Saturday, January 23, 2016

NPC Foes/Rivals: Epic rivals for players to hate.


Once upon a time, I got bored and figured I'd see what the Race Creator and Mythic Adventures plug in on Herolab. I'd just finished a Harry Dresden novel with the 3 Billy-Goats Gruff so to speak, so I created the Gruff's. Fae with HUGE physical stats, (+2 to all Physical, +4 to Charisma) Enlarge/Reduce Person at will as well as a bunch things like DR 5/cold Iron. Add in Mythic abilities and they are all scary 'Module Enders'.

The Elder (Mythic)      CR 18
XP 153,600
Male gruff druid 13/fighter (two-handed fighter) 2/Hierophant 5 (Pathfinder RPG Advanced Player's Guide 108, Pathfinder RPG Bestiary, Pathfinder RPG Ultimate Magic 40)
LN Large fey
Init +8; Senses eyes of the storm, low-light vision; Perception +25
Aura gale aura
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Defense
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AC 27, touch 10, flat-footed 26 (+10 armor, +1 Dex, +7 natural, -1 size)
hp 226 (15 HD; 13d8+2d10+146)
Fort +19, Ref +7, Will +15; +2 vs. sonic
Defensive Abilities hard to kill, mythic saving throws; DR 5/cold iron; Immune deafness; Resist storm lord, windwalker
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Offense
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Speed 110 ft. (55 ft. in armor)
Melee +2 legbreaker cold iron earth breaker +16/+11/+6 (3d6+21/×3) or
   gore +9 (3d6+9), hooves +9 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (13/day, surge +1d8), shattering strike, wild shape 5/day
Domain Spell-Like Abilities (CL 13th; concentration +20)
   10/day—lightning arc (1d6+6 electricity), storm burst (1d6+6 nonlethal)
Druid Spells Prepared (CL 13th; concentration +20)
   7th—control weather[D,M], fire storm[M] (2, DC 24)
   6th—chain lightning[D] (DC 23), gravity well (DC 23), path of the winds[ARG] (2, DC 23)
   5th—control winds[D] (DC 22), control winds (DC 22), insect plague, stoneskin, tree stride
   4th—ball lightning[APG] (2, DC 21), bloody claws[APG] (DC 21), control water, freedom of movement, solid fog[D,M]
   3rd—call lightning[D,M] (DC 20), call lightning[M] (2, DC 20), cure moderate wounds[M], hydraulic torrent[APG], ice spears (DC 20), greater magic fang
   2nd—barkskin[M], bull's strength, chill metal[M] (2, DC 19), fog cloud[D], resist energy[M], unshakable chill[UM] (DC 19)
   1st—alter winds[APG] (DC 18), endure elements[M], entangle[M] (2, DC 18), longstrider, obscuring mist[D], pass without trace
   0 (at will)—detect magic, enhanced diplomacy, mending, stabilize
   D Domain spell; Domains Air (Cloud domain subdomain), Weather (Storms domain subdomain)
   M mythic spell
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Statistics
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Str 24, Dex 16, Con 26, Int 16, Wis 24, Cha 16
Base Atk +11; CMB +16 (+21 sunder, +25 trip); CMD 32 (35 vs. sunder, 36 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dual Path[M], Fury’s Fall, Greater Sunder, Greater Trip, Improved Natural Attack (gore), Improved Sunder, Improved Trip[M], Mythic Spell Lore[M], Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +2 (+10 to jump), Climb +7, Diplomacy +10, Fly +0, Handle Animal +14, Heal +14, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +18, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +7, Perception +25, Sense Motive +10, Spellcraft +8, Stealth +2, Survival +20, Swim +7, Use Magic Device +15
Languages Aquan, Auran, Common, Cyclops, Draconic, Druidic, Giant, Ignan, Sylvan, Terran
SQ amazing initiative, nature bonds (Cloud domain[APG], Storms domain[APG]), nature sense, recuperation, stormvoice, thundercloud, wild empathy +16
Combat Gear spell tattoo of Cure Serious Wounds, spell tattoo of Ice Spears, spell tattoo of Meld into Stone, spell tattoo of Rage; Other Gear +1 wild stoneplate[UE], +2 legbreaker cold iron earth breaker[UE]
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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).
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Cloud)
Druid Domain (Storms)
Eyes of the Storm (20 ft) (Ex) Ignore concealment from inclement weather within range.
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Gale Aura (13 rounds/day) (Su) 30'r aura does not allow 5' steps and slows enemies advancing towards you.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Deafness You are immune to deafness.
Impossible Speed (+50 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Trip [Mythic] Gain an AoO vs. any foe who attempts to trip you, unless they have this feat as well.
Lightning Arc 1d6+6 electricity (10/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (13/day, Surge +1d8) 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.
Mythic Wild Shape (Air Elemental ) (Su) Using wild shape to take chosen form doesn't count against your daily uses of wild shape.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Storm Burst 1d6+6 nonlethal (10/day) (Sp) As a standard action, ranged touch attack deals 1d6+6 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Storm Lord (Ex) Immune to wind effects and deafness. +2 to saves vs. sonic.
Stormvoice (Ex) Perception DC to hear voice reduced by druid level.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +5 bonus and bypass all DR.
Sunder Storm (1d6+5) (Ex) Sunder vs. all opponents in reach. Destroyed objects deal damage to wielder.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Thundercloud (13 rounds/day) (Su) Fog cloud deafens those inside and deals 2d6 Electricity damage/round.
Wild Empathy +16 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (13 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Windwalker (Ex) Wind effect penalties are reduced by 1 step.

