48 (+12)
Fort +6, Ref +5, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +10 (1d6+10), slam +10 (2d6+10 plus grab)
--------------------
Statistics
--------------------
Str 22, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +10 (+14 grapple); CMD 25 (can't be tripped)
Feats Barroom Brawler[ACG], Improved Spell Sharing[ACG], Power Attack
Skills Bluff +9, Intimidate +14, Perception +9, Stealth +12; Racial Modifiers +8 Intimidate
Languages Common
SQ devotion
--------------------
Special Abilities
--------------------
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Evasion (Ex) No damage on successful reflex save.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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.
Mystic_Snowfang |
Squirrel Girl
Dorren Green
Female agathion-blooded aasimar (idyllkin) summoner (master summoner) 20/Guardian 10 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 80)
Medium outsider (native)
Init +51; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 33, touch 33, flat-footed 10 (+23 Dex)
hp 380 (20d8+220)
Fort +13, Ref +29, Will +18
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft., climb 50 ft.
Melee bite +38 (1d8+34), 2 claws +38 (1d6+23)
Special Attacks maker's call 4/day, merge form (20 rounds/day), mythic power (23/day, surge +1d12), transposition, twin eidolon (20 minutes/day)
Spell-Like Abilities (CL 20th; concentration +43)
1/day—summon nature's ally II
Summoner Spell-Like Abilities (CL 20th; concentration +43)
28/day—summoning mastery
Summoner (Master Summoner) Spells Known (CL 20th; concentration +43)
2nd (11/day)—summon monster II, summon swarm
1st (11/day)—summon monster I
0 (at will)—arcane mark, detect magic
--------------------
Statistics
--------------------
Str 56, Dex 56, Con 24, Int 20, Wis 22, Cha 56
Base Atk +15; CMB +38; CMD 71
Feats Augment Summoning, Augment Summoning[M], Dual Path[M], Evolved Summoned Monster[ACG], Improved Initiative[M], Improved Natural Attack (bite), Improved Natural Attack (claw), Mythic Paragon[M], Resilient Eidolon[UM], Spell Focus (conjuration), Starlight Summons[UM], Summoner's Call[APG], Superior Summoning[UM], Weapon Finesse[M]
Traits natural-born leader, twinned presence
Skills Acrobatics +23 (+25 to balance), Bluff +43, Climb +51, Diplomacy +43, Intimidate +24, Survival +8; Racial Modifiers +2 Survival
Languages Celestial, Common, Custom Language
SQ amazing initiative, aspects (bite, improved bite, claws, climb, climb, tail), force of will, immortal, legendary hero, lesser eidolon, life bond, life link, recuperation, true defender
Other Gear belt of physical perfection +6, headband of mental superiority +6, 150 gp
--------------------
Tracked Resources
--------------------
Amazing Initiative (1/round) (Ex) - 0/1
Maker's Call/Transposition (4/day) (Su) - 0/4
Merge Form (20 rounds/day) (Su) - 0/20
Mythic Power (23/day, Surge +1d12) - 0/23
Mythic Spellpower (2/day) (Sp) - 0/2
Summon Nature's Ally II (1/day) - 0/1
Summoning Mastery IX or Gate (28/day) (Sp) - 0/28
Twin Eidolon (20 minutes/day) (Su) - 0/20
--------------------
Special Abilities
--------------------
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).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Augment Summoning [Mythic] Summoned creatures are considered Mythic, and any of their DR become DR/epic.
Avenging Maneuver (Ex) Melee criticals on you provoke an AoO, which you can only use to bull rush, disarm, sunder or trip.
Beast's Fury (Su) As a swift action, use 1 power & bonded creature moves speed and attacks (roll 2x, bypass all DR).
Champion of Weal (12 minutes, DC 45) (Su) Spend 2 power to change alignment of non-mythic evil creature to good alignment of your choice. Will neg.
Climbing (50 feet) You have a Climb speed.
Cling to Life (Su) When dead, magic healing applies half benefit and if healed to full health, you return to life.
Companion Power (Eidolon) (Su) Your companion gains one guardian power.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evolved Summoned Monster Apply a 1-point evolution to a creature you summon.
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.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Legendary Hero (Su) One use of mythic power is regained each hr.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.
The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Bond (Su) Damage that drops you below 1 hp is taken by the Eidolon.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call/Transposition (4/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Merge Form (20 rounds/day) (Su) As a full rd action, merge with eidolon. See through its senses and control it to cast spells.
Mythic Companion (Eidolon) (Su) Bonded animal can use surge ability.
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spellpower (2/day) (Sp) Cast a mythic spell without expending mythic power.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Speedy Summons (Su) Summon spells are standard actions. Use 1 power for swift or to summon eidolon as full-rd.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Starlight Summons Summoned creatures gain a bonus on Perception and Stealth checks
Summoner's Call (Dexterity) You may give your Eidolon +2 STR, DEX, CON for 10 minutes after you summon it.
Summoning Mastery IX or Gate (28/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Superior Summoning When summoning more than one creature, summon an extra one
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Tongues (Sp) You can understand and speak any language, as the tongues spell.
True Defender (Su) Weapon damage from non-mythic foes is halved before applying resistance. Activate when you suffer a critical hit to regain 1 power.
Twin Eidolon (20 minutes/day) (Su) Polymorph into a twin of your Eidolon with same stats and evolutions.
Twinned Presence Your eidolon—and your connection to it—makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds you
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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.
Only ever summons squirrels and squirrel swarms... just lots and lots of mythic squirrels, everywhere.
Though I don't think I'm doing her justice, since apparently her power is on the same level as the living tribunal (second most powerful being in the Marvel universe, right under "the one above all" (who is pretty much Stan Lee's Avatar)