Sebastian Hirsch |
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I thought it would be useful to have a baseline to gauge PC power compared to some of the adventures in this adventure path. Since the group of Magnuskn is just about to start the fifth adventure, here are 4 of the iconics (based on their writeups in the NPC guide/20pts point buy).
Initially I wanted to post the 4 iconics from the AP, but our iconic cavalier wasn’t cooperative, so Seltyiel got the job. Oh and they have the broken traits from this AP.
Male Half-Elf Magus 15/Archmage 7 (Pathfinder RPG Ultimate Magic 9)
LE Medium humanoid (elf, human)
Init +11; Senses low-light vision; Perception +16
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Defense
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AC 35, touch 16, flat-footed 33 (+15 armor, +2 Dex, +4 natural, +4 deflection)
hp 165 (15d8+87)
Fort +18, Ref +12, Will +14; +2 vs. enchantments
Defensive Abilities magus arcana (close range, spell blending [2 spells of lower level], spell shield, wand mastery, wand wielder), fortification 50%, hard to kill, mythic saving throws; Immune sleep
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Offense
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Speed 20 ft.
Melee +3 longsword +20/+15/+10 (1d8+8/17-20)
Special Attacks mythic power (17/day, surge +1d10), spellstrike
Magus Spells Prepared (CL 15th; concentration +26):
. . 5th—cone of cold (DC 24), greater bladed dash, overland flight, telekinesis, teleport
. . 4th—arcana theft{super}UM{/super}, dragon's breath{super}APG{/super} (DC 23), enervation, greater invisibility, greater invisibility, stoneskin
. . 3rd—blink, cloak of winds{super}APG{/super} (DC 22), dispel magic{super}M{/super}, fireball (DC 22), fly{super}M{/super}, haste, heroism{super}M{/super}
. . 2nd—ablative barrier{super}M,UC{/super}, effortless armor{super}UC{/super}, glitterdust (DC 21), mirror image{super}M{/super}, scorching ray, tactical acumen{super}UC{/super}, tactical acumen{super}UC{/super}
. . 1st—enlarge person (DC 20), frostbite{super}UM{/super}, shield, shield, shield, shocking grasp{super}M{/super}, true strike, vanish{super}APG{/super} (DC 20)
. . 0 (at will)—arcane mark, detect magic, light, mage hand, prestidigitation
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Statistics
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Str 20, Dex 14, Con 19, Int 28, Wis 8, Cha 10
Base Atk +11; CMB +16; CMD 32
Feats Arcane Strike, Arcane Strike[M], Combat Casting, Combat Expertise, Combat Expertise[M], Critical Focus, Dual Path[M], Extend Spell, Improved Critical (longsword), Intensified Spell[APG], Lunge, Mythic Paragon[M], Piercing Spell[UM], Skill Focus (Use Magic Device), Weapon Focus (longsword)
Traits riftwarden orphan
Skills Acrobatics +14, Appraise +14, Bluff +15, Climb +6, Escape Artist +14, Fly +17, Heal +0, Intimidate +5, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (planes) +27, Linguistics +11, Perception +16, Ride +4, Sense Motive +0, Spellcraft +27, Swim +6, Use Magic Device +24; Racial Modifiers +2 Perception
Languages Abyssal, Azlanti, Common, Elven, Halfling, Infernal, Jistka, Thassilonian
SQ amazing initiative, arcane pool, elf blood, force of will, spell combat, spell recall, knowledge pool, recuperation
Other Gear +2 fortification (moderate) mithral full plate, +3 longsword, amulet of natural armor +4, belt of physical might +4 (Str, Con), cape of free will +5/+6, headband of vast intelligence +6, ring of protection +4, 150 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Arcane Pool (+4, 16/day) (Su) - 0/16
Mythic Power (17/day, Surge +1d10) - 0/17
Riftwarden Orphan (1/day) - 0/1
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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 (+4, 16/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.
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Class Mimic (90 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
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 -3/+5 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.