First up is the Big Brother. The Elder, the final force of destruction in the trio. He's a Two-Handed Fighter 2/Druid 13/Hierophant 5. With Storm and Cloud domains he's a literal force of nature. His mythic abilities cover the whole range: Mythic spells, Path Abilities and Path Powers. Huge nasty things like Mythic Control Weather (1 ROUND to cast), Mythic Firestorm (13d8, half divine/fire, able to exclude animal/plants). Add in things like the ability to, as a swift action, to either cast any non-mythic spell without losing a slot or adding in an attack with his +2 Legbreaking cold iron earth breaker in addition to any other actions. Add in the abilities he gets from his domains he can whistle up a storm, which he can move thru fairly easily and see through with no problems at all. Storm aura and Thundercloud are great crowd control tricks too.

He's designed to be a literally hurricane advancing on the players. He's as much dangerous as for his spells as the effects of the storm being reduced/eliminated to him. He's the next thing to a demigod arriving on the scene. Add in some of the fun spells that a high level druid could have access to. Toss in a Elemental Swarm (he is a CR 19 foe) and you got a very very nasty army coming in. Add in allies of suitable rank/ability and he is designed to be a city killer (He was designed as a foe for Kingmaker)

The Sage of Elements (Mythic)      CR 14
XP 38,400
Male gruff (fey) wizard 12/Archmage 4 (Pathfinder RPG Bestiary)
LN Medium fey
Init +7; Senses low-light vision; Perception +15
Aura elemental manipulation (30 ft.)
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Defense
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AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 natural)
hp 123 (12d6+73)
Fort +9, Ref +7, Will +11
Defensive Abilities hard to kill; DR 5/cold iron
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Offense
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Speed 30 ft.
Melee gore +8 (1d6+2), hooves +3 (1d4+1)
Special Attacks intense spells (+6 damage), mythic power (11/day, surge +1d8)
Wizard Spells Prepared (CL 12th; concentration +20)
   6th—antimagic field, chain lightning[M] (DC 28), sign of wrath (DC 28), sign of wrath (DC 28)
   5th—empowered intensified burning arc (DC 24), dismissal (DC 23), fickle winds[UM], fire snake[APG] (DC 27), sonic thrust[UM]
   4th—dragon's breath[M,APG] (DC 26), dragon's breath[M,APG] (2, DC 26), emergency force sphere, ice storm, river of wind[APG] (DC 26)
   3rd—arcane sight, battering blast (DC 25), chain of perdition[UC], fireball[M] (2, DC 25), haste[M], lightning bolt[M] (DC 25)
   2nd—burning arc (DC 24), burning arc (DC 24), burning gaze[M,APG] (2, DC 24), frost fall[UC] (DC 24), glitterdust (DC 20), mirror image
   1st—burning disarm (DC 23), mage armor, magic missile[M], magic missile[M] (2), unseen servant, vanish[APG] (DC 19)
   0 (at will)—detect magic, prestidigitation, ray of frost, read magic
   Opposition Schools Necromancy
   M mythic spell
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Statistics
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Str 15, Dex 16, Con 21, Int 26, Wis 17, Cha 20
Base Atk +6; CMB +8; CMD 21
Feats Empower Spell, Greater Spell Focus (evocation), Greater Spell Focus (transmutation), Intensified Spell[APG], Mythic Spell Lore[M], Opposition Research[UM], Reach Spell[APG], Scribe Scroll, Spell Focus[M], Spell Focus[M]
Skills Acrobatics +6, Craft (alchemy) +16, Craft (calligraphy) +16, Craft (gemcutting) +16, Craft (sculpture) +16, Diplomacy +17, Knowledge (arcana) +23, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +23, Perception +15, Sense Motive +13, Stealth +5, Use Magic Device +17
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Protean, Sylvan, Terran, Thassilonian, Treant, Undercommon, Worg
SQ amazing initiative, arcane bond (staff of evocation), recuperation, versatile evocation
Combat Gear staff of evocation
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Special Abilities
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Admixture Associated School: Evocation
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 Bond (Staff of evocation) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Elemental Manipulation (12 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enduring Armor +7 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
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.
Intense Spells (+6 damage) (Su) Evocation spells deal listed extra damage.
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).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spellpower (2/day) (Sp) Cast a mythic spell without expending mythic power.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Focus [Mythic, Transmutation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Evocation (11/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

