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HP AC Initiative STR DEX CON INT WIS CHA Fortitude Reflex Will Skills
HP AC Initiative STR DEX CON INT WIS CHA Fortitude Reflex Will Skills
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 1
Special Properties: Legendary Item ~ Legendary Power
Adamantine/+5/Undead HAND TYPE SIZE CRITICAL REACH per Day ❏❏❏❏
Carried BP M 19-20/x2 5 ft.
Bane/Ghost Touch/ 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
Holy/Keen Morningstar can expend the items uses of legendary power, whether or not that creature is mythic. These uses of
legendary power can be expended only to activate the legendary item's abilities. If the item's bearer
TOTAL ATTACK BONUS DAMAGE isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge
ability. [Paizo Publishing LLC - Mythic Adventures]
+30/+25/+20/+15 1d8+10
Special Properties: adamantine, ignore hardness less than 20, Undead Bane weapons have
+2 enhancement bonus and deal +2d6 bonus damage against the chosen foe, deals damage Mythic Power
normally against incorporeal creatures regardless of bonus, good aligned, +2d6 damage against
evil targets, 1 negative level bestowed to evil wielder, threat range doubled Uses per Day ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏
Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing
*Adamantine/+5/Ghost HAND TYPE SIZE CRITICAL REACH deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend
Primary PS M 15-20/x2 5 ft. 23 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to
Touch/Keen/Speed Elven regain uses of your mythic power, you can never have more than this amount. [Paizo Publishing LLC
- Mythic Adventures, p.12]
Thornblade (Legendary/Powerful/ Amazing Initiative:You gain a +10 bonus on initiative checks. In addition, as a free action on your
turn, you can expend one use of mythic power to take an additional standard action during that turn.
Undetectable/Unyielding/Upgradable)
This additional standard action can't be used to cast a spell. You can't gain an extra action in this way
TOTAL ATTACK BONUS DAMAGE more than once per round. [Paizo Publishing LLC - Mythic Adventures, p.12]
+34/+34/+29/+24/+19 1d6+10 Fast Healing (3x):As a swift action, you can expend one use of mythic power to gain fast healing 15
Special Properties: +2 bonus on attack rolls made to confrm critical hits, adamantine, ignore for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier
hardness less than 20, deals damage normally against incorporeal creatures regardless of or higher. Each additional time you take this ability, the fast healing increases by 5. [Paizo Publishing
bonus, threat range doubled, grants one extra attack at full base attack bonus when making LLC - Mythic Adventures, p.28]
a full-attack action, item with this ability has two additional uses of legendary power per Force of Will:You can exert your will to force events to unfold as you would like. As an immediate
day. This ability can be taken up to three times., grants its bonded user the ability to become action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-
utterly undetectable while invisible. While invisible and in physical contact with this item, the mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed.
bonded creature can't be detected or scryed by any method., item with this ability has double Whoever rerolls a roll must take the result of the second roll, even if it is lower. [Paizo Publishing LLC
the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune - Mythic Adventures, p.13]
to all attempts to sunder it made by non-mythic creatures. This is a persistent ability. [Not Recuperation:You are restored to full hit points after 8 hours of rest so long as you aren't dead. In
implemented - requires Formula parser], grants the bonded creature the ability to more easily addition, by expending one use of mythic power and resting for 1 hour, you regain 195 hit points (up
increase the non-mythic magical power of the legendary item. If the base magic item has a to a maximum of your full hit points) and regain the use of any class features that are limited to a
version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so
a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic
power or any mythic abilities that are limited to a number of times per day. [Paizo Publishing LLC -
bonded creature can improve it by performing a special ritual. She must spend a number of gold Mythic Adventures, p.12]
pieces equal to half the difference between the cost of the legendary item's current, non-mythic
base item and the greater version she wishes to upgrade the item into. For example, she would Sudden Attack:As a swift action, you can expend one use of mythic power to make a melee attack
pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's at your highest attack bonus. This is in addition to any other attacks you make this round. When
completed, the bonded creature transmutes the item's base version into the desired version. making a sudden attack, you roll twice and take the better result, adding +10 to the attack roll.
Damage from this attack bypasses all damage reduction. [Paizo Publishing LLC - Mythic Adventures,
When upgraded in this fashion, the legendary item retains all legendary item abilities it had p.20]
before the transmutation.
Sudden Block:As an immediate action, you can expend one use of mythic power to hinder a melee
*Bite HAND TYPE SIZE CRITICAL REACH attack made against you or an adjacent ally. Add +10 to your AC or the ally's AC against this attack.