Coupled Arcana (Ex) When using an arcane ability, also use a mythic ability which is as fast or faster.
Critical Focus +4 to confirm critical hits.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 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.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Power (17/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.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Spell Shield +9 (Su) 1 Arcane Pool: +9 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wand Mastery (Su) Apply your INT modifier instead of the minimum ability modifier when using a wand
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
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.
Elf Rogue 15/Trickster 7
CN Medium humanoid (elf)
Init +23; Senses low-light vision; Perception +20
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Defense
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AC 40, touch 25, flat-footed 29 (+12 armor, +3 shield, +10 Dex, +4 deflection, +1 dodge)
hp 189 (15d8+111)
Fort +15, Ref +26 (+5 bonus vs. traps), Will +13; +2 vs. enchantments, +9 bonus vs. mind-affecting effects, +2 trait bonus vs. fear
Defensive Abilities evasion, fortification 50%, hard to kill, improved evasion, improved uncanny dodge, mythic saving throws, trap sense +5; Immune sleep
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Offense
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Speed 30 ft.
Melee +4 mithral rapier +26/+21/+16 (1d6+14/15-20)
Special Attacks mythic power (17/day, surge +1d10), sneak attack +8d6
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Statistics
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Str 14, Dex 30, Con 20, Int 10, Wis 11, Cha 12
Base Atk +11; CMB +13; CMD 38
Feats Dodge, Dual Path[M], Improved Critical (rapier), Improved Initiative, Iron Will, Mobility, Mythic Paragon[M], Point-Blank Shot, Power Attack, Power Attack[M], Quick Draw, Weapon Finesse, Weapon Finesse[M], Weapon Focus (rapier)
Traits chance encounter, courageous
Skills Acrobatics +28, Bluff +19, Diplomacy +6, Disable Device +25, Disguise +9, Escape Artist +28, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +20, Sense Motive +16, Sleight of Hand +20, Stealth +38, Swim +8, Use Magic Device +19; Racial Modifiers +2 Perception
Languages Common, Elven
SQ amazing initiative, elven magic, weapon familiarity, force of will, recuperation, rogue talents (bleeding attack, combat trick, fast stealth, improved evasion, offensive defense, surprise attacks, weapon training), trapfinding +7
Other Gear +1 fortification (moderate) shadow, improved leather armor, +2 mithral buckler, +4 mithral rapier, bag of holding iv, belt of physical might +6 (Dex, Con), cape of free will +5/+6, ring of protection +4, 150 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Chance Encounter (1/day) - 0/1
Mythic Power (17/day, Surge +1d10) - 0/17
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Special Abilities
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Absorb Blow (45 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +9 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).
Bleeding Attack +8 (Ex) Sneak attacks also deal 8 bleed damage/round.
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
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.
Courageous +2 save vs. fear.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enduring Armor +12 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 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.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
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 (17/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.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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.
Precision Critical (Ex) On critical hit, doube extra precision damage dice.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
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.
Female Human Paladin 15/Guardian 7
LG Medium humanoid (human)
Init +9; Senses Perception +13
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Defense
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AC 38, touch 13, flat-footed 38 (+16 armor, +6 shield, +3 natural, +3 deflection)
hp 259 (15d10+165)
Fort +23, Ref +15, Will +20; +9 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, hard to kill, mythic saving throws; Immune charm, disease, fear
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Offense
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Speed 20 ft.
