Successful strategies vs. Storm King, Areelu & Deskari


Wrath of the Righteous


Guys -

What were your party's/character's most effective strategies in achieving victory in these brutal combats?

Copious details appreciated!


Are you a DM? If so you may want to note that you are and put spoiler tags on the thread. If not you may not get many replies. Part of the challenge is figuring out how to overcome the encounter yourself without others telling you how they did it, or what the monsters weaknesses are.

That said, consider what they are. All of them are either a Demon or of Demonic heritage so form your strategies based on what you know Demons can do. If your character has the appropriate knowledge skills or has a reasonable amount of experience fighting Demons, consider what worked when fighting Demons of similar type in previous adventures, and what did not.

Anything else is metagaming a bit too much.

Silver Crusade

All the skills and abilties the party should have been using for several levels will be usefull there too.

Learning to disrupt spell like abilties should be a worthwile investment.

Liberty's Edge

Observations from my synthetic group's run-through. This is an atypical group since I designed all the characters to work well together, but it consists of a cleric, wizard, bard, paladin, and ninja. (Using the group to get familiar with the mythic rules and prep for a real campaign.)

Storm King:
Ruled the Storm King had used a limited wish for Greater Invis prior to engaging the party out of fear of the party ninja. Unfortunately for him, Glitterdust exists and the diviner wizard saw him coming via blindsight from Echolocation. Glitterdust meant the ninja could see him, and a full attack from the ninja finished the fight.

Areelu:
Haven't run this fight yet - suspect it'll come down to chain casting of Greater Dispel Magic and Mage's Disjunction.

Deskari:
Ran this when the book first came out. The main scary thing about Deskari was his rasping armor ability. Since the wizard rolled triple digits on his knowledge: planes check, I gave them that piece of info. Ninja delayed until the wizard limited wished a Silence next to Deskari, then buzzsawed through the hapless demon lord. Other creatures were dealt with via Mass Cacophonous Calls and caster level 39 (after accounting for adjustment for non-mythic creatue) mythic Holy Words.

Basically, with mythic, as long as your party is built to be sufficiently resilient to live a round or two, you can win with any number of combinations. If you're GMing, don't worry about making sure the party has a tactic - they'll figure out something. If you're playing, well, don't read these boards, but also don't worry about specific enemies, just make sure your character (and party) have the flexibility to adapt tactics to the situation, and the resiliency to live the round or two necessary to enact those tactics. If your fort and will saves aren't in the mid 30s by the time you get to the big bads of book 6, you're going to be hurting.

Use a mind blanked ninja with a stealth score in the low hundreds who can attack against flat footed by sheer virtue of moving into someone's space. Hand the fighter who auto-confirms critical hits a vorpal sword and mythic wish for that initial attack roll to be a 20. Fire off consecrated intensified mythic holy smites like it's going out of style. There are a million ways to win, and with all the options mythic gives you, your hardest task is figuring out which route to victory to use.


I 100% hope the fights are not that easy when my group gets to them. I couldn't think of anything more anti-climactic than a 2-3 round final boss fight from the exploitation of mechanics. A Balor that is afraid of one PC...I would be heavily altering future fights at that point.

Liberty's Edge

Entirely depends on your group's optimization level. They may be able to breeze through the book as-written; they may find it incredibly difficult. With my synthetic group I have the luxury of planning the entire group to work together from the start, so everyone has complementary roles. Your group might turn out to utterly lack arcane support, or divine, or melee.

It's a lot harder when not all the bases are covered. It's a lot easier when every character has constant [air walk/heroism/freedom of movement/mind blank/resist energy */death ward/greater magic weapon/magic vestment/etc...] and can specialize, knowing that the other important roles will be covered by other characters.

As James Jacobs is fond of saying, you (the GM) know your group best - you'll have to adjust the campaign difficulty accordingly. Were I GMing a real group, I'd certainly have adjusted my campaign's difficulty upwards significantly, and possibly imposed some of the houserules from Magnuskin's game. (The relative abundance of mythic power meant I never stopped to rest mid-dungeon after the 2nd book.)

