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)
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, 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.
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.
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.
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