The creature making the attack must make two attack rolls and take the lower result. Once the
Primary BPS M 20/x2 5 ft.
attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The
TOTAL ATTACK BONUS DAMAGE damage from this attack bypasses all damage reduction. [Paizo Publishing LLC - Mythic Adventures,
+29 1d6+5 p.26]
Surge:You can call upon your mythic power to overcome difficult challenges. You can expend one
*: weapon is equipped
use of mythic power to increase any d20 roll you just made by rolling 1d12 and adding it to the result.
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand Using this ability is an immediate action taken after the result of the original roll is revealed. This can
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. change the outcome of the roll. [Paizo Publishing LLC - Mythic Adventures, p.12]
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE Unstoppable:You can expend one use of mythic power as a free action to immediately end any
one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed,
*Mithral/+5/Light Fortification/ Light +12 +7 +0 15 dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked,
Ghost Touch/Greater Shadow Agile paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even
those resulting from the same spell or effect that caused the selected condition. You can use this
Breastplate (Impervious/Nimble) ability at the start of your turn even if a condition would prevent you from acting. [Paizo Publishing
mithral, armor and enhancement count vs. incorporeal attacks, +15 competence bonus to Stealth LLC - Mythic Adventures, p.13]
checks, Double its enhancement bonus to hardness, hit points and break DC. Enhancement bonus
to saves vs direct attacks on shield or armor, 25% chance to negate critical hits and sneak attacks
*Ring of Protection +5 +5 +0 0 Slayer's Advance
Uses per Day ❏❏
Slayer's Advance (Ex):A slayer can 2 times per day move up to twice his base speed as a move
action. He may use Stealth as part of this movement, but takes a -10 penalty to his check for doing
so. [Paizo Inc. - Advanced Class Guide, p.55]
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 2
*Adamantine/+5/ HAND TYPE SIZE CRITICAL REACH EQUIPMENT
Off-hand PS M 15-20/x2 5 ft. ITEM LOCATION QTY WT / COST
Ghost Touch/Keen/ Sacred bonus to armor class of +5, Sacred bonus to all saving throws of +5
Speed Elven Leafblade Traveler's Outfit Equipped 1 5/0
TOTAL ATTACK BONUS DAMAGE Mithral/+5/Light Fortification/ Equipped 1 17.5 / 139,150
+34/+34/+29 1d4+10 Ghost Touch/Greater Shadow Agile
Special Properties: +2 bonus on attack rolls made to confrm critical hits, adamantine, Breastplate (Impervious/Nimble)
ignore hardness less than 20, deals damage normally against incorporeal creatures
mithral, armor and enhancement count vs. incorporeal attacks, +15 competence bonus to Stealth checks, Double
regardless of bonus, threat range doubled, grants one extra attack at full base attack its enhancement bonus to hardness, hit points and break DC. Enhancement bonus to saves vs direct attacks on
bonus when making a full-attack action shield or armor, 25% chance to negate critical hits and sneak attacks
Heavyload Belt Equipped 1 3 / 2,000
*Claw HAND TYPE SIZE CRITICAL REACH
Cloak of Resistance +5 Equipped 1 1 / 25,000
Primary BS M 20/x2 5 ft.
TOTAL ATTACK BONUS DAMAGE Aura: faint abjuration, Caster Level: 5th, Construction Cost: 12,500 gp, Construction Requirements: Craft
Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus, Slot: shoulders
+29/+29 1d4+5 Boots of Elvenkind Equipped 1 1 / 2,500
Aura: faint transmutation, Caster Level: 5th, Construction Cost: 1,250 gp, Construction Requirements: Craft
+5/Ghost Touch/Keen/ HAND TYPE SIZE CRITICAL REACH
Wondrous Item, creator must be an elf, Slot: feet
Equipped P M 19-20/x3 5 ft. Efficient Quiver Equipped 1 2 / 1,800
Shocking Burst/Distance Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 900 gp, Construction Requirements: Craft
Composite Longbow (+8) Wondrous Item, secret chest, Slot: none10.5 lbs., 3 20 Arrows, 1 +5/Ghost Touch/Keen/Shocking Burst/Distance
Composite Longbow (+8)
Range: 30 ft. To Hit: +34/+29/+24/+19 Damage: 1d8+11 20 Arrows Efficient Quiver 3 3 (9) / 1 (3)
220 ft. 440 ft. 660 ft. 880 ft. 1100 ft.