Melee +2 evil outsider-bane holy longsword +25/+20/+15 (1d8+9/17-20 plus 2d6 vs. evil outsider plus 2d6 vs. evil)
Ranged +1 adaptive composite longbow +16/+11/+6 (1d8+8/×3)
Special Attacks aura of faith, mythic power (17/day, surge +1d10), channel positive energy 7/day (DC 22, 8d6), smite evil
Spell-Like Abilities (CL 15th; concentration +20)
. . At will—detect evil
. . 1/day—light
Paladin Spells Prepared (CL 12th; concentration +17):
. . 4th—cure serious wounds{super}M{/super}, eaglesoul
. . 3rd—dispel magic{super}M{/super}, prayer{super}M{/super}, sanctify armor{super}M,APG{/super} (DC 18)
. . 2nd—effortless armor{super}UC{/super}, shield other{super}M{/super}, vestment of the champion{super}UM{/super}
. . 1st—divine favor{super}M{/super}, divine favor{super}M{/super}, know the enemy{super}M,UM{/super}, protection from evil{super}M{/super}, protection from evil{super}M{/super}
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Statistics
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Str 24, Dex 10, Con 20, Int 10, Wis 14, Cha 21
Base Atk +15; CMB +22; CMD 35
Feats Cleave, Dual Path[M], Extra Lay on Hands, Fearless Aura[UM], Improved Critical (longsword), Improved Vital Strike, Mythic Paragon[M], Mythic Spell Lore[M], Power Attack, Power Attack[M], Shield Focus, Vital Strike, Vital Strike[M], Weapon Focus (longsword)
Traits chosen of iomedae, exposed to awfulness
Skills Diplomacy +14, Handle Animal +9, Heal +11, Knowledge (nobility) +6, Knowledge (religion) +8, Perception +13, Ride +6, Sense Motive +13, Sleight of Hand -2, Spellcraft +9, Use Magic Device +12
Languages Common
SQ amazing initiative, aura of courage, aura of good, aura of justice, aura of resolve, divine bonds (weapon [3/day] 3/day), force of will, lay on hands, mercies (mercy [diseased], mercy [fatigued], mercy [paralyzed], mercy [staggered], mercy [stunned]), recuperation
Other Gear +3 fortification (light) mithral full plate, +3 darkwood heavy wooden shield, +1 adaptive composite longbow, +2 evil outsider-bane holy longsword, amulet of natural armor +3, belt of physical might +4 (Str, Con), cloak of quick reflexes +4/+5, headband of aerial agility (cha +4), ring of protection +3, gold holy symbol, paladin's kit, 150 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) - 0/3
Exposed to Awfulness (1/day) - 0/1
Fly (3/day) - 0/3
Lay on Hands (7d6, 14/day) (Su) - 0/14
Light (1/day) - 0/1
Mortal Herald (Iomedae, Good, 1/day) (Sp) - 0/1
Mythic Power (17/day, Surge +1d10) - 0/17
Paladin Channel Positive Energy 8d6 (7/day, DC 22) (Su) - 0/7
Smite Evil (5/day) (Su) - 0/5
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Special Abilities
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Absorb Blow (45 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +9 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).
Aura of Courage +4 (20' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (10' radius) (Su) You may expend two uses of your Smite Evil ability to allow your allies within aura to Smite evil, using your bonuses.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cloak of quick reflexes +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 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 25% You have a chance to negate critical hits on attacks.
Guardian's Shout +9 (Ex) Spend 1 power to grant allies within 100 ft. bonus to Ref saves vs same effect as you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Cha +4) +1 CL for spells/extracts that grant flight.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6, 14/day) (Su) You can heal 7d6 damage, 14/day
Lesson Learned (9 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Mortal Herald (Iomedae, Good, 1/day) (Sp) Spend 1 power to cast spell from domain lower than your tier as spell-like ability.
Mythic Power (17/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.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Paladin Channel Positive Energy 8d6 (7/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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.
Shield Focus +1 Shield AC
Smite Evil (5/day) (Su) +5 to hit, +15 to damage, +5 deflection bonus to AC when used.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
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.
Human (Varisian) Sorcerer 15/Archmage 7
LN Medium humanoid (human)
Init +18; Senses Perception +5
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Defense
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AC 38, touch 20, flat-footed 32 (+12 armor, +2 shield, +5 Dex, +4 natural, +4 deflection, +1 dodge)
hp 164 (15d6+102)
Fort +16, Ref +15, Will +16
Defensive Abilities hard to kill, mythic saving throws
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Offense
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Speed 30 ft.