It's still an awesome ride and I'm more excited about running this for a real group than any other AP.

Silver Crusade

DrSwordopolis wrote:

Observations from my synthetic group's run-through. This is an atypical group since I designed all the characters to work well together, but it consists of a cleric, wizard, bard, paladin, and ninja. (Using the group to get familiar with the mythic rules and prep for a real campaign.)

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Basically, with mythic, as long as your party is built to be sufficiently resilient to live a round or two, you can win with any number of combinations. If you're GMing, don't worry about making sure the party has a tactic - they'll figure out something. If you're playing, well, don't read these boards, but also don't worry about specific enemies, just make sure your character (and party) have the flexibility to adapt tactics to the situation, and the resiliency to live the round or two necessary to enact those tactics. If your fort and will saves aren't in the mid 30s by the time you get to the big bads of book 6, you're going to be hurting.

Use a mind blanked ninja with a stealth score in the low hundreds who can...

Do you happen to have to builds for those characters on the forum already? I don't want to inconvenience you, but the bit about the ninja seems really surprising, after all ninjas are only really scary when they are invisible and considering the Storm Kinds senses...

Liberty's Edge

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Will post him when I get home tonight. It's a pretty straightforward build, just weapon finesse/two handed fighting, dual pathed into Trickster and Champion. Until access to Mind Blank, Communal, his lethality hinged mainly on Titan's Bane.

Titan's Bane - Trickster Tier 1 ability wrote:
You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.

Tactics:

Leaving aside the fact that while the Storm King has true seeing, the ninja has mind blank (communal), it mainly comes down to the fact that the Storm King is two or more sizes larger than the ninja. The ninja moves into Khorramzadeh's space (Titan's Bane) then makes full attacks vs his flat-footed AC. His full-attack DPR is about 900-1,000, since he dual-wields wakizashis and can "crit" sneak attacks with Precision Critical. He gets the free move action to move into the big guy's space from Fleet Warrior (3rd Tier Champion ability) or from being mythic hasted, or by spending a mythic point on amazing initiative.

Unfortunately, this tactic works on just about anything that can be sneak attacked and is medium sized or larger. (Halfling ninja with potions of reduce person) The hardest fights he's had have been oozes or enemies with heavy fortification armor. Big K's Unholy Aura is one of his best defenses, forcing a DC 28 fort save every time he's hit, but fortunately, the ninja is also using Class Mimic to borrow the Paladin's Divine Grace feature and thus has pretty respectable saves.

Liberty's Edge

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Returned home to find my internet connection dead. Thanks, Comcast!

Statblock below for the Ninja at the conclusion of book 5, the only buffs on him are the "always-on" buffs - Greater Magic Weapon on the Wakizashis, Mythic Heroism, Air Walk, and Freedom of Movement. Stats include multiple wishes and inherent buffs, as well as the anarchic boon from a certain someone.

Ninja:

Drake
Male Halfling Ninja 18/Trickster 9
CG Tiny humanoid (halfling)
Init +40; Senses Perception +37
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Defense
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AC 47, touch 36, flat-footed 27 (+9 armor, +20 Dex, +2 size, +2 natural, +5 deflection)
hp 170 (18d8+72)
Fort +24, Ref +47, Will +24; +2 vs. fear, +5 morale vs. fear (+2 stacks with similar)
Defensive Abilities evasion, hard to kill, improved uncanny dodge, mythic saving throws, unstoppable; Immune fear; Resist negative energy 10, positive energy 10
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Offense
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Speed 30 ft., light steps
Melee +5 courageous holy impervious cold iron wakizashi +46/+46/+41 (1d3+29/15-20+2d6 vs. Evil) and
+5 dueling ghost touch holy impervious cold iron wakizashi +46/+46/+41 (1d3+39/15-20+2d6 vs. Evil)
Ranged cold iron shuriken +41/+41/+36 (-+28)
Space 2.5 ft.; Reach 0 ft.
Special Attacks ki attack speed, mythic power (21/day, surge +1d10), sneak attack +9d6
Spell-Like Abilities (CL 18th; concentration +24)
—invisible blade
—see the unseen
—vanishing trick
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Statistics
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Str 8, Dex 50, Con 15, Int 15, Wis 14, Cha 23
Base Atk +13; CMB +37 (+39 disarm, +39 reposition); CMD 46 (48 vs. disarm)
Feats Dampen Presence, Dual Path [M], Extra Path Ability [M], Great Fortitude, Greater Two-weapon Fighting, Hellcat Stealth, Improved Critical (wakizashi), Improved Initiative, Improved Two-weapon Fighting, Iron Will, Maximize Surge [M], Risky Striker, Skill Focus (Stealth), Step Up, Two-weapon Fighting, Weapon Finesse, Weapon Finesse [M], Weapon Focus (wakizashi), Weapon Focus (wakizashi) [M]
Traits chance encounter, reactionary
Skills Acrobatics +48, Appraise +9, Bluff +34 (+36 to Feint, +36 competence to Feint), Climb +27, Diplomacy +13, Disable Device +50, Disguise +40, Escape Artist +48, Fly +31, Heal +9, Intimidate +13, Linguistics +30, Perception +37, Ride +27, Sense Motive +9, Sleight of Hand +48, Stealth +84, Survival +9 (+14 to follow tracks), Swim +6, Use Magic Device +34; Racial Modifiers +2 Perception, ki jump (running start), no trace
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, Ignan, Infernal, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian
SQ amazing initiative, force of will, immortal, ki movement, ki pool, ki stealth, poison use, recuperation
Other Gear +5 deathless shadow, greater mithral chain shirt, +5 courageous holy impervious cold iron wakizashi, +5 dueling ghost touch holy impervious cold iron wakizashi, cold iron shuriken (50), amulet of natural armor +2, belt of incredible dexterity +6, boots of speed, cloak of the hunt, eyes of the eagle, gloves of reconnaissance, gloves of reconnaissance, gloves of reconnaissance, headband of ninjitsu, ring of evasion, ring of protection +5, swallowtail bracers, backpack, grappling hook, silk rope, sunrod (2), thieves' tools, masterwork, 992 gp
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Special Abilities
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Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
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).
Boots of speed (10 rounds/day) Affected by haste
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Class Mimic (90 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Cloak of the hunt Immune to scent ability, +5 to follow tracks, spend 1 power to become invisible.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evasion (Ex) (Ring of evasion) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Ghost Step (90') (Su) As a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of ninjitsu (1/day) +2 to hit on sneak att, can sneak att concealed. Activate to feint/reposition as swift.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Invisible Blade (DC 25) (Su) Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start, 1/2 DC) (Su) Jumping is always counted as being at a running start and Jumping DCs are halved.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Maximize Surge [Mythic] (1/day) Use 2 power to treat surge as though rolled max result.
Mythic Power (21/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
No One of Consequence (DC 25) (Ex) Creatures must succeed at a Will save to remember information about you.
No Trace +6 (Ex) Survival DCs to track you are at +6, gain +6 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precision Critical (Ex) On critical hit, double extra precision damage dice.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Risky Strike -1/+8 Subtract from your AC to add to damage vs foes 2 sizes larger.
See the Unseen (Su) A ninja with this trick learns how to see that which cannot be seen. As a swift action, the ninja can cast see invisibility, using her level as the caster level.

Each use of this ability uses up 1 ki point.
Skill Mastery (Acrobatics, Disable Device, Perception, Stealth, UMD) You can always take 10 with (3 + int modifier) skills.
Sneak Attack +9d6 +9d6 damage if you flank your target or your target is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +9 bonus and bypass all DR.
Supreme Stealth (tremorsense) (Ex) You aren't automatically detected by the chosen sense.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Titan's Bane (Ex) Move through space of creature two sizes larger without AoO, can share its space.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Weapon Focus (Wakizashi) [Mythic] As a swift action, use 1 power to add half tier to attack with selected weapon.