The Sage of Elements is the first real hammer of the trio. The 'middle brother' and the one that typically uses his Reduce Person power more than the Enlarge Person. Add in the sheer number of spells he can bring to the fight and you get some truly Mythic fights. He can swap out a few evocations for conjurations and he whistle up an army when he arrives to put the threat of the Fae court to the players and their growing city. Being an admixture wizard makes him incredibly flexible in a fight. Add in mythic spells he can level a small town pretty efficiently or empower allies with spells like Mythic Haste. I didn't outfit him fully as I didn't consider what to give him beyond his focus the staff. I'd most likely tailor his budget to fit what he sees as needful for fighting the players.

Note: He is not a one on player party fight, he's the 'artillery' of a small army.

The Silver Knight (Mythic)      CR 14
XP 38,400
Male gruff fighter (shielded fighter) 9/student of war 4/Guardian 3 (Pathfinder Campaign Setting: Seekers of Secrets, Pathfinder RPG Advanced Player's Guide 108, Pathfinder RPG Bestiary)
LN Medium fey
Init +8; Senses low-light vision; Perception +16
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Defense
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AC 31, touch 14, flat-footed 27 (+8 armor, +3 Dex, +1 dodge, +4 natural, +5 shield)
hp 192 (13d10+119)
Fort +15, Ref +9, Will +8 (+2 vs. fear)
Defensive Abilities active defense, anticipate, fortification 25%, hard to kill, know your enemy, mind over metal; DR 5/cold iron
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Offense
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Speed 55 ft. (40 ft. in armor)
Melee +2 heavy shield bash +25/+20 (1d4+8) or
   +2 impact living steel longsword +19/+14/+9 (2d6+10/19-20) or
   gore +16 (1d6+4), hooves +16 (1d4+4)
Special Attacks know your enemy, mythic power (9/day, surge +1d6), shield buffet, shield fighter
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Statistics
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Str 26, Dex 20, Con 26, Int 18, Wis 17, Cha 15
Base Atk +13; CMB +21 (+23 bull rush); CMD 37
Feats Anticipate Dodge[ACG], Combat Expertise, Combat Reflexes[M], Dodge, Dual Path[M], Improved Shield Bash, Improved Two-weapon Fighting, Mobility, Shield Focus, Shield Master, Shield Slam, Shield Snag, Skill Focus (Knowledge [local]), Two-weapon Fighting
Skills Acrobatics +18 (+22 to jump), Climb +4 (+8 to catch yourself on wall or slope when falling if you have a shield equipped), Craft (armor) +12, Craft (weapons) +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +9, Knowledge (history) +17, Knowledge (local) +25, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +14, Perception +16, Stealth +10, Survival +8, Swim +9, Use Magic Device +14
Languages Azlanti, Common, Draconic, Dwarven, Elven, Kelish, Osiriani, Shoanti, Skald, Sylvan, Thassilonian, Undercommon, Varisian
SQ amazing initiative, living steel, living steel, recuperation
Other Gear +2 expeditious fortification (light) breastplate, +2 jarring living steel heavy steel shield, +2 impact living steel longsword, belt of physical perfection +2, boots of elvenkind, cloak of elvenkind
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Special Abilities
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Active Defense +2 (Ex) Swift action to share dodge bonus with adjacent ally or 1/2 bonus with all.
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).
Anticipate (1/day) (Ex) Imm, ignore all dam and effects of spl/ability successfully saved against.
Anticipate Dodge You know if opp has dodge bonus to AC and can gain up to +2 atk vs. target.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Fortification 25% 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.
Impossible Speed (+30 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.
Know Your Enemy (+2, 4 min.) (Ex) Move, Know chk vs. foe for ins bon to att & dam, AC & saves, or CMD & CMB.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mind Over Metal (+0) (Ex) A 2nd-level student of war is skilled at taking blows such that her armor or shield deflects them harmlessly. When using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The 
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shield Buffet (move action) (Ex) Combat Maneuver check to give foe -2 penalty to AC and attack vs. you.
Shield Fighter +2 (Ex) +2 to hit and damage with shields, may alternate weapons during a full attack rather than 2-weapon.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Sudden Block (Su) As an imm action, use 1 power to add +3 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Sunder Storm (1d6+3) (Ex) Sunder vs. all opponents in reach. Destroyed objects deal damage to wielder.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