Melee +3 defending dagger +10/+5 (1d4+3/19-20) and
. . quarterstaff +7/+2 (1d6)
Special Attacks bloodline arcana: arcane, mythic power (17/day, surge +1d10)
Sorcerer Spells Known (CL 15th; concentration +27):
. . 7th (5/day)—forcecage (DC 31), greater teleport{super}M{/super}, plane shift{super}M{/super} (DC 25)
. . 6th (7/day)—chain lightning (DC 30), cold ice strike{super}UM{/super} (DC 30), contingency{super}M{/super}, greater dispel magic, true seeing{super}M{/super}
. . 5th (7/day)—cone of cold (DC 29), overland flight{super}M{/super}, permanency, telekinesis{super}M{/super}, wall of force{super}M{/super}
. . 4th (8/day)—charm monster (DC 22), dimension door{super}M{/super}, resilient sphere (DC 28), stoneskin{super}M{/super}, wall of fire
. . 3rd (8/day)—dispel magic{super}M{/super}, displacement, fireball{super}M{/super} (DC 27), haste, heroism{super}M{/super}, lightning bolt{super}M{/super} (DC 27)
. . 2nd (8/day)—darkness, darkvision, glitterdust (DC 20), invisibility{super}M{/super}, scorching ray{super}M{/super}, web (DC 20)
. . 1st (8/day)—burning hands (DC 25), enlarge person{super}M{/super} (DC 19), identify, mage armor{super}M{/super}, magic missile, shield
. . 0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 24), light, mage hand, mending, prestidigitation, read magic
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Statistics
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Str 10, Dex 20, Con 20, Int 10, Wis 14, Cha 27
Base Atk +7; CMB +7; CMD 27
Feats Alertness, Combat Casting, Dodge, Empower Spell, Eschew Materials, Extend Spell, Extra Path Ability[M], Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative, Mythic Paragon[M], Mythic Spell Lore[M], Quicken Spell, Spell Focus (evocation), Spell Focus[M], Spell Penetration
Traits focused mind, riftwarden orphan
Skills Bluff +22, Knowledge (arcana) +15, Knowledge (planes) +12, Perception +5, Sense Motive +5, Spellcraft +16, Use Magic Device +24
Languages Common, Varisian
SQ amazing initiative, arcane bonds (arcane bond [familiar]), bloodlines (arcane), force of will, metamagic adept, recuperation
Combat Gear potion of cure serious wounds (3); Other Gear +1 arrow deflection mithral buckler, +3 defending dagger, quarterstaff, ambrosia, amulet of natural armor +4, belt of physical might +4 (Dex, Con), headband of alluring charisma +6, pauldrons of unflinching fortitude +5/+6, ring of protection +4, sorcerer's kit, 150 gp
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TRACKED RESOURCES
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+3 defending dagger - 0/1
Amazing Initiative (1/round) (Ex) - 0/1
Ambrosia - 0/1
Metamagic Adept (4/day) (Ex) - 0/4
Mythic Power (17/day, Surge +1d10) - 0/17
Potion of cure serious wounds - 0/3
Riftwarden Orphan (1/day) - 0/1
Scry on Familiar (1/day) (Sp) - 0/1
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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 When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enduring Armor +12 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Focus (Evocation) +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.
Metamagic Adept (4/day) (Ex) Apply a metamagic feat 4/day without increasing the casting time.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Power (17/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.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Pauldrons of unflinching fortitude +5/+6 Spend 1 power as immediate action to reroll failed Fortitude save.
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.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
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.
And to put that into perspective, some of my monsters players:
Male Human (Shoanti) Barbarian 15/Champion 7
CG Medium humanoid (human)
Init +12; Senses Perception +18
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Defense
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AC 37, touch 20, flat-footed 31 (+13 armor, +5 Dex, +4 natural, +4 deflection, +1 dodge)
hp 220 (15d12+110)
Fort +21, Ref +15 (+5 bonus vs. traps), Will +14; +2 trait bonus vs. fear, +3 morale vs. fear (+1 stacks with similar)
Defensive Abilities hard to kill, improved uncanny dodge, indomitable will, mythic saving throws, trap sense +5; DR 3/—
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Offense
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Speed 40 ft.