Silver Crusade

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Titan's Bane is one of those abilities that tends to surprise you, and I don’t know how to deal with that. Precision Critical and Class minic are obvious and pretty much insane abilities.

Regarding Storm King:

The Storm King seems tough, but he needs some way to discourage such a beatdown.

I consider adding the following abilities::

Static Charge (Su) Khorramzadeh´s body is filled with tremendous amounts of electricity, and on successful attacks with a melee weapon, a portion of that energy tries to earth itself into the attacker. The attacker can prevent this effect by succeeding on a DC 38 Fortitude save. On a failed save, the attacker takes 10d6 electricity damage and gains a Static Charge. For each Static Charge, the character increases his electricity damage taken by 100 %. A character can have up to 10 Static Charges.
The charges are removed once Khorramzadeh dies, or after 1 hour whichever happens first.

Boiling Blood Khorramzadeh´s blood can interact with his flaming body to shield him from further attacks. When the Storm King suffers a critical hit, sneak attack, or other precision based attack his spilling blood is vaporised by the electricity and fire that covers his body. This envelops him in a shroud of burning blood, that protects him like a maximized empowered fire shield (warm shield, 1d6 +21 fire damage) and acid fog that deals electricity damage centered on him.

Thank you for the Ninja statblock, it is very interesting, the buffs you mentioned should be expected, especially since mythic heroism/i] is so very good, especially with a courageous weapon (even if I still try to convince the good makers of hero lab, that it works this way).

I never had a reason to look at the pathfinder version of [i]mind blank/i], it is pretty damn good on an invisible ninja. That said, the legendary item ability does pretty much the same :( .

Yeah, if you somehow managed to to squeeze Beyond Mortality in there, even the unholy aura would be no threat.

Now as a little thank you let me thank you with sharing a couple of monsters of my own:

Death by disintegrate magus:

Teris Alderis
Male Human (Chelaxian) Magus (Hexcrafter) 19/Monk 1/Archmage 10
LNNone Medium humanoid (human)
Init +22; Senses Perception +33
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Defense
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AC 42, touch 18, flat-footed 39 (+19 armor, +3 Dex, +5 natural, +5 deflection)
hp 233 (20d8+130)
Fort +29, Ref +28, Will +28
Defensive Abilities hex arcana (close range, disruptive, ice tomb [dc 34], life giver [1/day], retribution [dc 34], spell shield +15, spellbreaker), fortification 75%, hard to kill, mythic saving throws, unstoppable; DR 5/lethal; Immune fear
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Offense
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Speed 20 ft.
Melee arcane pool enhanced kukri +33/+28/+23 (1d4+11/15-20/×2+2d6 vs. evil outsider+2d6 vs. mythic subtype) and
. . gauntlet (from armor) +28/+23/+18 (1d3+6/×2) and
. . unarmed strike +28/+23/+18 (1d6+6/×2)
Special Attacks counterstrike, flurry of blows, hexes (evil eye [dc 34]), mythic power (23/day, surge +1d12), spellstrike, stunning fist (5/day, DC 24)
Magus (Hexcrafter) Spells Prepared (CL 20th; concentration +37):
6th (7/day)—[i]antimagic field [M], disintegrate (x2) [M] (DC 39), disintegrate [M] (DC 39), flesh to stone (DC 35), true seeing, greater dispel magic