TH +34/+29/ +32/+27/ +30/+25/ +28/+23/ +26/+21/ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
+24/+19 +22/+17 +20/+15 +18/+13 +16/+11 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Dam 1d8+11 1d8+11 1d8+11 1d8+11 1d8+11 ❏❏❏❏❏ ❏❏❏❏❏
1320 ft. 1540 ft. 1760 ft. 1980 ft. 2200 ft. +5/Ghost Touch/Keen/Shocking Efficient Quiver 1 1.5 / 201,230
TH +24/+19/ +22/+17/ +20/+15/ +18/+13/+8/+3 +16/+11/+6/+1 Burst/Distance Composite Longbow
+14/+9 +12/+7 +10/+5 (+8)
Dam 1d8+11 1d8+11 1d8+11 1d8+11 1d8+11 Strength bonus to damage, darkwood, range increment doubled, deals damage normally against incorporeal
Special Properties: Strength bonus to damage, darkwood, range increment doubled, creatures regardless of bonus, threat range doubled, +1d6 electricity damage, on a critical hit deals +-1d10
additional electricity damage
deals damage normally against incorporeal creatures regardless of bonus, threat range
doubled, +1d6 electricity damage, on a critical hit deals +2d10 additional electricity Handy Haversack Equipped 1 5 / 2,000
damage Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 1,000 gp, Construction Requirements: Craft
Wondrous Item, secret chest, Slot: none60 lbs., 1 Bag of Holding (Type IV)
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 3
Mythic Power (Su) [ MA ] appears as the same individual of its alternate form each time it changes shape.
Mythic characters can draw upon a wellspring of power to accomplish amazing The type of polymorph spell used should be chosen as appropriate based on the
deeds and cheat fate. This power is used by a number of different abilities. Each alternate form, such as alter self for taking humanoid form. This ability can be
day, you can expend 23 mythic power. This amount is your maximum amount of selected more than once, granting an additional form each time.
mythic power. If an ability allows you to regain uses of your mythic power, you Combat Style I (Ex) [ ACG ]
can never have more than this amount. The slayer selects a ranger combat style and gains a combat feat from the first
Smite Evil (Su) [ B1 ] feat list of that style. He can choose feats from his selected combat style, even if
1/day as a swift action (adds +12 on attack rolls and +20 damage bonus against he does not have the normal prerequisites.
evil foes; smite persists until target is dead or the celestial creature rests). Combat Style II (Ex) [ ACG ]
Sneak Attack (Ex) [ CR ] The slayer gains another combat style bonus feat and can add the 6th level
If you can catch an opponent when he is unable to defend himself effectively bonus feats to the list.
from your attack, you can strike a vital spot for extra damage. Your attack deals Combat Style III (Ex) [ ACG ]
6d6 points of extra damage anytime your target would be denied a Dexterity The slayer gains another combat style bonus feat and can add the 10th level
bonus to AC, or when you flank your target. Should you score a critical hit with bonus feats to the list.
a sneak attack, this extra damage is not multiplied. Ranged attacks can count Darkvision (Ex) [ B1 ]
as sneak attacks only if the target is within 30 feet. With a weapon that deals Range 220 ft.; Darkvision is the extraordinary ability to see with no light source
nonlethal damage, you can make a sneak attack that deals nonlethal damage at all, out to a range specified for the creature. Darkvision is black and white only
instead of lethal damage. You cannot use a weapon that deals lethal damage to (colors cannot be discerned). It does not allow characters to see anything that
deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You they could not see otherwise-invisible objects are still invisible, and illusions are
must be able to see the target well enough to pick out a vital spot and must be still visible as what they seem to be. Likewise, darkvision subjects a creature to
able to reach such a spot. You cannot sneak attack while striking a creature with gaze attacks normally. The presence of light does not spoil darkvision.
concealment.
Elven Immunities (Ex) [ CR ]
Sudden Attack [ MA ]
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus
As a swift action, you can expend one use of mythic power to make a melee against enchantment spells and effects.
attack at your highest attack bonus. This is in addition to any other attacks you
Elven Magic (Ex) [ CR ]
make this round. When making a sudden attack, you roll twice and take the better
result, adding +10 to the attack roll. Damage from this attack bypasses all damage Elves receive a +2 racial bonus on caster level checks made to overcome spell
reduction. resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks
made to identify the properties of magic items.
Sudden Block [ MA ]
Energy Resistance (Fire) (2x) (Ex) [ B3 ]
As an immediate action, you can expend one use of mythic power to hinder a
melee attack made against you or an adjacent ally. Add +10 to your AC or the A fey creature gains resistance 10 to one energy type, or increases an existing
ally's AC against this attack. The creature making the attack must make two attack resistance by 10. Resistance increased beyond 30 becomes immunity instead. This
rolls and take the lower result. Once the attack is resolved, you or your ally (your ability can be selected more than once.
choice) can make one melee attack against the creature. The damage from this Energy Resistance (Sonic) (2x) (Ex) [ B3 ]
attack bypasses all damage reduction. A fey creature gains resistance 10 to one energy type, or increases an existing
resistance by 10. Resistance increased beyond 30 becomes immunity instead. This
Special Qualities ability can be selected more than once.