Melee +3 courageous furious legendary adamantine dwarven waraxe +29/+29/+29 (1d10+18/19-20/×3) and
. . unarmed strike +25/+25/+25 (1d3+10 nonlethal)
Ranged +1 adaptive composite longbow +21/+21/+21 (1d8+11/×3) and
. . cold iron throwing axe +20 (1d6+10) and
. . masterwork silver throwing axe +21 (1d6+9)
Special Attacks mythic power (17/day, surge +1d10), greater rage (37 rounds/day), rage powers (come and get me, guarded stance +3, reckless abandon, rolling dodge +3, world serpent spirit, world serpent totem, world serpent totem unity)
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Statistics
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Str 30, Dex 20, Con 20, Int 10, Wis 12, Cha 10
Base Atk +15; CMB +25 (+27 sunder); CMD 45 (47 vs. sunder)
Feats Blind-Fight, Blind-Fight[M], Combat Reflexes, Dodge, Dual Path[M], Exotic Weapon Proficiency (dwarven waraxe), Extra Path Ability[M], Improved Critical (dwarven waraxe), Improved Sunder, Iron Will, Power Attack, Power Attack[M], Weapon Focus (dwarven waraxe)
Traits courageous, stolen fury
Skills Acrobatics +15, Appraise +1, Bluff +1, Climb +19, Handle Animal +5, Heal +4, Intimidate +15, Knowledge (nature) +6, Knowledge (planes) +1, Knowledge (religion) +1, Perception +18, Ride +12, Sense Motive +7, Stealth +22, Survival +10, Swim +17, Use Magic Device +3
Languages Common, Shoanti
SQ amazing initiative, fast movement, foe-biting, force of will, legendary power, legendary surge, mythic bond, recuperation, rejuvenating, undetectable
Combat Gear cold iron arrows (50), 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 +4 glamered shadow mithral agile breastplate, masterwork agile breastplate, heavy wooden shield, +1 adaptive composite longbow, +3 courageous furious legendary adamantine dwarven waraxe, cold iron throwing axe, masterwork silver throwing axe, amulet of natural armor +4, bag of holding i, belt of physical perfection +4, cape of free will +4/+5, headband of fortune's favor, ring of protection +4, barbarian's kit, campsite kit, riding kit, heavy horse (combat trained), 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).
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 7 rds.
Cape of free will +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Class Mimic (70 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 +2 save vs. fear.
Damage Reduction (3/-) 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.
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 (+7 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.
Guarded Stance +3 (5 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.
Headband of fortune's favor Effects granting luck or giving luck bonus gain +1 rd to duration.
Improved Sunder You don't provoke attacks of opportunity when sundering.
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.
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 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 (17/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 -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 (37 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.
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 (5 rds) (Ex) Gain a +3 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.
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.
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.