The Silver Knight, the Fae Courts first messenger, he's a Shielded Fighter 9/Student of War 4/Guardian 4 . The one you send to put the thumb of the Fae leadership on those that offended them. Possibly to challenging the offending mortal to a duel or demonstrating the power of the Court. His skills are good, his ability as a Student of War means he gets an extra bonus if he studies up on his opponent. Like a favored enemy bonus for 4 minutes with a move action.

He's not just a duelist but also the court messenger, the first to appear in the player's lives. Delivering a nasty gram to the players.

Ruby Red (Half-Orc Female Bloodrager: Steelblood)

Fear the Cute
I like some of the 'adaptions' I've seen out there. Chris Mullican, one of my online buds, has this AWESOME Oread Brawler (based off a certain stoney formed former Yancy Street resident by the name of Benjamin Grim), and I've heard rumors of several 'Captain America' clones (I got one my self.. Simon Clarkson, 'Captain Taldor') as well as other members of the Avengers and such.
One of my favorite series is one called RWYB, put out by the same guys who do Red vs. Blue (a series that saved my sanity while I was in service).  An idea came to mind instead of fishing though the well tapped pool of Marvel and DC Comics, why not tap the girls of RYWB? Several of them fit RIGHT into a class or two. Others look to be skirting two classes to pull off the same feel as the series. So the first choice, of course, will be Ruby. A small petite bundle of mayhem. First off, I looked for a way to alternate her from her half-sister in some way. Hence the choice of half-orc





Ruby Red
Female half-orc bloodrager (steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +6, Ref +4 (+1 bonus vs. trample attacks), Will +2
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Offense
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Speed 30 ft.
Melee switchscythe +3 (2d4+7/×4)
Ranged javelin +3 (1d6+3)
Special Attacks bloodrage (7 rounds/day)
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16 (17 vs. overrun)
Feats Power Attack
Traits almost human, fate's favored
Skills Acrobatics +5, Disguise +5 (+9 on checks to pass as human), Intimidate +7, Linguistics +2, Perception +4; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 93 gp
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Special Abilities
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Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Fate's Favored Increase luck bonuses by 1.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Now a TRUE blend of Bloodrager/Gunslinger but I'm just wanting the mix of mayhem and rampant destruction of Ruby. (That and there is no Scythe-Musket out there). Starting off slow with only 7 rounds of Bloodrage, she has a nasty weapon in the Switchscythe. She hits for 2d4+7 with power blow and can pop in a +1 insight bonus to hit with a single attack 3/day.I put in Almost Human, combined with a goodly disguise skill, to make her do the 'cute little thing' till the mayhem starts. The Fate's Favored trait doesn't come into play too much this early in the build but will come up later. A lot of things have luck bonuses to later on, as well as her 'Fated Bloodrager' class feature later.
A fun appearance to role-play with is to make her short, small and cute. Flick the scythe out at the last moment to go from 'sheep herder' to 'killer munchkin'.

