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Valanna Shelyn Varisia None

Character Name Player Name Deity Region Alignment


Blindsense (30 ft.),
Darkvision (340 ft.),
Low-Light Vision,
Slayer 20 Drow Noble / Humanoid Medium / 5 ft. 6' 0" / 146 lbs. True Seeing
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
Platinum blonde,
20 (26) 2400000 / 2400001 136 Female Tourquoise blue Long
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 16 +3 16 +3 HP 330 10/Evil


Walk 60 ft.
Strength
hit points
and epic
DEX 26 +8 26 +8 AC 52 : 43 : 39 = 10 + 8 + 0 + 8 + 0 + 5 + 5 + 1 + 0 + 5 + 5 + 0 + 15
Dexterity armor class

CON 18 +4 18 +4 TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE DODGE Morale Insight Sacred Profane MISC
NATURAL DEFLEC-
ARMOR TION
BONUS BONUS

INITIATIVE +18
Constitution

INT
=
+8 +
+10 0 +0 31 15 15 15
16 +3 16 +3 modifier
Intelligence TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
WIS 14 +2 14 +2 Failure PENALTY
Wisdom Encumbrance Light TOTAL SKILLPOINTS: 180
SKILLS MAX RANKS: 20/20

CHA 24 +7 24 +7 SKILL NAME


KEY ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
Charisma
✓ Acrobatics DEX 26 = 8 + 10 + 8
SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
SAVE
Acrobatics (When Jumping) DEX 38 = 8 + 10 + 20
FORTITUDE

(constitution)
+36 +12 = +
+4 +20 +0 + + +
+0 +
✓ Appraise INT 3 = 3
REFLEX +40 +12 = +
+8 +20 +0 + + +
+0 + ✓ Bluff CHA 20 = 7 + 10 + 3
(dexterity) ✓ Climb STR 16 = 3 + 10 + 3
WILL +28 = +6 +
+2 + +20 + +0 +
+0 + ✓ Craft (Untrained) INT 3 = 3
(wisdom)
Craft (Weapons) INT 18 = 3 + 10 + 5
Diplomacy CHA 7 = 7
Conditional Save Modifiers: ✓
Disable Device DEX 31 = 8 + 10 + 13
+6 Reflex to avoid traps
✓ Disguise CHA 20 = 7 + 10 + 3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP ✓ Escape Artist DEX 8 = 8
MELEE +23/+18/ = +20/+15/+10/+5 + +3 + +0 + +0 + 0 +
✓ Fly DEX 8 = 8
attack bonus
+13/+8 ✓ Heal WIS 15 = 2 + 10 + 3
RANGED +28/+23/ = +20/+15/+10/+5 + +8 + +0 + +0 + 0 + ✓ Intimidate CHA 20 = 7 + 10 + 3
attack bonus
+18/+13 Knowledge (Dungeoneering) INT 11 = 3 + 5 + 3
Knowledge (Geography) INT 11 = 3 + 5 + 3
CMB +23/+18/ = +20/+15/+10/+5 + +3 + +0 + + +
= + +
attack bonus
+13/+8
Knowledge (Local) INT 16 3 10 3
BULL Knowledge (Nobility) INT 12 = 3 + 5 + 4
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
✓ Perception WIS 31 = 2 + 20 + 9
CMB +23/+18/+13/+8 +23/+18/+13/+8 +23/+18/+13/+8 +23/+18/+13/+8 +23 +23 = + +
✓ Perception (Trapfinding) WIS 41 2 20 19
CMD 62 62 62 62 62 62 Perform (Dance) CHA 16 = 7 + 5 + 4
DIRTY TRICK DRAG REPOSITION STEAL
✓ Perform (Untrained) CHA 7 = 7
CMB +23 +23 +23 +23
Profession (Cook) WIS 15 = 2 + 10 + 3
CMD 62 62 62 62 ✓ Ride DEX 21 = 8 + 10 + 3
Sense Motive WIS 29 = 2 + 20 + 7
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH ✓
+28/+23/+18/+13 1d3+8 20/x2 5 ft. ✓ Stealth DEX 21 = 8 + 10 + 3
(nonlethal only)
Survival WIS 15 = 2 + 10 + 3
Special Properties: ✓
✓ Survival (Follow or identify tracks) WIS 25 = 2 + 10 + 13
✓ Swim STR 16 = 3 + 10 + 3
= + +
= + +
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 1
*Adamantine/+5/Ghost HAND TYPE SIZE CRITICAL REACH
Legendary Item ~ Legendary Power
Primary PS M 12-20/x2 5 ft.
Touch/Keen/Speed Elven per Day ❏❏❏❏
Thornblade (Legendary/ 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
Powerful/Returning/Undetectable/ 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
Unyielding/Upgradable/Mythic Bane) 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]
TOTAL ATTACK BONUS DAMAGE
+33/+33/+28/+23/+18 1d6+13
Special Properties: +2 bonus on attack rolls made to confrm critical hits, adamantine, ignore Mythic Power
hardness less than 20, deals damage normally against incorporeal creatures regardless of bonus,
Uses per Day ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏
threat range doubled, grants one extra attack at full base attack bonus when making a full-
attack action, A mythic bane weapon works exactly like a bane weapon, except it has a higher Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing
bonus and deals extra damage against any creature with the mythic subtype. This ability stacks deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend
with the bane weapon special ability., item with this ability has two additional uses of legendary 23 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to
regain uses of your mythic power, you can never have more than this amount. [Paizo Publishing LLC
power per day. This ability can be taken up to three times., creature bonded to this item can - Mythic Adventures, p.12]
expend one use of mythic power to teleport the item to her waiting hand, as if using teleport
object. The item must be on the same plane as the bonded creature for this ability to function., Amazing Initiative:You gain a +10 bonus on initiative checks. In addition, as a free action on your
grants its bonded user the ability to become utterly undetectable while invisible. While invisible turn, you can expend one use of mythic power to take an additional standard action during that turn.
and in physical contact with this item, the bonded creature can't be detected or scryed by any This additional standard action can't be used to cast a spell. You can't gain an extra action in this way
more than once per round. [Paizo Publishing LLC - Mythic Adventures, p.12]
method., item with this ability has double the hardness of a typical item of its type and triple the
hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. Fast Healing (2x):As a swift action, you can expend one use of mythic power to gain fast healing 10
This is a persistent ability. [Not implemented - requires Formula parser], grants the bonded for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier
creature the ability to more easily increase the non-mythic magical power of the legendary or higher. Each additional time you take this ability, the fast healing increases by 5. [Paizo Publishing
item. If the base magic item has a version with a higher bonus or greater version (such as a LLC - Mythic Adventures, p.28]
+1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or Force of Will:You can exert your will to force events to unfold as you would like. As an immediate
a minor ring of inner fortitude), the bonded creature can improve it by performing a special action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-
ritual. She must spend a number of gold pieces equal to half the difference between the cost mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed.
of the legendary item's current, non-mythic base item and the greater version she wishes to Whoever rerolls a roll must take the result of the second roll, even if it is lower. [Paizo Publishing LLC
upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 - Mythic Adventures, p.13]
longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the Impossible Speed:Your base land speed increases by 30 feet. In addition, if you expend one use of
item's base version into the desired version. When upgraded in this fashion, the legendary item mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier. [Paizo Publishing
retains all legendary item abilities it had before the transmutation. LLC - Mythic Adventures, p.22]

