| Gaber Goongetter |
I believe our GM is an actual Troll.
BBG
CR 31/MR 10
XP 9,830,400
Male human vampire (Azlanti, Pureblooded) fighter (mobile fighter) 20/Champion 20 (Pathfinder Campaign Setting: Classic Horrors Revisited, Pathfinder RPG Advanced Player's Guide 105, Pathfinder RPG Bestiary 270, Pathfinder RPG Mythic Adventures)
LE Medium undead (augmented humanoid, human, mythic)
Init +24; Senses blindsense 60 ft., darkvision 60 ft., mastermind; Perception +40
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Defense
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AC 56, touch 23, flat-footed 43 (+14 armor, +3 Dex, +10 dodge, +16 natural, +3 shield)
hp 504 (20d10+390); fast healing 5
Fort +29, Ref +23, Will +21; +5 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility, channel resistance +16, fortification 75%, hard to kill, mythic saving throws, overcome weakness, unstoppable; DR 10/—, 10/epic, 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
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Speed 70 ft.; flight
Melee +1 harvesting heartseeker keen mythic bane unholy wounding adamantine longsword +21/+21/+21/+16 (1d8+36/17-20 plus 2d6 vs. good and 1 bleed and 2d6 vs. mythic subtype) and
+1 heavy shield bash +20 (1d8+17) or
gauntlet (from armor) +23/+23/+23/+18 (1d3+33) or
unarmed strike +23/+23/+23/+18 (1d3+33 nonlethal) or
slam +18 (1d4+16 plus energy drain)
Special Attacks blood drain, blood omen, children of the eclipse, children of the night, create spawn, destroyer[MA], dominate (DC 30), eclipse, energy drain (2 levels, DC 30), fleet footed, leaping attack, mythic power (12/day, surge +1d12), negative energy focus, rapid attack, scabrous claws, whirlwind blitz
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Statistics
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Str 40, Dex 30, Con —, Int 26, Wis 26, Cha 30
Base Atk +20; CMB +23 (+27 grapple); CMD 65
Feats Alertness, Bolstered Resilience[UC], Cleave[M], Cleaving Finish[UC], Combat Expertise[M], Combat Patrol[APG], Combat Reflexes[M], Deadly Finish[UC], Devastating Strike[UC], Dodge[M], Great Cleave, Great Fortitude[M], Greater Vital Strike, Improved Initiative, Improved Shield Bash, Improved Vital Strike, Iron Will[M], Lightning Reflexes[M], Mobility, Power Attack[M], Spring Attack, Stand Still, Toughness[M], Two-weapon Fighting, Vital Strike[M], Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +24 (+40 to jump), Bluff +19, Climb +24, Craft (painting) +14, Diplomacy +14, Disable Device +26, Escape Artist +26, Fly +14, Handle Animal +14, Intimidate +24, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +40, Ride +14, Sense Motive +24, Sleight of Hand +26, Stealth +19, Survival +14, Swim +19, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Azlanti, Common, Dwarven, Elder Thing, Elven, Halfling, Infernal, Orc, Sylvan
SQ always a chance[MA], amazing initiative, armor mastery, armor training 2, burst through[MA], change shape (dire bat or wolf, beast shape II), create mythic spawn, critical master[MA], ever ready[MA], extra mythic power[MA], fleet charge[MA], force of will, gaseous form, immortal, impossible speed[MA], legendary champion, legendary hero, mastermind, mist shapes, precision[MA], precision[MA], recuperation, shadowless, spider climb, telekinesis, uncanny grapple[MA]
Combat Gear boots of teleportation, ring of spell storing (major); Other Gear +5 denying resonating full plate, +1 arrow deflection bashing heavy fortification ramming heavy steel shield, +1 harvesting heartseeker keen mythic bane unholy wounding adamantine longsword, belt of physical might +6 (Str, Dex), blind helm[MA], cloak of resistance +5, everwake amulet[UE], headband of mental superiority +6, inescapable gloves[MA], ring of freedom of movement
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Tracked Resources
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Amazing Initiative (1/round) (Ex) - 0/1
Children of the Eclipse (2d6 ghouls or 1d6+1 shadows, 1/day) (Su) - 0/1
Children of the Night (1/hour) (Su) - 0/1
Denying (1/day) - 0/1
Fleet Footed (4/day) (Ex) - 0/4
Harvesting (1/day) - 0/1
Mythic Power (12/day, Surge +1d12) - 0/12
Negative Energy Focus (5/round) (Su) - 0/5
Resonating (3/day) - 0/3
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Special Abilities
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Agility +5 (Ex) +5 save vs. Paralyzation, slowing, or entangling
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).