Ruby Red
Female half-orc bloodrager (steelblood) 4 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, +2 luck, -2 untyped penalty)
hp 44 (4d10+16)
Fort +10, Ref +5 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
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Offense
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Speed 30 ft.
Melee switchscythe +7 (2d4+13/×4)
Ranged javelin +6 (1d6+5)
Special Attacks blood casting, bloodrage (16 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 4th; concentration +5)
   1st (2/day)—enlarge person (DC 12), line in the sand[ACG]
   Bloodline Destined
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Statistics
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Str 21, Dex 14, Con 18, Int 12, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 22 (23 vs. overrun)
Feats Eschew Materials, Intimidating Prowess, Power Attack
Traits almost human, fate's favored
Skills Acrobatics +8, Disguise +5 (+9 on checks to pass as human), Intimidate +15, Knowledge (arcana) +5, Linguistics +2, Perception +7, Spellcraft +6, Stealth +2, Survival +4, Swim +8; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +2, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +2 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Now we are looking at Ruby at 4th level, she's got a plus to Fate Bloodrager (+2 AC thanks to Fate's Favored) as well any other luck bonuses out there. For example a Lucky Horseshoe gives a +2 to all saving throws that stacks with a Cloak of Resistance when she uses it. Which could make for a really nice bonus to saving throws.
Spells can be fun.. Enlarge Person is definitely a nice quick buff for her. Moving 2d4 to 2d6, adding another +1 to strength bonus. Note: The 21 strength is with blood rage going. Destined Strike is now +2 up to 3/day. The other spell can be a vast variety of choices, Line in the Sand is fun because it adds to your AoOs, because a 2d4+13 with blood raging is fun and able to add 1 extra attack (assuming you haven't gotten a +2 headband bonus to charisma to make it 2 AoOs). I could easily add in other choices like Blade Lash, Blurred Movement, or other buffing/enhancing spells.

Ruby Red #3
Female half-orc bloodrager (steelblood) 7 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 13, touch 10, flat-footed 12 (+3 armor, +1 Dex, +2 luck, -1 size, -2 untyped penalty)
hp 74 (7d10+28)
Fort +11, Ref +5 (+1 bonus vs. trample attacks), Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
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Offense
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Speed 30 ft.
Melee switchscythe +13/+8 (2d6+18/×4)
Ranged javelin +7 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (25 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 7th; concentration +8)
   2nd (1/day)—bull's strength, false life
   1st (2/day)—enlarge person (DC 12), expeditious retreat, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
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Statistics
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Str 27, Dex 12, Con 18, Int 12, Wis 10, Cha 13
Base Atk +7; CMB +15; CMD 28 (29 vs. overrun)
Feats Endurance, Eschew Materials, Intimidating Prowess, Outflank[APG], Power Attack, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +11, Climb +12, Disguise +5 (+9 on checks to pass as human), Intimidate +21, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (local) +4, Linguistics +3, Perception +10, Spellcraft +6, Stealth -1, Survival +4, Swim +12; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Osiriani
SQ armor training 1, blood deflection, destined strike +3, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (25 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +3 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------

Just to give a taste of the bonuses, this version is blood raging, Bull's Strength and Enlarge Person. A berserker running through the books. 2d6+18 is pretty nasty. While it doesn't show, she'd definitely have a headband by now (giving access to 2nd level spells). Working with a partner regularly, her outflank can be useful moving her flanking bonus to +4 and IF she crits her flank buddy gets an AoO. Partner with a high crit flank body like a rapier wielding swashbuckler she gets a nasty AoO.
Abilities like Blood Deflection, and Fated Bloodrager  make up for a bit of the rage penalty to AC. Sacrifice a second level spell and add in Fated Bloodrager and you got a +4 bonus to AC. Armor training expands the scope of armor you get your full dex bonus on and it's pretty awesome. 
For the weapon you could go adamantine, keen and furious among other options. Fun note: If one of your party members is a skald gifting you with rage powers, a furious weapon grants an enhancement to the powers as well. 