*Adamantine/+5/Ghost HAND TYPE SIZE CRITICAL REACH Recuperation:You are restored to full hit points after 8 hours of rest so long as you aren't dead. In
addition, by expending one use of mythic power and resting for 1 hour, you regain 165 hit points (up
Off-hand PS M 12-20/x2 5 ft.
Touch/Keen/Speed 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 (such as barbarian rage, bardic performance, spells per day, and so

Elven Leafblade (Legendary/ 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 -
Mythic Adventures, p.12]
Powerful/Returning/Undetectable/
Sudden Attack:As a swift action, you can expend one use of mythic power to make a melee attack
Unyielding/Upgradable/Mythic Bane) at your highest attack bonus. This is in addition to any other attacks you make this round. When
TOTAL ATTACK BONUS DAMAGE 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,
+33/+33/+28 1d4+13 p.20]
Special Properties: +2 bonus on attack rolls made to confrm critical hits, adamantine, ignore
Sudden Block:As an immediate action, you can expend one use of mythic power to hinder a melee
hardness less than 20, deals damage normally against incorporeal creatures regardless of bonus,
attack made against you or an adjacent ally. Add +10 to your AC or the ally's AC against this attack.
threat range doubled, grants one extra attack at full base attack bonus when making a full- The creature making the attack must make two attack rolls and take the lower result. Once the
attack action, A mythic bane weapon works exactly like a bane weapon, except it has a higher attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The
bonus and deals extra damage against any creature with the mythic subtype. This ability stacks damage from this attack bypasses all damage reduction. [Paizo Publishing LLC - Mythic Adventures,
with the bane weapon special ability., item with this ability has two additional uses of legendary p.26]
power per day. This ability can be taken up to three times., creature bonded to this item can
Surge:You can call upon your mythic power to overcome difficult challenges. You can expend one
expend one use of mythic power to teleport the item to her waiting hand, as if using teleport use of mythic power to increase any d20 roll you just made by rolling 1d12 and adding it to the result.
object. The item must be on the same plane as the bonded creature for this ability to function., Using this ability is an immediate action taken after the result of the original roll is revealed. This can
grants its bonded user the ability to become utterly undetectable while invisible. While invisible change the outcome of the roll. [Paizo Publishing LLC - Mythic Adventures, p.12]
and in physical contact with this item, the bonded creature can't be detected or scryed by any
Unstoppable:You can expend one use of mythic power as a free action to immediately end any
method., item with this ability has double the hardness of a typical item of its type and triple the
one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed,
hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked,
This is a persistent ability. [Not implemented - requires Formula parser], grants the bonded paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even
creature the ability to more easily increase the non-mythic magical power of the legendary those resulting from the same spell or effect that caused the selected condition. You can use this
item. If the base magic item has a version with a higher bonus or greater version (such as a ability at the start of your turn even if a condition would prevent you from acting. [Paizo Publishing
LLC - Mythic Adventures, p.13]
+1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or
a minor ring of inner fortitude), the bonded creature can improve it by performing a special
ritual. She must spend a number of gold 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
Slayer's Advance
upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 Uses per Day ❏❏
longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the
Slayer's Advance (Ex):A slayer can 2 times per day move up to twice his base speed as a move
item's base version into the desired version. When upgraded in this fashion, the legendary item action. He may use Stealth as part of this movement, but takes a -10 penalty to his check for doing
retains all legendary item abilities it had before the transmutation. so. [Paizo Inc. - Advanced Class Guide, p.55]

Mithral/+5/Undead HAND TYPE SIZE CRITICAL REACH


Equipped B M 20/x2 5 ft.
Bane/Ghost Touch/
Speed Light Mace
TOTAL ATTACK BONUS DAMAGE
+33/+33/+28/+23/+18 1d6+13
Special Properties: mithral, deals damage normally against incorporeal creatures regardless of
bonus, Undead Bane weapons have +2 enhancement bonus and deal +2d6 bonus damage against
the chosen foe, grants one extra attack at full base attack bonus when making a full-attack
action

*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Amulet of Natural Armor +5 +5 +0 0


*Heavy Fortification/Ghost Touch +8 +0 0
Bracers of Armor +8 (Impervious)
armor and enhancement count vs. incorporeal attacks, 75% chance to negate critical
hits and sneak attacks, Double its enhancement bonus to hardness, hit points
and break DC. Enhancement bonus to saves vs direct attacks on shield or armor
*Ring of Protection +5 +5 +0 0