Amazing Initiative (Ex) [ MA ] Evasion (Ex) [ CR ]
You gain a +10 bonus on initiative checks. In addition, as a free action on your You can avoid damage from many area-effect attacks. If you make a successful
turn, you can expend one use of mythic power to take an additional standard Reflex saving throw against an attack that normally deals half damage on a
action during that turn. This additional standard action can't be used to cast a successful save, you instead take no damage. Evasion can only be used if you are
spell. You can't gain an extra action in this way more than once per round. wearing light armor or no armor. If you are helpless, you do not gain the benefit
of evasion.
Beyond Morality (Ex) [ MA ]
Fast Healing (3x) (Ex) [ MA ]
You have no alignment. You can become a member of any class, even one with
an alignment requirement, and can never lose your membership because of a As a swift action, you can expend one use of mythic power to gain fast healing
change in alignment. If you violate the code of ethics of any of your classes, you 15 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a
might still lose access to certain features of such classes, subject to GM discretion. third time at 6th tier or higher. Each additional time you take this ability, the fast
Attempts to detect your alignment don't return any results. If a class restricts you healing increases by 5.
from casting spells with an alignment descriptor, you can cast such spells without Fast Stealth (Ex) [ ACG ]
restrictions or repercussions. If you're the target of a spell or effect that is based This ability allows you to move at full speed using Stealth without penalty.
on alignment, you're treated as the most favorable alignment when determining Force of Will (Ex) [ MA ]
the spell's effect on you. Any effects that alter alignment have no effect on you. If You can exert your will to force events to unfold as you would like. As an
you lose this effect, you revert to your previous alignment. immediate action, you can expend one use of mythic power to reroll a d20 roll you
Blindsense (Ex) [ B1 ] just made, or force any non-mythic creature to reroll a d20 roll it just made. You
Range 30 ft.; Other creatures have blindsense, a lesser ability that lets the can use this ability after the results are revealed. Whoever rerolls a roll must take
creature notice things it cannot see, but without the precision of blindsight. The the result of the second roll, even if it is lower.
creature with blindsense usually does not need to make Spot or Listen checks to Guardian [ MA ]
notice and locate creatures within range of its blindsense ability, provided that Not all mythic characters seek glory and fame for themselves. Some take a more
it has line of effect to that creature. Any opponent the creature cannot see has humble route, watching over those dear to them or the lands they call home.
total concealment (50% miss chance) against the creature with blindsense, and Guardians seek connections with those around them, even the beasts, and draw
the blindsensing creature still has the normal miss chance when attacking foes their power from the trust of such bonds. This doesn't mean that all guardians
that have concealment. Visibility still affects the movement of a creature with are peaceful--indeed many use violent means to further their goals and safeguard
blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor those they watch over. But they find worth in those who travel with them. In battle,
Class against attacks from creatures it cannot see. none can take the sort of punishment and wounds that a guardian can sustain.
Champion [ MA ] Role: When others would retreat, you stand your ground. Your place is at the
The champion is the pinnacle of skill at arms and armor. No ordinary fighter front of the battle, taking every hit your enemies can give while daring them to
could hope to match the skill with a blade, a bow, or an axe that surges within dish out more. Your job is to stop your enemies' advance, interposing yourself
a mythic champion. The champion turns aside blows and shatters shields with in the path of peril. You'll gladly take all that brutal punishment and return the
every movement, all while racing gracefully across the chaotic battlefield. When beating with zeal. The wounds you suffer might kill a lesser hero, but you relish
the screams of fallen foes die down, the champion stands strong and defiant in the thrill of combat, confident that your physical and mental perfection will lead
blood-spattered armor, hefting a weapon and shouting a terrifying war cry. to victory.