Ruby Red #4
Female half-orc bloodrager (steelblood) 12 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 17, touch 13, flat-footed 15 (+3 armor, +1 Dex, +1 dodge, +4 luck, +1 natural, -1 size, -2 untyped penalty)
hp 149 (12d10+73)
Fort +21, Ref +14 (+1 bonus vs. trample attacks), Will +12; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Immune fear
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Offense
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Speed 60 ft.
Melee switchscythe +23/+23/+18/+13 (2d6+27/×4)
Ranged javelin +17/+17 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, greater bloodrage (39 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 12th; concentration +14)
   3rd (1/day)—fly, haste, rage, greater thunderstomp[ACG]
   2nd (3/day)—blur, bull's strength, false life, ironskin, mirror image, resist energy
   1st (3/day)—blurred movement[ACG], enlarge person (DC 13), expeditious retreat, feather fall, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
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Statistics
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Str 30, Dex 12, Con 20, Int 12, Wis 10, Cha 14
Base Atk +12; CMB +25; CMD 38 (39 vs. overrun)
Feats Diehard, Endurance, Eschew Materials, Improved Initiative, Intimidating Prowess, Ironhide[APG], Outflank[APG], Power Attack, Toughness, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +20 (+32 to jump), Appraise +5, Bluff +6, Climb +19, Diplomacy +6, Disguise +14 (+18 on checks to pass as human), Escape Artist +5, Fly +3, Heal +4, Intimidate +33, Knowledge (arcana) +11, Knowledge (dungeoneering) +6, Knowledge (local) +8, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +7, Perception +19, Ride +5, Sense Motive +4, Spellcraft +11, Stealth +3, Survival +8, Swim +18; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Varisian
SQ armor training 2, blood deflection, certain strike, defy death, destined strike +6, fated bloodrager +3, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (39 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Certain Strike (1/rage) (Su) Reroll one attack before the results are revealed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defy Death (1/day) (Su) DC 20 Fort save to ignore damage from attack or spell that would kill you.
Destined Strike +6 (5/day) (Su) As a free action, gain insight bonus to one melee attack.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +3 (Sp) Gain luck bonus to AC and saving throws when raging
Immunity to Fear (Ex) You are immune to all fear effects.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
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Spells/Abilities in Play: Bull's Strength, Bloodrage, Enlarge Person, Haste, Greater Heroism

Here she is at 12th, with suitable abilities/spells in play for a final encounter. The 'Cute Monster' at her worse. 9 feet tall (assuming you role-play her as minimum height for race) wielding a 2d6
+27 death hitter that can run around at 60 ft a round. Now add in some good armor, a massive built weapon and some wondrous items and you can round out the stats pretty good. One very important item would be a +4 Charisma headband. 

Closing out
Sources: Advanced Class Guide, Advanced Player's Guide, Advanced Race Guide, Monstrous Codex, Ultimate Campaign

Notes: This is an old build I had laying around. With some of my new outlook in class design I might revise Ruby later on. 

Martial thoughts, and wanderings.

"She was nothing. A pretty girl in armor stolen from daddy's salle, or at least we thought. She was five feet tall with long silver hair, metallic silver hair. We came in for our tribute, like usual, and she was sitting there with her feet up on the table singing some bar ditty with the lushes in the bar. Rostar got something in his craw about the look she gave us as we kicked in the door. Like something rancid had crawled out of her sandwich.  She stood up, pulled out her rapier and a piece of paper. "

"It was a writ! The sheep paid one little girl to bring in 9 men." The bandit said. 

"One gang..one me." She said as she drew a slender rapier and stood on guard. 

One of the things I've discovered is that Martials have an awesome amount of variety at high levels that I didn't know of too clearly. I have two fighter types. The first is my Tower Shield fighter, Rhea Silvermane, champion of the Ruby Phoenix Tournament. She's tough, hard to hit (I've been a bit lax in this department but she typically has an AC in the high 30s and with combat expertise, fighting defensively can get higher.
What I learned in that module was that as good a fighter as she is as a tank, her true strength is 'set up artist' as I fell in love with Dirty Trick after earning the nickname 'The Bard Beater'. Now she's a pretty specialized build, with favorite class bonuses alternating between a variety of CMD bonuses and hp/skill points (due to Fast Learner). She has an effective +28 CMB for Dirty Trick and things like Quick Dirty Trick and Superior Dirty Trick (Staggered).
Which makes her a nasty opening throat punching fighter perfect for 'set ups' for the sneaky types, breaking massive amounts of attacks from other foes. One attack from a Brine Dragon instead of several. Making the caster she just closed in on consider recovering from said throat punch to clear the staggered or risk getting hammered by her hitting them as they gesture to cast a spell.

Lesson learned: A tank can offer more reasons to focus on her than hitting them. A fighter who can stagger, blind (then trip/disarm/bullrush/ect). Note, the trip, disarm ect.. all that comes AFTER you blinded the foe. To avoid the aoe that untrained use of these maneuvers.
A tank doens't have to be have a hard hitting weapon monster to keep attention focused on her. Maneuvers while not always as good as a good thump with a magic sword can let the rogues, wizards and such set up some really awesome moves. Not to mention you can find it a lot easier to restrain and capture. Killed enemies are good for loot, but a properly motived (and tied up) foe can be very very informative.