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 2
+5/Ghost Touch/ HAND TYPE SIZE CRITICAL REACH EQUIPMENT
Equipped P M 17-20/x2 5 ft. ITEM LOCATION QTY WT / COST
Keen/Shocking Burst/ Luck bonus to armor class of +5, Luck bonus to all saving throws of +5
Distance Light Crossbow Boots of Elvenkind Equipped 1 1 / 2,500
Range: 30 ft. To Hit: +33/+28/+23/+18 Damage: 1d8+5 Aura: faint transmutation, Caster Level: 5th, Construction Cost: 1,250 gp, Construction Requirements: Craft
Wondrous Item, creator must be an elf, Slot: feet
560 ft. 1120 ft. 1680 ft. 2240 ft. 2800 ft.
TH +33/+28/ +31/+26/ +29/+24/ +27/+22/ +25/+20/ Handy Haversack Equipped 1 5 / 2,000
Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 1,000 gp, Construction Requirements: Craft
+23/+18 +21/+16 +19/+14 +17/+12 +15/+10 Wondrous Item, secret chest, Slot: none346 lbs., 1 Traveler's Outfit, 6 Crossbow Bolts (10), 14 Elven Trail Rations,
Dam 1d8+5 1d8+5 1d8+5 1d8+5 1d8+5 30 Night Tea, 20 Sunrod, 1 Cold-Weather Outfit, 1 Courtier's Outfit, 1 Hot Weather Outfit, 1 Noble's Outfit, 1
3360 ft. 3920 ft. 4480 ft. 5040 ft. 5600 ft. Winter Blanket, 1 Grappling Hook, Mithral, 1 Grooming Kit, 1 Lock, Superior (Adamantine), 2 Rope, Spider Silk (50
ft.), 6 Sack, 1 Shaving Kit, 1 Shovel, Folding, 1 Signal Horn, 1 Spyglass, 1 Survival Kit (Masterwork), 1 Small Tent, 3
TH +23/+18/ +21/+16/ +19/+14/+9/+4 +17/+12/+7/+2 +15/+10/+5/+0 Waterskin, 1 Gear Maintenance Kit, 1 Climber's Kit, 1 Disguise Kit, 1 Thieves' Tools (Masterwork), 1 Artisan's Tools,
+13/+8 +11/+6 Masterwork (Weaponsmithing), 1 Compass, 1 Weapons Mending Kit, 1 Cooking Kit, 1 Fishing Kit, 1 Troll Slayer's
Kit, 1 Undead Slayer's Kit, 1 Rogue's Kit, 1 Fighter's Kit, 1 Bag of Holding (Type IV), 2 Mithral/+5/Undead Bane/
Dam 1d8+5 1d8+5 1d8+5 1d8+5 1d8+5 Ghost Touch/Speed Light Mace, 1 +5/Ghost Touch/Keen/Shocking Burst/Distance Light Crossbow, 10 Potion
Special Properties: darkwood, range increment doubled, deals damage normally against of Cure Serious Wounds, 10 Potion of Lesser Restoration, 10 Potion of Neutralize Poison, 10 Potion of Remove
incorporeal creatures regardless of bonus, threat range doubled, +1d6 electricity Disease, 10 Potion of Water Breathing, 10 Potion of Tongues
damage, on a critical hit deals +1d10 additional electricity damage Traveler's Outfit Handy 1 5/0
Haversack
EQUIPMENT Crossbow Bolts (10) Handy 6 1 (6) / 1 (6)
ITEM LOCATION QTY WT / COST ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Haversack
Circlet ( AC Bonus (Insight) (+5)/ Equipped 1 0 / 225,000 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Save Bonus (Insight) (+5)) ❏❏❏❏❏ ❏❏❏❏❏
Insight bonus to armor class of +5, Insight bonus to all saving throws of +5 Elven Trail Rations Handy 14 1 (14) / 2 (28)
Headband ( AC Bonus (Sacred) (+5)/ Equipped 1 0 / 225,000
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ Haversack
Save Bonus (Sacred) (+5)) Night Tea Handy 30 0 (0) / 0.1 (3)
Sacred bonus to armor class of +5, Sacred bonus to all saving throws of +5
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Haversack
Amulet of Natural Armor +5 Equipped 1 0 / 50,000
Aura: faint transmutation, Caster Level: 5th, Construction Cost: 25,000 gp, Construction Requirements: Craft
❏❏❏❏❏
Renders female target sterile for 1 day
Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus, Slot: neck
Adamantine/+5/Ghost Touch/ Equipped 1 4 / 245,060 Sunrod Handy 20 1 (20) / 2 (40)
Haversack
Keen/Speed Elven Thornblade ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Bright Illumination: 30 ft., Duration: 6 hr., Shadowy Illumination: 60 ft.
(Legendary/Powerful/Returning/ Cold-Weather Outfit Handy 1 7/8
Undetectable/Unyielding/ Haversack
Upgradable/Mythic Bane) +5 circumstance bonus on Fortitude saves vs. cold weather

+2 bonus on attack rolls made to confrm critical hits, adamantine, ignore hardness less than 20, deals damage Courtier's Outfit Handy 1 6 / 30
normally against incorporeal creatures regardless of bonus, threat range doubled, grants one extra attack at full Haversack
base attack bonus when making a full-attack action, A mythic bane weapon works exactly like a bane weapon,
except it has a higher bonus and deals extra damage against any creature with the mythic subtype. This ability
Hot Weather Outfit Handy 1 4/8
stacks with the bane weapon special ability., item with this ability has two additional uses of legendary power Haversack
per day. This ability can be taken up to three times., creature bonded to this item can expend one use of mythic Noble's Outfit Handy 1 10 / 75
power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as
the bonded creature for this ability to function., grants its bonded user the ability to become utterly undetectable
Haversack
while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected Winter Blanket Handy 1 3 / 0.5
or scryed by any method., item with this ability has double the hardness of a typical item of its type and triple Haversack
the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a
persistent ability. [Not implemented - requires Formula parser], grants the bonded creature the ability to more Grappling Hook, Mithral Handy 1 2 / 2,001
easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with Haversack
a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an
amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing Grooming Kit Handy 1 2/1
a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the Haversack
legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For
example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When
Lock, Superior (Adamantine) Handy 1 1 / 150
it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded Haversack
in this fashion, the legendary item retains all legendary item abilities it had before the transmutation. Rope, Spider Silk (50 ft.) Handy 2 4 (8) /
Heavy Fortification/Ghost Touch Equipped 1 1 / 64,000 Haversack 100 (200)
Bracers of Armor +8 (Impervious) Sack Handy 6 0.5 (3) /
armor and enhancement count vs. incorporeal attacks, 75% chance to negate critical hits and sneak attacks, Haversack 0.1 (0.6)
Double its enhancement bonus to hardness, hit points and break DC. Enhancement bonus to saves vs direct
attacks on shield or armorAura: moderate conjuration, Caster Level: 7th, Construction Cost: 32,000 gp,
Shaving Kit Handy 1 0.5 / 1.5
Construction Requirements: Craft Wondrous Item, mage armor, creator's caster level must be at least two times Haversack
that of the bonus placed in the bracers, plus any requirements of the armor special abilities, Plural: No, Slot: Shovel, Folding Handy 1 12 / 10
wrists
Haversack
Ring of Protection +5 Equipped 1 0 / 50,000
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 25,000 gp, Construction Requirements: Forge Ring,
Signal Horn Handy 1 2/1
shield of faith, caster must be of a level at least three times the bonus of the ring, Slot: ring Haversack
Ring of Freedom of Movement Equipped 1 0 / 40,000 Spyglass Handy 1 1 / 1,000
Aura: moderate abjuration, Caster Level: 7th, Construction Cost: 20,000 gp, Construction Requirements: Forge Haversack
Ring, freedom of movement, Slot: ring Survival Kit (Masterwork) Handy 1 5 / 50
Adamantine/+5/Ghost Touch/Keen/ Equipped 1 3 / 245,040 Haversack
Speed Elven Leafblade (Legendary/ Small Tent Handy 1 15 / 10
Powerful/Returning/Undetectable/ Haversack
Setup time of 20 min.
Unyielding/Upgradable/Mythic Waterskin Handy 3 4 (12) / 1 (3)
Bane) Haversack
+2 bonus on attack rolls made to confrm critical hits, adamantine, ignore hardness less than 20, deals damage
normally against incorporeal creatures regardless of bonus, threat range doubled, grants one extra attack at full
Gear Maintenance Kit Handy 1 2/5
base attack bonus when making a full-attack action, A mythic bane weapon works exactly like a bane weapon, Haversack
except it has a higher bonus and deals extra damage against any creature with the mythic subtype. This ability This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra
stacks with the bane weapon special ability., item with this ability has two additional uses of legendary power leather straps, a sewing needle, and a few buttons.
per day. This ability can be taken up to three times., creature bonded to this item can expend one use of mythic Climber's Kit Handy 1 5 / 80
power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as
the bonded creature for this ability to function., grants its bonded user the ability to become utterly undetectable
Haversack
while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected Disguise Kit Handy 1 8 / 50
or scryed by any method., item with this ability has double the hardness of a typical item of its type and triple
❏❏❏❏❏ ❏❏❏❏❏ Haversack
the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a
persistent ability. [Not implemented - requires Formula parser], grants the bonded creature the ability to more Thieves' Tools (Masterwork) Handy 1 2 / 100
easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with
a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an
Haversack
Plural: No
amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing
a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the Artisan's Tools, Masterwork Handy 1 5 / 55
legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For
(Weaponsmithing) Haversack
example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When
it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded Plural: No
in this fashion, the legendary item retains all legendary item abilities it had before the transmutation. Compass Handy 1 0.5 / 10
Corset (Common) Equipped 1 3 / 0.1 Haversack
Heavyload Belt Equipped 1 3 / 2,000 Weapons Mending Kit Handy 1 10 / 5
Cloak of Resistance +5 Equipped 1 1 / 25,000 ❏ Haversack
Grants a +2 bonus on Craft checks to repair a damaged item of the appropriate type.
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 Cooking Kit Handy 1 16 / 3
Vest ( AC Bonus (Luck) (+5)/ Save Equipped 1 0 / 225,000 Haversack
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron
Bonus (Luck) (+5)) tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can
TOTAL WEIGHT CARRIED/VALUE 22 lbs. 2,060,416.2gp TOTAL WEIGHT CARRIED/VALUE 22 lbs. 2,060,416.2gp