5th (8/day)—dismissal (DC 30), fabricate, teleport, wall of force, telekinesis (x2) [M], greater bladed dash, monstrous physique iii
4th (8/day)—greater invisibility, bestow curse (DC 29), arcana theft, calcific touch (DC 33), forceful strike (DC 29), greater false life, lend path (x2)
3rd (9/day)—haste (x2), arcane sight, heroism (x2) [M], vampiric touch, slow [M] (DC 32), force punch (DC 28), versatile weapon (DC 32)
2nd (9/day)—frigid touch, mirror image (x2) [M], ablative barrier [M], bladed dash, bullet shield (x2), flurry of snowballs (DC 27), tactical acumen
1st (9/day)—shocking grasp, shocking grasp, protection from evil, protection from evil (x2), shield (x2), mage armor [M], mage armor [M]
0 (at will)—detect magic, arcane mark, read magic, prestidigitation (DC 25), light
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Statistics
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Str 23, Dex 27, Con 20, Int 40, Wis 19, Cha 19
Base Atk +14; CMB +26 (+28 disarm); CMD 38 (40 vs. disarm)
Feats Arcane Strike, Arcane Strike [M], Combat Casting, Combat Expertise, Combat Expertise [M], Critical Focus, Deflect Arrows, Disruptive, Dual Path [M], Extra Arcana, Greater Spell Focus (transmutation), Heighten Spell, Improved Critical (kukri), Improved Unarmed Strike, Intensified Spell, Maximize Spell, Spell Focus (transmutation), Spell Focus [M], Spell Penetration, Spell Penetration [M], Spell Perfection, Spellbreaker, Stunning Fist, Weapon Finesse
Traits magical knack, riftwarden orphan
Skills Acrobatics +34 (+30 jump), Appraise +41, Bluff +22 (+24 to Feint), Climb +19, Craft (weapons) +24, Diplomacy +30, Disable Device +18, Disguise +19, Escape Artist +26, Fly +26, Handle Animal +17, Heal +24, Intimidate +28, Knowledge (arcana) +44, Knowledge (dungeoneering) +33, Knowledge (history) +34, Knowledge (planes) +37, Knowledge (religion) +34, Linguistics +31, Perception +33, Perform (dance) +15, Perform (oratory) +15, Profession (scribe) +16, Profession (soldier) +16, Profession (soothsayer) +17, Ride +24, Sense Motive +33, Sleight of Hand +26, Spellcraft +44, Stealth +29, Survival +18, Swim +20, Use Magic Device +33
Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Halfling, Ignan, Infernal, Jandelayan, Orc, Osiriani, Osiriani, Ancient, Polyglot, Protean, Undercommon, Varisian, Vudrani
SQ amazing initiative, arcane pool, bane, compassionate, courageous, force of will, glamered, greater spell access, spell combat, hex arcana, hex magus, immortal, impervious, knowledge pool, legendary hero, mythic bane, recuperation, spell storing, stunning fist (stun), true archmage, unarmed strike
Other Gear +5 Fortification (heavy), Glamered Mithral Full pl, Arcane Pool enhanced Kukri, Amulet of natural armor +5, Belt of physical perfection +6, Cloak of quick reflexes +5/+6, Headband of mental superiority +6 (Appraise, Perce, Manual of quickness of action +5, Ring of protection +5, Tome of clear thought +5, 150 GP
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Special Abilities
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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).
Arcane Pool (+5) (24/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike [Mythic] Arcane strike lasts 1 min. Use 1 power to grant magic weapon special abilities.
Bane (evil outsider) +2 & +2d6 damage vs chosen type
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Class Mimic (100 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Cloak of quick reflexes +5/+6 Spend 1 power as immediate action to reroll failed Reflex save.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise -4/+6 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Compassionate Auto-stabilize foes brought to -1 Hp or below.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Coupled Arcana (Ex) When using an arcane ability, also use a mythic ability which is as fast or faster.
Courageous +5 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Disruptive +4 DC to cast defensively for those you threaten.
Evil Eye -4 (18 round(s)) (DC 34) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
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.
Glamered Weapon is cloaked in illusion and doesn't radiate magic. Suppressed 1 min after attack.
Greater Spell Access (Su) Add 2 wizard spells of each spell level to magus spell list. Can ignore somatic components.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heighten Spell Increases spell level to effective level desired.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Ice Tomb (DC 34) (Su) A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit po
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Fear (Ex) You are immune to all fear effects.
Impervious Double enhancement bonus to hardness, Hp, break DC. Immune to rust/rot.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Legendary Hero (Su) One use of mythic power is regained each hr.
Life Giver (1/day) (Su) Touch a corpse to use resurrection, but without needing components.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Magical Knack (Magus [Hexcrafter]) +2 CL for a specific class, to a max of your HD.
Mythic Bane +2 & +2d6 damage vs mythic subtype
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.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Retribution (15 round(s)) (DC 34) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) [Mythic] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Perfection (Disintegrate) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Shield +15 (Su) 1 Arcane Pool: +15 to AC until the end of your next turn.
Spell Storing Store a spell of up to 3rd level in weapon.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Spellbreaker (Ex) The magus gains Spellbreaker as a bonus feat. The magus must be at least 9th level before selecting this arcana.
Spellscarred (SR 41) (Su) Call upon your mythic power to gain spell resistance, spending 1 power if it protects you.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stunning Fist (5/day) (DC 24) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
True Archmage (SR 0 vs. Arcane spells) (Ex) Non-mythic foes save vs your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
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).