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Male Angel-Blooded Aasimar (Angelkin) Paladin (Sacred Shield) 15/Guardian 7 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
LG Medium outsider (native)
Init +13; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 42, touch 22, flat-footed 38 (+16 armor, +5 shield, +3 Dex, +4 natural, +3 deflection, +1 dodge)
hp 274 (15d10+180)
Fort +26, Ref +19, Will +20; +2 sacred bonus vs. insanity or confusion effects, +9 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, hard to kill, mythic saving throws; Immune charm, disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee +4 longsword +26/+21/+16 (1d8+11/17-20) and
. . gauntlet (from armor) +22/+17/+12 (1d3+7) and
. . masterwork cold iron longsword +23/+18/+13 (1d8+7/17-20) and
. . unarmed strike +22/+17/+12 (1d3+7 nonlethal)
Special Attacks aura of faith, mythic power (17/day, surge +1d10)
Spell-Like Abilities (CL 15th; concentration +21)
. . At will—detect evil
Paladin (Sacred Shield) Spells Prepared (CL 12th; concentration +18):
. . 4th—eaglesoul, forceful strike (DC 20)
. . 3rd—deadly juggernaut{super}UC{/super}, dispel magic, sanctify armor{super}APG{/super} (DC 19)
. . 2nd—effortless armor{super}UC{/super}, sacred bond{super}APG{/super} (DC 18), shield other, shield other
. . 1st—divine favor, divine favor, serren's swift girding, tactical acumen{super}UC{/super}, tactical acumen{super}UC{/super}
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Statistics
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Str 24, Dex 16, Con 20, Int 14, Wis 10, Cha 23
Base Atk +15; CMB +22; CMD 39
Feats Combat Expertise, Combat Expertise[M], Dodge, Dual Path[M], Greater Called Shot, Improved Called Shot, Improved Critical (longsword), Missile Shield[APG], Mythic Paragon[M], Power Attack, Shield Focus, Shield Focus[M]
Traits exposed to awfulness, natural-born leader
Skills Acrobatics +0, Diplomacy +14, Handle Animal +11, Heal +8, Knowledge (nobility) +9, Knowledge (religion) +9, Perception +15, Ride +8, Sense Motive +13, Spellcraft +9, Stealth +0, Survival +1, Swim +4, Use Magic Device +9; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Sylvan
SQ amazing initiative, aura of courage, aura of good, aura of resolve, divine bond, force of will, holy shield, bastion of good, lay on hands, mercies (mercy [exhausted], mercy [fatigued], mercy [paralyzed], mercy [staggered], mercy [stunned]), recuperation
Combat Gear bracers of sworn vengeance, wand of cure light wounds, wand of cure light wounds, wand of cure moderate wounds; Other Gear +3 fortification (light) mithral full plate, +2 heavy steel shield, +4 longsword, masterwork cold iron longsword, amulet of natural armor +4, belt of physical perfection +2, headband of alluring charisma +4, pauldrons of unflinching fortitude +5/+6, righteous medal of agility, righteous medal of clarity, ring of protection +3, gear maintenance kit, grooming kit, paladin's kit, heavy horse, 248 gp
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Special Abilities
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(4 allies) (Ex) Spend 1 power to direct attention towards location or general direction you choose.
Absorb Blow (45 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +9 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).
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Bracers of sworn vengeance (1/day) +1 to attack and +2d6 damage vs. sworn target, -2 versus other enemies.
Clarion Call (9 rds) (Ex) As a swift action, use 1 power temporarily grant allies in 30 ft your active smite/challenge.
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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +9 bonus that bypasses all DR.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +4 (15 minutes) (Su) Add bonus or properties to shield.
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.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
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.
Greater Called Shot Multiple called shots per rd (-5 to hit after 1st), 40 Hp for debilitating blow.
Guardian's Shout +9 (Ex) Spend 1 power to grant allies within 100 ft. bonus to Ref saves vs same effect as you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Shield (10 ft) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Bastion of Good (20 ft, 5/day) (Su) One foe does ½ dam to allies in aura, full to self, +9 deflect to AC.
Improved Called Shot Replace one attack per rd with a called shot, +2 to hit with called shots.
Lay on Hands (7d6, 13/day) (Su) You can heal 7d6 damage, 13/day
Lesson Learned (9 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mythic Power (17/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.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Pauldrons of unflinching fortitude +5/+6 Spend 1 power as immediate action to reroll failed Fortitude save.
Perfect Aid (Ex) When aiding another, aided ally adds tier to aid anothe bonus, plus surge result if used.
Power Attack -4/+8 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.
Shield Focus +1 Shield AC
Shield Focus [Mythic] As an immediate action, use 1 power to add shield bonus to Ref or Fort save.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
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.
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