|
|
Do not read any further if you don't know or don't want to know about boon on Destiny of Sands Pt. 2.
|
You will want to make sure you have Mythic content configured, and then check the box on the Configure Hero screen that says Mythic Character.
(It will be between the PC/NPC buttons and Starting Level toggle.)
The Mythic tab should then be visible, and you can choose your Mythic path, which then opens up the Mythic options. Add 3 Tiers, and begin filling in abilities.
When you have finished the scenario, you will need to delete everything from the Mythic tab before removing the Mythic Tiers and Mythic Path, then unchecking the Mythic Character checkbox and unchecking Mythic from the Configure Hero screen. Otherwise the Mythic tab will go away but all the bonuses and feats from Mythic tiers will remain.
|
When you have finished the scenario, you will need to delete everything from the Mythic tab before removing the Mythic Tiers and Mythic Path, then unchecking the Mythic Character checkbox and unchecking Mythic from the Configure Hero screen. Otherwise the Mythic tab will go away but all the bonuses and feats from Mythic tiers will remain.
Probably a LOT safer to just revert to the backup copy. You DID create a backup copy, right?:-)
|
also, you can edit your post and add [-spoiler-] (with the square brackets but without the minus signs) at the beginning of what you want hidden and [-/spoiler-] to end your hidden text (again with the square brackets but without the minus signs).
|
|
Male Aasimar Oracle (Dual-Cursed Oracle) 3/Hierophant 3 ( Pathfinder RPG Advanced Player's Guide 42;
Pathfinder RPG Ultimate Magic 0 )
CG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+5 armor, +1 shield, +4 Dex)
hp 33 (3d8+15)
Fort +4, Ref +8, Will +4
Defensive Abilities hard to kill; Resist oracle's curses (legalistic, tongues), acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee morningstar +4 (1d8+2)
Special Attacks mythic power (9/day, surge +1d6)
Aasimar Spell-Like Abilities (CL 3rd; concentration +9)
1/day—daylight
Oracle (Dual-Cursed Oracle) Spells Known (CL 3rd; concentration +9):
1st (7/day)— cure light wounds , divine favor , ill omen APG, inflict light wounds (DC 17), shield of faith
0 (at will)— create water , detect magic , guidance, read magic , stabilize
--------------------
Statistics
--------------------
Str 14, Dex 7, Con 12, Int 12, Wis 10, Cha 22
Base Atk +2; CMB +4; CMD 12
Feats Celestial Servant ARG, Dual Path M, Great Fortitude M, Noble Scion of War ISWG
Traits fate's favored, resilient
Skills Diplomacy +13, Handle Animal +7, Heal +4, Knowledge (history) +5, Knowledge (nobility) +7,
Knowledge (planes) +5, Knowledge (religion) +6, Perception +4, Sense Motive +4, Spellcraft +7, Survival
+0 (+2 to avoid becoming lost); Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Elven
SQ amazing initiative, mysteries (mystery [lunar]), recuperation, revelations (primal companion, prophetic
armor), vow to self
Other Gear kikko armor, buckler, morningstar, cloak of resistance +1 , elixir of swimming , wayfinder,
oracle's kit, 2,035 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).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast's Fury (Su) As a swift action, use 1 power & bonded creature moves speed and attacks (roll 2x,
bypass all DR).
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.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Fate's Favored Increase luck bonuses by 1.
Great Fortitude [Mythic] Roll Fort save vs. spells, Sp, or Su abilities from non-mythic foe twice (take
p1
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.
higher).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need
to be known/memorized.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also
imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally),
you become sickened for 24 hours or until you meet your ob
Mythic Companion (Animal Companion) (Su) Bonded animal can use surge ability.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex
saves.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all nonmythic
abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as
touch spells.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Abyssal) You can only understand and speak one language in combat.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is
typically made from silver and bears gold accents. With a command word, you can use a wayfinder to
shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a
+2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small
indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its
normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the
magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Mythic Pathfinder and Exceptional Deeds (see 5-15 sheet)
my mythic build...thoughts?