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This is a variant of an NPC for my campaign (I am doing a crazy metaplot with lots of mythic characters )

Hisdisintegrate is frankly insane, without spending a point of mythic power the dc to avoid massive damage is a fort DC 39 to avoid, 40d6 damage.
As a mythic spell thats 60d6, augmented 2x60d6, with channel power 2x60d6+50%; maximized thanks to spell perfection 720+2x30d6. Channel power increases the dc/lower the save, to 41, make it a potent mythic spell and thats a DC 43 fort save.

That is pretty mental, I would argue that at least channel power should not be combined with potent mythic spells.

Dorn Barbarian/Champion:

Dorn
Male Human (Shoanti) Barbarian 18/Champion 9
CGNone Medium humanoid (human)
Init +16; Senses Perception +22
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Defense
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AC 39, touch 13, flat-footed 33 (+16 armor, +5 Dex, +10 natural, +4 deflection, +1 dodge)
hp 348 (18d12+217)
Fort +27, Ref +16 (+6 bonus vs. traps), Will +18 (+4 vs. enchantments); +2 trait bonus vs. fear, +3 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration
Defensive Abilities fortification 25%, hard to kill, uncanny dodge, indomitable will, mythic saving throws, trap sense, unstoppable; DR 4/—
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Offense
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Speed 50 ft.
Melee heavy shield bash +38/+38/+38/+33 (1d4+30/×2) and
. . cold iron throwing axe +38/+38/+38/+33 (1d6+30/×2) and
. . legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +46/+46/+46/+41 (1d10+51/19-20/×3+2d6 vs. Outsider (evil)+2d6 vs. mythic subtype) and
. . masterwork silver throwing axe +39/+39/+39/+34 (1d6+29/×2) and
. . unarmed strike +38/+38/+38/+33 (1d3+30/×2)
Ranged +1 adaptive, bane composite longbow +29/+29/+29/+24 (1d8+16/×3+2d6 vs. )
Special Attacks mythic power (21/day, surge +1d10), rage, rage powers (come and get me, deathless frenzy, guarded stance +4 [9 rds], reckless abandon [+/-5], reflexive dodge +4, rolling dodge +4 [9 rds], world serpent spirit +3, world serpent totem +3, world serpent totem unity)
--------------------
Statistics
--------------------
Str 40, Dex 21, Con 28, Int 10, Wis 12, Cha 10
Base Atk +18; CMB +38 (+42 sunder); CMD 46 (48 vs. sunder)
Feats Blind-Fight, Blind-Fight [M], Combat Reflexes, Dodge, Dual Path [M], Exotic Weapon Proficiency (dwarven waraxe), Extra Path Ability [M], Greater Sunder, Improved Critical (dwarven waraxe), Improved Sunder, Iron Will, Mythic Paragon [M], Power Attack, Power Attack [M], Weapon Focus (dwarven waraxe)
Traits courageous, stolen fury
Skills Acrobatics +17 (+25 jump), Appraise +1, Bluff +1, Climb +29, Handle Animal +6, Heal +5, Intimidate +17, Knowledge (nature) +6, Knowledge (planes) +2, Knowledge (religion) +1, Linguistics +2, Perception +22, Ride +12, Sense Motive +7, Stealth +25, Survival +11, Swim +26, Use Magic Device +3
Languages Abyssal, Celestial, Common, Shoanti
SQ amazing initiative, bane, courageous, defending, fast movement, foe-biting, force of will, immortal, legendary power, legendary surge, mythic bane, mythic bond, recuperation, rejuvenating, undetectable