The other high level martial I have is Callie Del Noire, my Inspired Blade 11/Paladin 2. She's an explorer for the society in the Emerald Spire. I know swashbucklers are nasty, and the Inspired Blade in particular is a very nasty mix if used properly. Callie is an AoO monster with a dex of 23, allowing for 7 AoOs, and has in several feats to make her very flexible with Needle her adamantine rapier.
With Weapon Versatility (Undead Slayers book) she can hit with any manner of damage with it, Fencing Grace (Advanced Class Origins) gives her dex as her damage bonus, Agile Maneuvers gives her dex to her CDM, Rapier Training gives her a 'free' Weapon Focus/Specialisation (and eventually greater versions of each) along with Improved Critical with her rapier. Granted against other martial at that level she doesn't do AS much with a single hit as the other martials in the party (d6+11+11 precision doesn't scale up as much as d8 or d10 + 1.5 strength (x3 or x4) but she hits very consistently and cries way more often. Against a NORMAL foe of 2-3 attacks she can undo a lot of hits and get in a 'free' attack with one parry. With a 1 in 4 chance of threatening and an addition +4 to confirm means she has nearly a 50% chance to confirm. Death of a thousand stings is pretty awesome. Now that she's 13th each crit also inflicts a 2d6 bleed each turn till they make a heal roll (full round action) or use magical healing.


Reasons learned: Dex focused melee is epically awesome. Callie could be a LOT worse than she is. She's one point of Dex from being able to do Eight attacks of opportunity a round! (of course to do that she'd have to crit on the parry) She crits 20% more than most characters with her BAB, simply due to her mono-focus on a rapier. POTENTIALLY, assuming one parry hitting and 4 attacks (courtesy of Haste or similar effects) could equal to 10d6 bleed a round on a foe (if they are vulnerable to bleed and all 5 attacks crit). Not likely but if it does happy she gets to hammer a persistent bleed that is HUGE, and recover 5 panache points.
Downside: Dex fighter, like Str fighter tends to be focused HUGELY on one state. That means you lose points on that, and even her huge saves in the mid to high teens can be effect, and you're screwed. The other big point is a LOT of her damage is based on crits and precision damage. You can't crit a critter that means for her: no + swashbuckler level precision damage, no bleed damage or recovering of panache. (Fun note: A LOT of things in Emerald Spire are elemental or amorphous. I have gone entire levels with no crits to refresh my panache.)

The point: High level martials are nasty and can be generalized (just hit, move, repeat) or specialized.

Specialized Builds I've seen:
-The flurry of missiles: Archer builds at high level are an awesome damage build. You can put four/five arrows downrange thanks to things like Rapid Fire, Multi-shot. Add in things like Cluster Shot makes for a nasty hit against DR. You can literally stack (with a good hit) a 100+ hp shot that is blipped in as one nasty damage dealing mass rather than several 20+ hp shots.
-The Weapon Master: There are two types of this. The massive specialist who is focused around one blade. There are dozens of examples on this. Callie is very much one of these. She does everything with Needle. She hits hard, has some 'tricks' courtesy of things like her class Rapier Training ability, feats (Critical Focus, Weapon Focus, Weapon Versatility, and more). Damage on this sort of character can be impressive. The other type is the 'I pick up a weapon and am a master' types. Best example I can think of is Garet Jax from Wishsong of Shannara. This is where a fighter is top end for the a build. You got weapon training groups, which is like weapon focus/greater weapon focus/specialization for entire SETS of weapons. As the splat book and expansions come out you can add even more tricks to the basket. Examples include Defensive Weapon Training (+2/3 dodge to AC bonus vs a weapon group...), Martial Versatility (Humans only) gives you the ability to add feats from one weapon to all weapons in the group. That means like putting weapon focus/specialization (lesser/greater) to ALL weapons in the group.
The Wall: The armor monster who is impossible to hit because of all the AC bonuses set up on her. You got dodge bonuses, insight, luck, deflection, enchancement, armor and so on.

Now this is basically just the layout to what I'd like to detail later on. A Martial build guide, and yes I have yet to layout my Alchemist and Gunslinger guide into something less rambling that I had done before. But I am going to try more this year than last year. (Where my posts died off after August (SORRY)