Role: As a champion, your role is to take the fight to your enemies. Using Classes: Any class that is frequently in the middle of a chaotic melee will
devastating melee powers, you can crush your enemies before they even have a find many valuable abilities within the guardian path. Barbarians, cavaliers,
chance to harm you and your allies. Few can match your skill at arms or your ability fighters, inquisitors, monks, and paladins all make excellent guardians. Some of
to perform amazing feats of strength. The champion abilities allow you to control the guardian's powers also lend themselves to the druid, ranger, or even the
your foes, move easily around the battlefield, and challenge a large number of summoner, granting bonuses to companions and allies.
foes all at once. The rest of the party can count on you to dominate any melee Hard to Kill (Ex) [ MA ]
you charge into. Whenever you're below 0 hit points, you automatically stabilize without needing
Classes: While members or nearly any class could be champions, those who to attempt a Constitution check. If you have an ability that allows you to act while
focus on melee attacks-- barbarians, cavaliers, fighters, monks, paladins, and below 0 hit points, you still lose hit points for taking actions, as specified by that
rangers--will find the abilities in this path most attractive and useful. However, ability. Bleed damage still causes you to lose hit points when below 0 hit points.
even magi or rogues could find that the path of the champion is an excellent way In addition, you don't die until your total number of negative hit points is equal
to augment their abilities. to or greater than double your Constitution score.
Change Shape (Su) [ B3 ] Immortal (Su) [ MA ]
A fey creature can change shape into a single form. Possible forms include If you are killed, you return to life 24 hours later, regardless of the condition
a normal specimen of its base creature, a humanoid creature within one size of your body or the means by which you were killed. When you return to life,
category, or an animal within one size category. In all cases, the fey creature
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 4
you aren't treated as if you had rested, and don't regain the use of abilities that The slayer is trained in the use of poison, and can't accidentally poison herself
recharge with rest until you next rest. This ability doesn't apply if you're killed by when applying poison to a weapon.
a coup de grace or critical hit performed by either a mythic creature (or creature Quarry (Ex) [ ACG ]
of even greater power) or a non-mythic creature wielding a weapon capable of You can, as a standard action, denote one target within your line of sight as
bypassing epic damage reduction. At 10th tier, you can be killed only by a coup your quarry. Whenever you are following the tracks of your quarry, you can take
de grace or critical hit made with an artifact. 10 on Survival skill checks while moving at normal speed, without penalty. In
Immunity to Cold (Ex) [ B1 ] addition, you receive a +2 insight bonus on attack rolls made against your quarry
You never take cold damage. and all critical threats are automatically confirmed. You can have no more than
Immunity to Magical Sleep (Ex) [ B1 ] one quarry at a time and the target must be selected as a studied target. You can
You are never subject to magic sleep effects. end this effect at any time as a free action, but you cannot select a new quarry for
Immunity to Paralysis (Ex) [ B1 ] 24 hours. If you see proof that your quarry is killed, you can select a new quarry
You can never be paralyzed. after 1 hour.
Impervious Body (3x) (Su) [ MA ] Recuperation (Ex) [ MA ]
You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher You are restored to full hit points after 8 hours of rest so long as you aren't
and a third time at 9th tier or higher. Each additional time it's taken, the DR dead. In addition, by expending one use of mythic power and resting for 1 hour,
increases by 5. you regain 195 hit points (up to a maximum of your full hit points) and regain
the use of any class features that are limited to a certain number of uses per day
Improved Quarry (Ex) [ ACG ]
(such as barbarian rage, bardic performance, spells per day, and so on). This rest
You can, as a free action, denote one target within your line of sight as your is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of
quarry. Whenever you are following the tracks of your quarry, you can take 20 on mythic power or any mythic abilities that are limited to a number of times per day.
Survival skill checks while moving at normal speed, without penalty. In addition,
Resistance to Acid (Ex) [ B1 ]
you receive a +4 insight bonus on attack rolls made against your quarry and
all critical threats are automatically confirmed. You can have no more than one You may ignore 15 points of Acid damage each time you take acid damage.
quarry at a time and your target must be selected as a studied target. You can Resistance to Electricity (Ex) [ B1 ]
end this effect at any time as a free action, but you cannot select a new quarry for You may ignore 15 points of Electricity damage each time you take electricity
24 hours. If your quarry is killed or dismissed, you can select a new quarry after damage.
waiting 10 minutes. Resistance to Fire (Ex) [ B1 ]
Keen Senses (Ex) [ CR ] You may ignore 20 points of Fire damage each time you take fire damage.
Elves receive a +2 bonus on Perception skill checks. Resistance to Sonic (Ex) [ B1 ]
Lasting Poison (Ex) [ ACG ] You may ignore 20 points of Sonic damage each time you take sonic damage.
A slayer with this talent can apply poison to a weapon in such a way that it See in Darkness (Su) [ BOS ]
is effective for two successful attacks instead of one. The poison has a reduced The slayer gains the see in darkness ability (Pathfinder RPG Bestiary 2 301).
effect, however, and saves made against the poison receive a +2 circumstance Slayer's Advance (Ex) [ ACG ]
bonus. Applying poison in this way requires a full-round action, or a standard A slayer can 2 times per day move up to twice his base speed as a move action.
action if the slayer has the swift poison talent. He may use Stealth as part of this movement, but takes a -10 penalty to his check
Legendary Champion [ MA ] for doing so.