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 3
EQUIPMENT Special Attacks
ITEM LOCATION QTY WT / COST Master Slayer (Ex) [ ACG ]
attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit
within the pot for easy storage and transport. As a standard action, he can make a single attack against a studied target at his
Fishing Kit Handy 1 3 / 0.5 full attack bonus, choosing one of the following effects: kill, knock unconscious
Haversack for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, damage normally and must succeed at a DC 23 Fortitude saving throw or suffer
and lures).
the additional effect. Whether or not the target succeeds, it cannot be targeted
Troll Slayer's Kit Handy 1 17 / 30 by this ability again (by any slayer) for 24 hours.
Haversack
This kit includes 1 vial of alchemist's fire, 1 flask of acid, 10 torches, one tindertwig, and 5 flasks of oil. Mythic Power (Su) [ MA ]
Undead Slayer's Kit Handy 1 7 / 402 Mythic characters can draw upon a wellspring of power to accomplish amazing
Haversack deeds and cheat fate. This power is used by a number of different abilities. Each
This kit includes a wooden holy symbol, a necklace of garlic bulbs, a hammer, a wooden stake, 2 flasks of holy day, you can expend 23 mythic power. This amount is your maximum amount of
water, one sunrod, a potion of lesser restoration, and a potion of protection from evil.
mythic power. If an ability allows you to regain uses of your mythic power, you
Rogue's Kit Handy 1 37 / 50
can never have more than this amount.
Haversack
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an Smite Evil (Su) [ B1 ]
iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a 1/day as a swift action (adds +7 on attack rolls and +20 damage bonus against
waterskin.
evil foes; smite persists until target is dead or the celestial creature rests).
Fighter's Kit Handy 1 29 / 9
Haversack Sneak Attack (Ex) [ CR ]
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches If you can catch an opponent when he is unable to defend himself effectively
(10), trail rations (5 days), and a waterskin.
from your attack, you can strike a vital spot for extra damage. Your attack deals
Bag of Holding (Type IV) Handy 1 60 / 10,000 6d6 points of extra damage anytime your target would be denied a Dexterity
Haversack bonus to AC, or when you flank your target. Should you score a critical hit with
Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 5,000 gp, Construction Requirements: Craft
Wondrous Item, secret chest, Slot: none a sneak attack, this extra damage is not multiplied. Ranged attacks can count
Mithral/+5/Undead Bane/Ghost Handy 2 2 (4) / 202,005 as sneak attacks only if the target is within 30 feet. With a weapon that deals
Touch/Speed Light Mace Haversack (404,010) nonlethal damage, you can make a sneak attack that deals nonlethal damage
mithral, deals damage normally against incorporeal creatures regardless of bonus, Undead Bane weapons have instead of lethal damage. You cannot use a weapon that deals lethal damage to
+2 enhancement bonus and deal +2d6 bonus damage against the chosen foe, grants one extra attack at full base deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You
attack bonus when making a full-attack action
must be able to see the target well enough to pick out a vital spot and must be
+5/Ghost Touch/Keen/Shocking Handy 1 2 / 200,375 able to reach such a spot. You cannot sneak attack while striking a creature with
Burst/Distance Light Crossbow Haversack concealment.
darkwood, range increment doubled, deals damage normally against incorporeal creatures regardless of bonus,
threat range doubled, +1d6 electricity damage, on a critical hit deals +-1d10 additional electricity damage
Sudden Attack [ MA ]
Potion of Cure Serious Wounds Handy 10 0 (0) / 750 As a swift action, you can expend one use of mythic power to make a melee
Haversack (7,500) attack at your highest attack bonus. This is in addition to any other attacks you
❏❏❏❏❏ ❏❏❏❏❏
Cures 3d8+5 points of damageAura: faint conjuration (healing), Caster Level: 5th, Construction Cost: 375 gp, make this round. When making a sudden attack, you roll twice and take the better
Construction Requirements: Brew Potion, cure serious wounds, Slot: none result, adding +10 to the attack roll. Damage from this attack bypasses all damage
Potion of Lesser Restoration Handy 10 0 (0) / 300 reduction.
❏❏❏❏❏ ❏❏❏❏❏ Haversack (3,000) Sudden Block [ MA ]
Dispels magical ability penalty or cures 1d4 points of ability damage to one ability scoreAura: faint conjuration
(healing), Caster Level: 3rd, Construction Cost: 150 gp, Construction Requirements: Brew Potion, lesser
As an immediate action, you can expend one use of mythic power to hinder a
restoration, Slot: none melee attack made against you or an adjacent ally. Add +10 to your AC or the
Potion of Neutralize Poison Handy 10 0 (0) / 750 ally's AC against this attack. The creature making the attack must make two attack
❏❏❏❏❏ ❏❏❏❏❏ Haversack (7,500) rolls and take the lower result. Once the attack is resolved, you or your ally (your
Detoxify any sort of venom with a caster level check at +5Aura: faint conjuration (healing), Caster Level: 5th, choice) can make one melee attack against the creature. The damage from this
Construction Cost: 375 gp, Construction Requirements: Brew Potion, neutralize poison, Slot: none attack bypasses all damage reduction.
Potion of Remove Disease Handy 10 0 (0) / 750
Haversack (7,500)
❏❏❏❏❏ ❏❏❏❏❏ Special Qualities
Cures diseases with a caster level check at +5Aura: faint conjuration (healing), Caster Level: 5th, Construction
Cost: 375 gp, Construction Requirements: Brew Potion, remove disease, Slot: none Amazing Initiative (Ex) [ MA ]
Potion of Water Breathing Handy 10 0 (0) / 750 You gain a +10 bonus on initiative checks. In addition, as a free action on your
❏❏❏❏❏ ❏❏❏❏❏ Haversack (7,500) turn, you can expend one use of mythic power to take an additional standard
Breathe water freely for 10 hoursAura: faint transmutation, Caster Level: 5th, Construction Cost: 375 gp, action during that turn. This additional standard action can't be used to cast a
Construction Requirements: Brew Potion, water breathing, Slot: none spell. You can't gain an extra action in this way more than once per round.
Potion of Tongues Handy 10 0 (0) / 750 Beyond Morality (Ex) [ MA ]
Haversack (7,500)
❏❏❏❏❏ ❏❏❏❏❏ You have no alignment. You can become a member of any class, even one with
Speak and understand the language of any intelligent creature for 50 minutesAura: faint divination, Caster Level:
5th, Construction Cost: 375 gp, Construction Requirements: Brew Potion, tongues, Slot: none an alignment requirement, and can never lose your membership because of a
Platinum Holy Symbol Equipped 1 1 / 500 change in alignment. If you violate the code of ethics of any of your classes, you
might still lose access to certain features of such classes, subject to GM discretion.
Signet Ring Equipped 1 0/5
Attempts to detect your alignment don't return any results. If a class restricts you
TOTAL WEIGHT CARRIED/VALUE 22 lbs. 2,060,416.2gp from casting spells with an alignment descriptor, you can cast such spells without
restrictions or repercussions. If you're the target of a spell or effect that is based
WEIGHT ALLOWANCE on alignment, you're treated as the most favorable alignment when determining
Light 306 Medium 613 Heavy 920 the spell's effect on you. Any effects that alter alignment have no effect on you. If
Lift over head 920 Lift off ground 1840 Push / Drag 4600 you lose this effect, you revert to your previous alignment.
Blindsense (Ex) [ B1 ]
MONEY Range 30 ft.; Other creatures have blindsense, a lesser ability that lets the
Total= 0 gp creature notice things it cannot see, but without the precision of blindsight. The
creature with blindsense usually does not need to make Spot or Listen checks to
MAGIC notice and locate creatures within range of its blindsense ability, provided that
it has line of effect to that creature. Any opponent the creature cannot see has
Languages total concealment (50% miss chance) against the creature with blindsense, and
Common, Draconic, Drow Sign Language, Elven, Undercommon the blindsensing creature still has the normal miss chance when attacking foes
that have concealment. Visibility still affects the movement of a creature with
Other Companions blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor
Class against attacks from creatures it cannot see.
Traits Champion [ MA ]
Child of the Temple (Knowledge (Nobility)) [Paizo Publishing - The champion is the pinnacle of skill at arms and armor. No ordinary fighter
Ultimate Campaign] could hope to match the skill with a blade, a bow, or an axe that surges within
You have long served at a temple in a city, where you picked up on many of a mythic champion. The champion turns aside blows and shatters shields with
the nobility's customs in addition to spending much time in the temple libraries every movement, all while racing gracefully across the chaotic battlefield. When
studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and the screams of fallen foes die down, the champion stands strong and defiant in
Knowledge (religion) checks, and one of these skills (your choice) is always a class blood-spattered armor, hefting a weapon and shouting a terrifying war cry.
skill for you. Role: As a champion, your role is to take the fight to your enemies. Using
Talented (Perform (Dance)) [Paizo Publishing - devastating melee powers, you can crush your enemies before they even have a
Ultimate Campaign, chance to harm you and your allies. Few can match your skill at arms or your ability
p.61] to perform amazing feats of strength. The champion abilities allow you to control
your foes, move easily around the battlefield, and challenge a large number of
You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on
foes all at once. The rest of the party can count on you to dominate any melee
checks with a single Perform skill (your choice), and all Perform skills are always
you charge into.
class skills for you.