Combat Gear Potion of cure light wounds (2), Potion of cure moderate wounds, Potion of haste, Potion of heroism (3), Potion of protection from evil (2), Wand of cure light wounds, Barbarian chew, Barbarian chew; Other Gear +5 Fortification (light), Glamered, Shadow Mithral, Masterwork Agile breastplate, +2 Animated Heavy steel shield, +1 Adaptive, Bane Composite longbow (Str +0), Legendary +5 Bane (Outsider (evil)), Courageous, D, Cold Iron Arrows (50), Cold Iron Throwing axe, Masterwork Silver Throwing axe, Ambrosia, Amulet of natural armor +4, Bag of holding I (empty), Bandages of rapid recovery (2), Belt of physical perfection +4, Boots of speed (10 rounds/day), Bracers of might (3/day), Cape of free will +4/+5, Gauntlet of the weaponmaster (empty), Headband of fortune's favor, Ring of protection +4, Barbarian's kit, Campsite kit, Riding kit, 150 GP
--------------------
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).
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Bane (Outsider (evil)) +2 & +2d6 damage vs chosen type
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blind-Fight [Mythic] As a swift action, use 1 power to ignore concealment miss chance for 11 rds.
Boots of speed (10 rounds/day) Affected by haste
Bracers of might (3/day) Swift action for +4 sacred bonus to strength. Spend 1 power for nat 20 on Str-based roll.
Cape of free will +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Class Mimic (110 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Courageous +7 morale bonus to save vs fear, +3 added to bonuses from similar abilities.
Courageous +2 save vs. fear.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Deathless Frenzy When raging, you can ignore the effects of being at 0 or fewer HP for1 round.
Defending Transfer weapon enhancement bonus to AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+11 bonus, bypass all DR).
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 25% You have a chance to negate critical hits on attacks.
Gauntlet of the weaponmaster (empty) Store weapons in gauntlets, and switch with current weapons as swift action.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Guarded Stance +4 (9 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 fortune's favor Effects granting luck or giving luck bonus gain +1 rd to duration.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Sunder You don't provoke attacks of opportunity when sundering.
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.
Legendary Power (6/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 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 Power (21/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -0/+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 (44 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 (9 rds) (Ex) Gain a +4 dodge bonus to AC vs. ranged attacks while raging.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Tear Apart (Ex) Sunder check to reduce opponent's armor bonus, natural armor, or shield bonus by half your tier.
Transfer Magic (Su) Spend 1 power and make melee touch attack to transfer magic effect from creature to you.
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.
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.

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While he is raging, using mythic power attack (spend on point of mythic power to ignore penalties), reckless abandon, and not benefiting from haste:

legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +46/+46/+46/+41 (1d10+51/19-20/×3+2d6 vs. Outsider (evil)+2d6 vs. mythic subtype

Against a demon:

legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +48/+48/+48/+43 (1d10+53/19-20/×3+2d6 vs. Outsider (evil)

Of course a single confirmed critical hit would result in 2d10+165+2d6 damage.

And he is not using some of his better abilities like class mimic.

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