Whenever you make an attack roll against a non-mythic foe and miss, you may Spell-Like Abilities [ B3 ]
immediately roll again. You must take the second roll, even if it's lower. Once per A fey creature with an Intelligence or Wisdom score of 8 or more has a
round when you roll a natural 20 on an attack roll, you regain one use of mythic cumulative number of spell-like abilities depending on its Hit Dice. Unless
power. otherwise noted, an ability is usable once per day. Caster level equals the
Legendary Hero (Su) [ MA ] creature's HD (or the caster level of the base creature's spell-like abilities,
You have reached the height of mortal power. You regain uses of your mythic whichever is higher).
power at the rate of one use per hour, in addition to completely refreshing your Stalker (Ex) [ ACG ]
uses each day. A slayer gains a +5 bonus on Disguise, Intimidate, and Stealth checks against his
Legendary Item ~ Legendary Power [ MA ] studied opponent.
All legendary items contain a pool of power--at least two uses that recharge each Studied Target (Ex) [ ACG ]
day. This power is called legendary power, and it works differently than mythic A slayer can study an opponent to gain a +5 bonus on Bluff, Knowledge, and
power. Any creature bearing the item can expend the items uses of legendary Sense Motive; a +5 bonus on Perception, and Survival checks attempted against
power, whether or not that creature is mythic. These uses of legendary power can that opponent; and a +5 bonus on weapon attack and damage rolls against it. The
be expended only to activate the legendary item's abilities. If the item's bearer DCs of slayer class abilities against that opponent increase by 5. A slayer can only
isn't bonded to the item, she can expend the item's legendary power only to use maintain these bonuses against 5 opponents at a time; these bonuses remain
its legendary surge ability. in effect until either the opponent is dead or the slayer studies a new target. If
Legendary Item ~ Legendary Surge [ MA ] a slayer deals sneak attack damage to a target, he can study that target as an
All legendary items have a legendary surge ability, similar to a mythic character's immediate action, allowing him to apply his studied target bonuses against that
surge ability. It can be used only on specific rolls or checks based on the nature target (including to the normal weapon damage roll). The slayer may discard this
or purpose of the legendary item. The legendary surge ability allows the bearer connection to a studied target as a free action, allowing him to study another
to add the result of a d6 to the appropriate type of roll or check. A mythic bearer target in its place. A slayer can study an opponent he can see as a move or swift
can use her surge die type in place of the d6. If she's bonded to the item, she can action.
increase that die type by one step. Surge (Su) [ MA ]
Legendary Item ~ Mythic Bond [ MA ] You can call upon your mythic power to overcome difficult challenges. You can
Low-Light Vision (Ex) [ B1 ] expend one use of mythic power to increase any d20 roll you just made by rolling
You can see x2 as far as humans in low illumination. Characters with low-light 1d12 and adding it to the result. Using this ability is an immediate action taken
vision have eyes that are so sensitive to light that they can see twice as far as after the result of the original roll is revealed. This can change the outcome of
normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light the roll.
vision can read a scroll as long as even the tiniest candle flame is next to her as Swift Poison (Ex) [ ACG ]
a source of light. Characters with low-light vision can see outdoors on a moonlit A slayer with this talent can apply poison to a weapon as a move action, instead
night as well as they can during the day. of a standard action.
Mythic Saving Throws (Ex) [ MA ] Swift Tracker (Ex) [ ACG ]
Whenever you succeed at a saving throw against a spell or special ability, you You can move at your normal speed while using Survival to follow tracks without
suffer no effects as long as that ability didn't come from a mythic source (such taking the normal -5 penalty. You take only a -10 penalty (instead of the normal
as a creature with a mythic tier or mythic ranks). If you fail a saving throw that -20) when moving at up to twice normal speed while tracking.
results from a mythic source, you take the full effects as normal. Track (Ex) [ ACG ]
Mythic Sight (2x) (Sp) [ MA ] You gain +10 to Survival checks made to follow tracks.