Armor Mastery (Ex) Gain DR while wearing armor or using a shield.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Blood Omen (DC 20) (Su) As a standard action, use 2 power to drain blood from all in 30 ft (Fort neg).
Bolstered Resilience Increase DR against a single attack
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +16 +16 bonus to save vs. Channel Energy.
Children of the Eclipse (2d6 ghouls or 1d6+1 shadows, 1/day) (Su) Can use summon undead with Children of the night
Children of the Night (1/hour) (Su) Call forth rats, bats or wolves as a standard action.
Cleave [Mythic] One cleave att can target non-adj foe. Use 1 power to continue att vs. foes in reach.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Combat Patrol (+20') Full-round action: increase your threatened area by +20' until your next turn.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Create Mythic Spawn Use 1 power to cause spawn to rise in 1 hr. Use 2 power to cause them to rise as a mythic vampire.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Critical Master (Ex) Automatically confirm critical hits and do maximum damage against non-mythic creatures.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Finish Foes you knock out must make a Fort save or die
Destroyer (Ex) Ignore hardness when attacking objects, but not objects that are creatures.
Devastating Strike Deal extra damage when using Vital Strike bonus
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Dominate (DC 30) (Su) As a standard action, can use dominate person on foe in 30 ft.
Eclipse (Su) Use 1 power to lay deeper darkness in 1 mile radius for 1 hr.
Energy Drain (2 levels, DC 30) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Ever Ready (+10, 3 AoO/round) (Ex) Add tier to AoO attack & damage rolls, make AoO while flat-footed, additional AoO.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Fleet Footed (4/day) (Ex) Always take 10 on acrobatics checks, sometimes take 20 on acrobatics checks.
Flight (Su) As an imm action, use 1 power to fly at 2x speed (perfect). Can gain Intim/stealth bonus.
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.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Great Fortitude [Mythic] Roll Fort save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Impossible Speed (+100 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Leaping Attack +4 (Ex) +4 to hit and damage if you move at least 5' before attacking.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Lightning Reflexes [Mythic] Roll Ref save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Mastermind (Su) The vampire has a mental connection with its enslaved spawn.
Mastermind (Su) As a standard action, can see, hear, and speak through body of dominated.
Mist Shapes (Su) Can summon and sculpt mist into illusions.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Negative Energy Focus (5/round) (Su) Energy drain can trigger multiple times in the same round.
Overcome Weakness (sunlight, garlic, mirror/holy symbol, invitation, running water) (Su) Nauseated and 10 dam on 1st rd in sunlight. Other weaknesses can be ignored.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rapid Attack (Ex) May move and full attack (except for highest BAB attack).
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scabrous Claws (Su) As an imm action, use 1 power to gain claws (dam as slam +1d6 bleed) for 1 hr.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Surge (1d12) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinesis (Sp) Use 1 power to cast telekinesis.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Uncanny Grapple (Ex) You can throw, crush, or swing a creature you are grappling.
Undead Traits Undead have many immunities.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Whirlwind Blitz (Ex) Full attacks and the Whirlwind Attack feat are standard actions.
| Keep Calm and Carrion |
If your characters have mythic ranks themselves, and are the appropriate CR, you will have many routes to victory.
I recommend the spell Disrupting Weapon, boosting the save DC way, way up. Use Mythic Spell Focus (Transmutation) and/or Persistent Metamagic for your best odds. Disruption destroys vampires utterly without that tedious tracking down the coffin business.
The villain has only 20 HD; with a bit of preparation you can get the caster level of a Undeath Ward spell over 20. That will prevent it from using its melee against you, which is a huge part of this particular vampire's threat.
| Garbage-Tier Waifu |
So, I'm not completely familiar with how mythic works. And I know mythic can do some absolutely ridiculous stuff. But there is one thing I do know. And that is that the caster/martial disparity always wins. And this vampire is not a caster, he is a fighter.