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 4
Classes: While members or nearly any class could be champions, those who Your base land speed increases by 30 feet. In addition, if you expend one use of
focus on melee attacks-- barbarians, cavaliers, fighters, monks, paladins, and mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
rangers--will find the abilities in this path most attractive and useful. However, Improved Quarry (Ex) [ ACG ]
even magi or rogues could find that the path of the champion is an excellent way You can, as a free action, denote one target within your line of sight as your
to augment their abilities. quarry. Whenever you are following the tracks of your quarry, you can take 20 on
Combat Style I (Ex) [ ACG ] Survival skill checks while moving at normal speed, without penalty. In addition,
The slayer selects a ranger combat style and gains a combat feat from the first you receive a +4 insight bonus on attack rolls made against your quarry and
feat list of that style. He can choose feats from his selected combat style, even if all critical threats are automatically confirmed. You can have no more than one
he does not have the normal prerequisites. quarry at a time and your target must be selected as a studied target. You can
Combat Style II (Ex) [ ACG ] end this effect at any time as a free action, but you cannot select a new quarry for
The slayer gains another combat style bonus feat and can add the 6th level 24 hours. If your quarry is killed or dismissed, you can select a new quarry after
bonus feats to the list. waiting 10 minutes.
Combat Style III (Ex) [ ACG ] Keen Senses (Ex) [ ISR ]
The slayer gains another combat style bonus feat and can add the 10th level Drow receive a +2 racial bonus on Perception checks.
bonus feats to the list. Legendary Champion [ MA ]
Darkvision (Ex) [ B1 ] Whenever you make an attack roll against a non-mythic foe and miss, you may
Range 280 ft.; Darkvision is the extraordinary ability to see with no light source immediately roll again. You must take the second roll, even if it's lower. Once per
at all, out to a range specified for the creature. Darkvision is black and white only round when you roll a natural 20 on an attack roll, you regain one use of mythic
(colors cannot be discerned). It does not allow characters to see anything that power.
they could not see otherwise-invisible objects are still invisible, and illusions are Legendary Hero (Su) [ MA ]
still visible as what they seem to be. Likewise, darkvision subjects a creature to You have reached the height of mortal power. You regain uses of your mythic
gaze attacks normally. The presence of light does not spoil darkvision. power at the rate of one use per hour, in addition to completely refreshing your
Drow Immunities (Ex) [ B1 ] uses each day.
Drow are immune to magic sleep effects and get a +2 racial bonus to saves Legendary Item ~ Legendary Power [ MA ]
against enchantment spells. All legendary items contain a pool of power--at least two uses that recharge each
Evasion (Ex) [ CR ] day. This power is called legendary power, and it works differently than mythic
You can avoid damage from many area-effect attacks. If you make a successful power. Any creature bearing the item can expend the items uses of legendary
Reflex saving throw against an attack that normally deals half damage on a power, whether or not that creature is mythic. These uses of legendary power can
successful save, you instead take no damage. Evasion can only be used if you are be expended only to activate the legendary item's abilities. If the item's bearer
wearing light armor or no armor. If you are helpless, you do not gain the benefit isn't bonded to the item, she can expend the item's legendary power only to use
of evasion. its legendary surge ability.
Fast Healing (2x) (Ex) [ MA ] Legendary Item ~ Legendary Surge [ MA ]
As a swift action, you can expend one use of mythic power to gain fast healing All legendary items have a legendary surge ability, similar to a mythic character's
10 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a surge ability. It can be used only on specific rolls or checks based on the nature
third time at 6th tier or higher. Each additional time you take this ability, the fast or purpose of the legendary item. The legendary surge ability allows the bearer
healing increases by 5. to add the result of a d6 to the appropriate type of roll or check. A mythic bearer
Fast Stealth (Ex) [ ACG ] can use her surge die type in place of the d6. If she's bonded to the item, she can
This ability allows you to move at full speed using Stealth without penalty. increase that die type by one step.
Force of Will (Ex) [ MA ] Legendary Item ~ Mythic Bond [ MA ]
You can exert your will to force events to unfold as you would like. As an Limitless Range (Ex) [ MA ]
immediate action, you can expend one use of mythic power to reroll a d20 roll you Multiply the range increment on all of your ranged and thrown weapons by 5
just made, or force any non-mythic creature to reroll a d20 roll it just made. You feet, and these weapons no longer have a maximum range increment for you.
can use this ability after the results are revealed. Whoever rerolls a roll must take You can throw any melee weapon as if it had a range increment of 20 feet--this
the result of the second roll, even if it is lower. increment isn't multiplied by 5, but the weapon doesn't have a maximum range
Guardian [ MA ] increment.
Not all mythic characters seek glory and fame for themselves. Some take a more Low-Light Vision (Ex) [ B1 ]
humble route, watching over those dear to them or the lands they call home. You can see x2 as far as humans in low illumination. Characters with low-light
Guardians seek connections with those around them, even the beasts, and draw vision have eyes that are so sensitive to light that they can see twice as far as
their power from the trust of such bonds. This doesn't mean that all guardians normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light
are peaceful--indeed many use violent means to further their goals and safeguard vision can read a scroll as long as even the tiniest candle flame is next to her as
those they watch over. But they find worth in those who travel with them. In battle, a source of light. Characters with low-light vision can see outdoors on a moonlit
none can take the sort of punishment and wounds that a guardian can sustain. night as well as they can during the day.
Role: When others would retreat, you stand your ground. Your place is at the Mythic Saving Throws (Ex) [ MA ]
front of the battle, taking every hit your enemies can give while daring them to Whenever you succeed at a saving throw against a spell or special ability, you
dish out more. Your job is to stop your enemies' advance, interposing yourself suffer no effects as long as that ability didn't come from a mythic source (such
in the path of peril. You'll gladly take all that brutal punishment and return the as a creature with a mythic tier or mythic ranks). If you fail a saving throw that
beating with zeal. The wounds you suffer might kill a lesser hero, but you relish results from a mythic source, you take the full effects as normal.
the thrill of combat, confident that your physical and mental perfection will lead Mythic Sight (2x) (Sp) [ MA ]
to victory. When you take this ability, you gain blindsense out to a range of 30 feet. You
Classes: Any class that is frequently in the middle of a chaotic melee will can take this ability twice. The second time you take it, you can see illusions and
find many valuable abilities within the guardian path. Barbarians, cavaliers, magical deceptions for what they truly are, as if using true seeing. This ability
fighters, inquisitors, monks, and paladins all make excellent guardians. Some of doesn't apply to illusions and magical effects that were cast by other mythic
the guardian's powers also lend themselves to the druid, ranger, or even the creatures or that are affecting other mythic creatures. If this ability is dispelled,
summoner, granting bonuses to companions and allies. you can resume it as a free action.
Hard to Kill (Ex) [ MA ] Mythic Tier [ MA ]
Whenever you're below 0 hit points, you automatically stabilize without needing You are a 10th-tier mythic character.
to attempt a Constitution check. If you have an ability that allows you to act while
Pierce the Darkness (Sp) [ MA ]
below 0 hit points, you still lose hit points for taking actions, as specified by that
ability. Bleed damage still causes you to lose hit points when below 0 hit points. You gain permanent darkvision with a 60-foot range, as the universal monster
In addition, you don't die until your total number of negative hit points is equal ability. If you possess darkvision, the range increases by 60 feet.
to or greater than double your Constitution score. Poison Use (Ex) [ B1 ]
Immortal (Su) [ MA ] Drow are skilled in the use of poison and never risk accidentally poisoning
If you are killed, you return to life 24 hours later, regardless of the condition themselves.
of your body or the means by which you were killed. When you return to life, Quarry (Ex) [ ACG ]
you aren't treated as if you had rested, and don't regain the use of abilities that You can, as a standard action, denote one target within your line of sight as
recharge with rest until you next rest. This ability doesn't apply if you're killed by your quarry. Whenever you are following the tracks of your quarry, you can take
a coup de grace or critical hit performed by either a mythic creature (or creature 10 on Survival skill checks while moving at normal speed, without penalty. In
of even greater power) or a non-mythic creature wielding a weapon capable of addition, you receive a +2 insight bonus on attack rolls made against your quarry
bypassing epic damage reduction. At 10th tier, you can be killed only by a coup and all critical threats are automatically confirmed. You can have no more than
de grace or critical hit made with an artifact. one quarry at a time and the target must be selected as a studied target. You can
Impervious Body (2x) (Su) [ MA ] end this effect at any time as a free action, but you cannot select a new quarry for
You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher 24 hours. If you see proof that your quarry is killed, you can select a new quarry
and a third time at 9th tier or higher. Each additional time it's taken, the DR after 1 hour.
increases by 5. Recuperation (Ex) [ MA ]
Impossible Speed (Ex) [ MA ] You are restored to full hit points after 8 hours of rest so long as you aren't
dead. In addition, by expending one use of mythic power and resting for 1 hour,