When you take this ability, you gain blindsense out to a range of 30 feet. You Trapfinding (Ex) [ ACG ]
can take this ability twice. The second time you take it, you can see illusions and You add +10 to Perception skill checks made to locate traps and to Disable Device
magical deceptions for what they truly are, as if using true seeing. This ability skill checks. You can use the Disable Device skill to disarm magical traps.
doesn't apply to illusions and magical effects that were cast by other mythic
Trapfinding - Slayer (Ex) [ ACG ]
creatures or that are affecting other mythic creatures. If this ability is dispelled,
you can resume it as a free action. The slayer gains Disable Device as a class skill. The slayer also gains the
trapfinding and trap sense Rogue abilities, using his slayer level as his effective
Mythic Tier [ MA ]
Rogue level.
You are a 10th-tier mythic character.
Trap Sense (Ex) [ CR ]
Pierce the Darkness (Sp) [ MA ]
You gain a +6 bonus on Reflex saves made to avoid traps, and a +6 dodge bonus
You gain permanent darkvision with a 60-foot range, as the universal monster to AC against attacks made by traps.
ability. If you possess darkvision, the range increases by 60 feet.
Unstoppable (Ex) [ MA ]
Poison Use (Ex) [ BOS ]
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 5
You can expend one use of mythic power as a free action to immediately end Dual Path [Paizo Publishing LLC -
any one of the following conditions currently affecting you: bleed, blind, confused, Mythic Adventures, p.63]
cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, You follow two mythic paths.
frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or Select a mythic path other than the path you selected at your moment
stunned. All other conditions and effects remain, even those resulting from the of ascension. You gain that path's 1st-tier ability (either archmage arcana,
same spell or effect that caused the selected condition. You can use this ability at champion's strike, divine surge, guardian's call, marshal's order, or trickster
the start of your turn even if a condition would prevent you from acting. attack). Each time you gain a path ability, you can select that path ability from
Weapon and Armor Proficiency [ ACG ] either path's list or the list of universal path abilities.
A slayer is proficient with all simple and martial weapons, as well as with light Quick Draw (Mythic) [Paizo Publishing LLC -
armor, medium armor, and shields (except tower shields). Mythic Adventures, p.71]
Weapon Familiarity (Ex) [ CR ] You can retrieve any item quickly, not just weapons.
Elves are proficient with longbows (including composite longbows), longswords, You can use Quick Draw to draw items of any kind, not just weapons, provided
rapiers, and shortbows (including composite shortbows), and treat any weapon they are stored or concealed on your person. As a move action, you can expend
with the word "elven" in its name as a martial weapon. one use of mythic power to retrieve up to two hidden items. You must have two
hands free to do so.
Feats Skill Focus (Mythic) [Paizo Publishing LLC -
Additional Traits [APG] Mythic Adventures, p.73]
You have more traits than normal You mastery with this skill is unmatched, even in difficult situations.
Deepsight [APG] You can always take 10 or 20 on checks with your choice of skill for Skill Focus,
Your senses are especially keen in the utter darkness. even when you are rushed or threatened.
Your darkvision has a range of 120 feet. Two-Weapon Defense (Mythic) [Paizo Publishing LLC -
Flyby Attack [B1] Mythic Adventures, p.76]
This creature can make an attack before and after it moves while flying. Your graceful flow between attack and defense makes you difficult to hit.
When flying, the creature can take a move action and another standard action at When using Two-Weapon Defense, you apply the highest enhancement bonus
any point during the move. The creature cannot take a second move action during from your two weapons to the shield bonus granted by that feat.
a round when it makes a flyby attack. Normal: Without this feat, the creature takes Greater Two-Weapon Fighting (Granted) [CR]
a standard action either before or after its move. You are incredibly skilled at fighting with two weapons at the same time.
Hover [B1] You get a third attack with your off-hand weapon, albeit at a -10 penalty.
This creature can hover in place with ease and can kick up clouds of dust and Improved Two-Weapon Fighting (Granted) [CR]
debris. You are skilled at fighting with two weapons.
A creature with this feat can halt its movement while flying, allowing it to hover In addition to the standard single extra attack you get with an off-hand weapon,
without needing to make a Fly skill check. If a creature of size Large or larger with you get a second attack with it, albeit at a -5 penalty.
this feat hovers within 20 feet of the ground in an area with lots of loose debris, Two-Weapon Defense (Granted) [CR]
the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The You are skilled at defending yourself while fighting with two weapons.
winds generated can snuff torches, small campfires, exposed lanterns, and other
When wielding a double weapon or two weapons (not including natural
small, open flames of non-magical origin. Clear vision within the cloud is limited
weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are
to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25
fighting defensively or using the total defense action, this shield bonus increases
feet or more, creatures have total concealment (50% miss chance, and opponents
to +2.