Well, we might need a bit more than just spells. Every PC will need Dampen Presence to keep that blind helm from working, or a spell that negates blindsight (I know one exists but I forget what). Then, cast mind blank on everyone. Then cast greater invisibility on everyone. Now start flinging spells and attacks and finish him off with an artifact weapon. He also lacks blindfight, so I hope he has fun not being able to deal with invisibility in any way. Get a few firearms on people and you should be equally good. That or have everyone equipped with 11th CL wands of scorching ray to really put him in his place since his touch AC sucks (as it would). He has no spell resistance so he is entirely reliant on his saves to keep him alive! So unless that ring of spell storing has some kind of a catch-all solution to this strategy, this guy is boned against a properly prepared full caster of roughly 16th level.
| chaoseffect |
I'm assuming you are at least near level 20 and have Mythic yourself? Without looking too deeply here (just looking at AC and HP), Mythic Vital Strike + all Vital strike feats + that Mythic ability that lets you take an extra standard should be enough to one round kill him solo if you have an optimized dude. Throw in a party member with Sensei/Monk of the 4 winds and optimize initiative so he can give everyone in the party 3 standard actions via Slow Time and this isn't even fair for the bad guy.
| Tarik Blackhands |
Eh. Acquire Planeshift and Mythic Wish Cast Planeshift, use M. Wish to make his saving throw a 1. Dump his ass in the positive energy plane and laugh at his lack of ability to escape.
Alternatively you can replace planeshift with something like Imprison or similar spell that ends you on a single failed save.
| Garbage-Tier Waifu |
| 1 person marked this as a favorite. |
To expand further on this: Should your DM decide that this ring of spell storing is a ring of 'solution to current magical problem', set up Aroden's Spellbane keyed to: Antimagic Field, Aroden's Spellbane, Mage's Disjunction, Wish. Then Lesser Globe of Invulnerability to keep away Glitterdusts and Invisibility Purges.
Depending on setup time for all this, open up a Greater Demiplane with Timeless with Respect to Magic and cause time in the plane to be exceedingly slower to real time. Use this extra time to set up more spells and defences, and divine whatever is in that ring, along with further complications, as well as prepare for a scry and fry, which is the best way to begin this fight. Hell, get some simulacrums ready to port in and apply healing and scrolls where needed, and some clones for good measure. Have some telepathic bonds set up for this. If you are a 17th level wizard, nobody in this party needs to be physically present for the fight. Just have everyone go in under astral projection. You can also set up an army in the demiplane to be brought in via Gate using Summon Monster IX. They don't disappear in the plane since magic lasts forever in there. This guy won't have much in the way of hit points if every round an endless horde of astral deva are pouring into the material plane, spamming heal and holy smite every round. This also means more bodies to throw between you and the big bad, who, while possessing a very frightening amouny of physical attacks of very serious pain, cannot kill all those angels before you kill him under all the protection you have layered onto yourself and your party.
Also, remember dimensional anchor. Do not let him get away with teleportation.
| The Sideromancer |
Eh. Acquire Planeshift and Mythic Wish Cast Planeshift, use M. Wish to make his saving throw a 1. Dump his ass in the positive energy plane and laugh at his lack of ability to escape.
Alternatively you can replace planeshift with something like Imprison or similar spell that ends you on a single failed save.
Technically, Undead do just fine one the Positive energy plane, since it grants unaligned Fast Healing and Undead are immune to the Save-or-Die from having too much.
| Rogar Valertis |
Eh. Acquire Planeshift and Mythic Wish Cast Planeshift, use M. Wish to make his saving throw a 1. Dump his ass in the positive energy plane and laugh at his lack of ability to escape.
Alternatively you can replace planeshift with something like Imprison or similar spell that ends you on a single failed save.
I absolutely LOVE how the answer to any challenge in high level PF seems to be "use planeshift - drop critter somewhere it hurts!"...
P.S.
MEH!
| I3igAl |
Hard to say without knowing, what characters your group has.
If you do not have Mythic feats: A cyclops Helmet and a magic Scythe or Tetsubo should be sufficent to floor a 500hp guy on a Power Attacking lvl 20 melee character with one strike.
If you wanna make shure it crits use True Strike with some kind of spelltrigger item.