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 5
you regain 165 hit points (up to a maximum of your full hit points) and regain Drow are proficient with the hand crossbow, rapier, and short sword.
the use of any class features that are limited to a certain number of uses per day
(such as barbarian rage, bardic performance, spells per day, and so on). This rest Feats
is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of Additional Traits [APG]
mythic power or any mythic abilities that are limited to a number of times per day.
You have more traits than normal
Resistance to Acid (Ex) [ B1 ]
You may ignore 15 points of Acid damage each time you take acid damage. Alertness [CR]
Resistance to Cold (Ex) [ B1 ] You often notice things that others might miss.
You may ignore 15 points of Cold damage each time you take cold damage. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10
Resistance to Electricity (Ex) [ B1 ] or more ranks in one of these skills, the bonus increases to +4 for that skill.
You may ignore 15 points of Electricity damage each time you take electricity Combat Reflexes [CR]
damage. You can make additional attacks of opportunity.
See in Darkness (Su) [ BOS ] You may make 8 additional attacks of opportunity per round. With this feat, you
The slayer gains the see in darkness ability (Pathfinder RPG Bestiary 2 301). may also make attacks of opportunity while flat-footed.
Slayer's Advance (Ex) [ ACG ] Deepsight [APG]
A slayer can 2 times per day move up to twice his base speed as a move action. Your senses are especially keen in the utter darkness.
He may use Stealth as part of this movement, but takes a -10 penalty to his check Your darkvision has a range of 120 feet.
for doing so. Dodge [CR]
Spell-Like Abilities (Sp) [ B1 ] Your training and reflexes allow you to react swiftly to avoid an opponent's
Drow nobles can use Dancing Lights at will, Deeper Darkness at will, Detect attack.
Magic at will, Faerie Fire at will, Feather Fall at will, Levitate at will . They also can You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex
use Dispel Magic 1/day, Divine Favor 1/day, Suggestion 1/day . bonus to AC also makes you lose the benefits of this feat.
Stalker (Ex) [ ACG ] Exotic Weapon Proficiency (Elven Leafblade, Elven [CR]
A slayer gains a +5 bonus on Disguise, Intimidate, and Stealth checks against his Thornblade)
studied opponent. You understand how to use your chosen exotic weapon in combat, and can
Studied Target (Ex) [ ACG ] utilize any special tricks or qualities that exotic weapon might allow.
A slayer can study an opponent to gain a +5 bonus on Bluff, Knowledge, and You make attack rolls with the weapon normally.
Sense Motive; a +5 bonus on Perception, and Survival checks attempted against Improved Critical (Elven Leafblade, Elven [CR]
that opponent; and a +5 bonus on weapon attack and damage rolls against it. The Thornblade)
DCs of slayer class abilities against that opponent increase by 5. A slayer can only
Attacks made with your chosen weapon are quite deadly.
maintain these bonuses against 5 opponents at a time; these bonuses remain
in effect until either the opponent is dead or the slayer studies a new target. If When using the weapon you selected, your threat range is doubled.
a slayer deals sneak attack damage to a target, he can study that target as an Master Craftsman (Craft (Weapons)) [CR]
immediate action, allowing him to apply his studied target bonuses against that Your superior crafting skills allow you to create simple magic items.
target (including to the normal weapon damage roll). The slayer may discard this Choose one Craft or Profession skill in which you possess at least 5 ranks. You
connection to a studied target as a free action, allowing him to study another receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen
target in its place. A slayer can study an opponent he can see as a move or swift skill count as your caster level for the purposes of qualifying for the Craft Magic
action. Arms and Armor and Craft Wondrous Item feats. You can create magic items using
Sure Footing (Ex) [ UW ] these feats, substituting your ranks in the chosen skill for your total caster level.
The slayer gains a +5 bonus on Acrobatics checks to move on narrow surfaces You must use the chosen skill for the check to create the item. The DC to create
and loose or uneven ground. the item still increases for any necessary spell requirements (see the magic item
Surface Infiltrator [ ARG ] creation rules in Chapter 15). You cannot use this feat to create any spell-trigger
Some drow dwell close to the surface lands, either because they serve drow or spell-activation item.
causes or they were exiled. Drow with this racial trait gain low-light vision, allowing Combat Reflexes (Mythic) [Paizo Publishing LLC -
them to see twice as far as humans in conditions of dim light. This racial trait Mythic Adventures, p.61]
replaces the darkvision and light blindness racial traits. You strike viciously whenever your foe gives you an opening.
Surge (Su) [ MA ] You can make any number of additional attacks of opportunity per round. As a
You can call upon your mythic power to overcome difficult challenges. You can swift action, you can expend one use of mythic power to, until the start of your
expend one use of mythic power to increase any d20 roll you just made by rolling next turn, make attacks of opportunity against foes you've already made attacks
1d12 and adding it to the result. Using this ability is an immediate action taken of opportunity against this round if they provoke attacks of opportunity from you
after the result of the original roll is revealed. This can change the outcome of by moving.
the roll. Deepsight (Mythic) [Paizo Publishing LLC -
Swift Tracker (Ex) [ ACG ] Mythic Adventures, p.62]
You can move at your normal speed while using Survival to follow tracks without Your sharp eyes can penetrate deeper into the darkness, revealing more to you.
taking the normal -5 penalty. You take only a -10 penalty (instead of the normal The range of your darkvision increases by 10 feet per tier.
-20) when moving at up to twice normal speed while tracking. Dual Path [Paizo Publishing LLC -
Track (Ex) [ ACG ] Mythic Adventures, p.63]
You gain +10 to Survival checks made to follow tracks. You follow two mythic paths.
Trapfinding (Ex) [ ACG ] Select a mythic path other than the path you selected at your moment
You add +10 to Perception skill checks made to locate traps and to Disable Device of ascension. You gain that path's 1st-tier ability (either archmage arcana,
skill checks. You can use the Disable Device skill to disarm magical traps. champion's strike, divine surge, guardian's call, marshal's order, or trickster
Trapfinding - Slayer (Ex) [ ACG ] attack). Each time you gain a path ability, you can select that path ability from
The slayer gains Disable Device as a class skill. The slayer also gains the either path's list or the list of universal path abilities.
trapfinding and trap sense Rogue abilities, using his slayer level as his effective Two-Weapon Fighting (Mythic) [Paizo Publishing LLC -
Rogue level. Mythic Adventures, p.76]
Trap Sense (Ex) [ CR ] With deft strikes, you gain an advantage over your foes beyond mere damage.
You gain a +6 bonus on Reflex saves made to avoid traps, and a +6 dodge bonus As an immediate action, you can expend one use of mythic power to negate the
to AC against attacks made by traps. penalties on attack rolls for two-weapon fighting for 10 rounds.
Trap Spotter (Ex) [ ACG ] Weapon Finesse (Mythic) [Paizo Publishing LLC -
Whenever you come within 10 feet of a trap, you receive an immediate Mythic Adventures, p.77]
Perception skill check to notice the trap. This check should be made in secret by You're an expert with weapons that rely on your agility.
the GM. When using Weapon Finesse, you may also use your Dexterity modifier instead
Unstoppable (Ex) [ MA ] of your Strength modifier on your damage rolls. If you carry a shield, its armor
You can expend one use of mythic power as a free action to immediately end check penalty doesn't apply to either the attack rolls or the damage rolls.
any one of the following conditions currently affecting you: bleed, blind, confused, Greater Two-Weapon Fighting (Granted) [CR]
cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, You are incredibly skilled at fighting with two weapons at the same time.
frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or
stunned. All other conditions and effects remain, even those resulting from the You get a third attack with your off-hand weapon, albeit at a -10 penalty.
same spell or effect that caused the selected condition. You can use this ability at Improved Two-Weapon Fighting (Granted) [CR]
the start of your turn even if a condition would prevent you from acting. You are skilled at fighting with two weapons.
Weapon and Armor Proficiency [ ACG ] In addition to the standard single extra attack you get with an off-hand weapon,
A slayer is proficient with all simple and martial weapons, as well as with light you get a second attack with it, albeit at a -5 penalty.
armor, medium armor, and shields (except tower shields). Two-Weapon Fighting (Granted) [CR]
Weapon Familiarity (Ex) [ ISR ]