cannot use sight to locate the creature). Normal: Without this feat, a creature must
make a Fly skill check to hover and the creature does not create a cloud of debris
while hovering. Proficiencies
Master Craftsman (Profession (Courtesan)) [CR] Aldori Dueling Sword, Amentum, Atlatl, Throwing Axe, Bardiche, Battle
Your superior crafting skills allow you to create simple magic items. Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Bite, Blade Boot, Blowgun,
Boar Spear, Brass Knuckles, Nine Ring Broadsword, Butterfly Sword, Cat-O'-
Choose one Craft or Profession skill in which you possess at least 5 ranks. You
Nine-Tails, Cestus, Chakram, Claw, Club, Combat Scabbard, Heavy Crossbow,
receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen
Light Crossbow, Elven Curve Blade, Dagger, Chain Dagger, Punching Dagger,
skill count as your caster level for the purposes of qualifying for the Craft Magic
Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Elven Leafblade,
Arms and Armor and Craft Wondrous Item feats. You can create magic items using
Elven Thornblade, Falchion, Light Flail, Heavy Flail, Gaff, Gauntlet, Spiked
these feats, substituting your ranks in the chosen skill for your total caster level.
Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub,
You must use the chosen skill for the check to create the item. The DC to create
Greatsword, Guisarme, Halberd, Light Hammer, Hanbo, Handaxe, Hooked
the item still increases for any necessary spell requirements (see the magic item
Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kasatha Spinal
creation rules in Chapter 15). You cannot use this feat to create any spell-trigger
Sword, Katana, Kerambit, Khakkhara, Klar, Kukri, Lance, Laser Torch, Longbow,
or spell-activation item.
Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Heavy Mace,
Quick Draw [CR] Light Mace, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata,
You can draw weapons faster than most. Nodachi, Ogre Hook, Heavy Pick, Light Pick, Pilum, Pliers, Poisoned Sand Tube,
You can draw a weapon as a free action instead of as a move action. You can Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar,
draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear,
who has selected this feat may throw weapons at his full normal rate of attacks Sibat, Sickle, Skull, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Spiked
(much like a character with a bow). Alchemical items, potions, scrolls, and wands Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Bastard
cannot be drawn quickly using this feat. Sword, Short Sword, Tri-Point Double-Edged Sword, Sword Cane, Syringe spear,
Skill Focus (Perception, Perform (Dance)) [CR] Tepoztopilli, Terbutje, Great Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow
You are particularly adept at your chosen skill. Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light
Crossbow, War Flute, War Razor, Dwarven Waraxe, Warhammer, Wushu Dart
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or
more ranks in that skill, this bonus increases to +6.
Templates
Weapon Finesse [CR]
Celestial Creature
You are trained in using your agility in melee combat, as opposed to brute
strength. Fey Creature
With a light weapon, rapier, whip, or spiked chain made for a creature of your Half-Dragon
size category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check penalty applies to
your attack rolls.
Wingover [B1]
This creature can make turns with ease while flying.
Once each round, a creature with this feat can turn up to 180 degrees as a
free action without making a Fly skill check. This free turn does not consume any
additional movement from the creature. Normal: A flying creature can turn up to
90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement.
A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and
expending 10 feet of movement.
Deepsight (Mythic) [Paizo Publishing LLC -
Mythic Adventures, p.62]
Your sharp eyes can penetrate deeper into the darkness, revealing more to you.
The range of your darkvision increases by 10 feet per tier.
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 6
Innate
❏Confusion (DC:26)
❏❏❏Dancing Lights
❏Deep Slumber (DC:25)
❏Entangle (DC:23)
❏Faerie Fire
❏Feeblemind (DC:27)
❏Glitterdust (DC:24)
❏Irresistible Dance (DC:30)
❏Major Image (DC:25)
❏Mislead (DC:28)
❏Project Image (DC:29)
❏Scintillating Pattern
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 7
Valaria
Elf (Half-Silver Dragon)
RACE
160
AGE
Female
GENDER
Blindsense (30 ft.), Darkvision (280 ft.), Low-Light Vision, True
Seeing
VISION
None
ALIGNMENT
Ambidextrous
DOMINANT HAND
6' 0"
HEIGHT
146 lbs.
WEIGHT
Blue
EYE COLOUR
Fair with silver scales
SKIN COLOUR
Silver blonde, Long
HAIR / HAIR STYLE
PHOBIAS
,
PERSONALITY TRAITS
INTERESTS
,
SPOKEN STYLE / CATCH PHRASE
RESIDENCE
LOCATION
Varisia
REGION
None
DEITY
Fey
Race Type
Description:
Biography:
Character: Valaria PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:29)
Player: Created using PCGen v6.08.00 RC8 on Feb 1, 2020 at 2:11:54 PM Page 8