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 6
You can fight with a weapon in each of your hands. You can make one extra
attack each round with the secondary weapon.
Your penalties on attack rolls for fighting with two weapons are reduced. The
penalty for your primary hand lessens by 2 and the one for your off hand lessens
by 6. See Two-Weapon Fighting in Chapter 8.
Weapon Finesse (Granted) [CR]
You are trained in using your agility in melee combat, as opposed to brute
strength.
With a light weapon, rapier, whip, or spiked chain made for a creature of your
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.

Proficiencies
Aldori Dueling Sword, Amentum, Atlatl, Throwing Axe, Bardiche, Battle
Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Boar
Spear, Brass Knuckles, Nine Ring Broadsword, Butterfly Sword, Cat-O'-Nine-Tails,
Cestus, Chakram, Club, Combat Scabbard, Hand Crossbow, Heavy Crossbow,
Light Crossbow, Dagger, Chain Dagger, Punching Dagger, Dart, Dogslicer,
Double Chicken Saber, Earth Breaker, Elven Leafblade, Elven Thornblade,
Falchion, Light Flail, Heavy Flail, Gaff, Gauntlet, Spiked Gauntlet, Gladius,
Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme,
Halberd, Light Hammer, Hanbo, Handaxe, Hooked Lance, Horsechopper, Hunga
Munga, Iron Brush, Javelin, Jutte, Kasatha Spinal Sword, Katana, Kerambit,
Khakkhara, Klar, Kukri, Lance, Laser Torch, Longbow, Longspear, Longsword,
Lucerne Hammer, Lungchuan Tamo, Heavy Mace, Light Mace, Mattock, Mere
Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Heavy
Pick, Light Pick, Pilum, Pliers, Poisoned Sand Tube, Quarterstaff, Ranseur,
Rapier, Drow Razor, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore,
Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle,
Skull, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Spiked Armor, Splash
Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Bastard Sword,
Short Sword, Tri-Point Double-Edged Sword, Sword Cane, Syringe spear,
Tepoztopilli, Terbutje, Great Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow
Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light
Crossbow, War Flute, War Razor, Dwarven Waraxe, Warhammer, Wushu Dart

Templates
Celestial Creature

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 7
Innate
At Will Dancing Lights
At Will Deeper Darkness
At Will Detect Magic
❏Dispel Magic
❏Divine Favor
At Will Feather Fall (DC:10)
At Will Levitate
❏Suggestion (DC:20)

Ring of Freedom of Movement Spell-like Abilities


At Will Freedom of Movement
(DC:10)
Innate Racial Spells
Name School Time Duration Range Source
At Will Dancing Lights Evocation [Light] 1 standard action 1 minute [D] Medium (300 ft.) CR:p.263
[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
At Will Deeper Darkness Evocation [Darkness] 1 standard action 20 minutes [D] Touch CR:p.265
[V, M/DF] TARGET: Object touched; EFFECT: This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. [SR:No]
At Will Detect Magic Divination 1 standard action Concentration, up to 20 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏ Dispel Magic Abjuration 1 standard action Instantaneous Medium (300 ft.) CR:p.272
[V, S] TARGET: One spellcaster, creature, or object; EFFECT: You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter
another spellcaster's spell. [SR:No]
❏ Divine Favor Evocation 1 standard action 1 minute Personal CR:p.273
[V, S, DF] TARGET: You; EFFECT: Calling upon the strength and wisdom of a deity, you gain a +3 luck bonus on attack and weapon damage rolls.
At Will Feather Fall Transmutation, AirSchool 1 immediate action Until landing or 20 rounds Close (75 ft.) CR:p.281
[V] TARGET: 20 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart; EFFECT: The affected creatures or objects fall slowly. [SR:Yes (object); DC:10, Will negates (harmless) or Will negates
(object);]
At Will Levitate Transmutation, AirSchool 1 standard action 20 minutes [D] Personal or Close CR:p.304
[V, S, F] TARGET: You or one willing creature or one object [total weight up to 2000 lbs.]; EFFECT: Levitate allows you to move yourself, another creature, or an object up and down as you wish. [SR:No]
❏ Suggestion Enchantment (Compulsion) [Language-Dependent, 1 standardMind-Affecting]
action 20 hours or until completed Close (75 ft.) CR:p.350
[V, M] TARGET: One living creature; EFFECT: You influence the actions of the target creature by suggesting a course of activity. [SR:Yes; DC:20, Will negates]
* =Domain/Speciality Spell

Ring of Freedom of Movement Spell-like Abilities


Name School Time Duration Range Source
At Will Freedom of Movement Abjuration 1 standard action 70 minutes Personal or touch CR:p.287
[V, S, M, DF] TARGET: You or creature touched; EFFECT: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such
as paralysis, solid fog, slow, and web. [SR:Yes (harmless); DC:10, Will negates (harmless)]
* =Domain/Speciality Spell

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 8
Valanna
Drow Noble
RACE
136
AGE
Female
GENDER
Blindsense (30 ft.), Darkvision (340 ft.), Low-Light Vision, True
Seeing
VISION
None
ALIGNMENT
Ambidextrous
DOMINANT HAND
6' 0"
HEIGHT
146 lbs.
WEIGHT
Tourquoise blue
EYE COLOUR
Dark blue
SKIN COLOUR
Platinum blonde, Long
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Varisia
REGION
Shelyn
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Valanna PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:26)
Player: Created using PCGen v6.08.00 RC8 on Feb 14, 2020 at 12:58:55 AM Page 9

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