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Tyril None Varisia None

Character Name Player Name Deity Region Alignment


Blindsense (30 ft.),
Darkvision (300 ft.),
Low-Light Vision,
Outsider 20 Succubus / Fey Medium / 5 ft. 6' 0" / 146 lbs. True Seeing
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
20 (16) 0 / 2400001 4268 Female Red Black, Very 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 18 +4 18 +4 HP 440 15/epic; 10/


Strength
hit points
Cold Iron
Walk 30 ft., Fly
DEX 36 +13 36 +13 or Good;
45 ft.(Perfect)
Dexterity
10/Evil and
CON 28 +9 28 +9 cold iron
Constitution

INT 24 +7 24 +7 AC 63 : 50 : 48 = 10 + 8 + 0 + 13 + 0 + 7 + 5 + 0 + 0 + 5 + 5 + 5 + 20
armor class
Intelligence
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

WIS
ARMOR TION

16 +3 16 +3
BONUS BONUS

Wisdom INITIATIVE +25 +13 +12 = +


0 +0 21 15 15 15 10
CHA 38 +14 38 +14
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Charisma MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY

Encumbrance Light TOTAL SKILLPOINTS: 260


SKILLS MAX RANKS: 20/20

SAVING THROWS TOTAL SKILL NAME


BASE ABILITY MAGIC MISC EPIC TEMP KEY ABILITY SKILL ABILITY RANKS MISC
MODIFIER MODIFIER MODIFIER
SAVE

FORTITUDE +40 =
+6 +
+9 +25 +0 + + +
+0 + ✓ Acrobatics DEX 42 = 13 + 20 + 9
(constitution) ✓ Appraise INT 7 = 7
REFLEX +50 = +12 + +13 + +25 + +0 +
+0 + ✓ Bluff CHA 45 = 14 + 20 + 11
(dexterity)
✓ Climb STR 4 = 4
WILL +40 +12 = +
+3 +25 +0 + + +
+0 +
Craft (Jewelry) INT 15 = 7 + 5 + 3
(wisdom)
✓ Craft (Untrained) INT 7 = 7
Conditional Save Modifiers: ✓ Diplomacy CHA 37 = 14 + 20 + 3
+2 trait bonus on saving throws against fear effects ✓ Disguise CHA 37 = 14 + 20 + 3
+4 bonus on saves against mind-affecting effects ✓ Escape Artist DEX 13 = 13
✓ Fly DEX 50 = 13 + 20 + 17
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
=
✓ Heal WIS 3 3
MELEE +24/+19/ = +20/+15/+10/+5 + +4 + +0 + +0 + 0 +
✓ Intimidate CHA 14 = 14
attack bonus
+14/+9 = + +
Knowledge (Local) INT 30 7 20 3
RANGED +33/+28/ = +20/+15/+10/+5 + +13 + +0 + +0 + 0 + Knowledge (Planes) INT 30 = 7 + 20 + 3
attack bonus
+23/+18 ✓ Perception WIS 38 = 3 + 20 + 15
CHA 38 = 14 + 20 + 4
CMB +24/+19/ = +20/+15/+10/+5 + +4 + +0 + + + Perform (Dance)
= + +
attack bonus
+14/+9 Perform (Sing) CHA 32 14 15 3
BULL ✓ Perform (Untrained) CHA 14 = 14
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Profession (Courtesan) WIS 23 = 3 + 20
CMB +24/+19/+14/+9 +24/+19/+14/+9 +24/+19/+14/+9 +24/+19/+14/+9 +24 +24
✓ Ride DEX 13 = 13
CMD 72 72 72 72 72 72 ✓ Sense Motive WIS 30 = 3 + 20 + 7
DIRTY TRICK DRAG REPOSITION STEAL
Stealth DEX 36 = 13 + 20 + 3
CMB +24 +24 +24 +24 ✓
✓ Survival WIS 3 = 3
CMD 72 72 72 72 =
✓ Swim STR 4 4
= + +
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
(nonlethal only) +24/+19/+14/+9 1d3+4 20/x2 5 ft. = + +
Special Properties: ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 1
*Adamantine/+5/Ghost HAND TYPE SIZE CRITICAL REACH
Mythic Power
Primary PS M 17-20/x2 5 ft.
Touch/Keen/Speed Gladius Uses per Day ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
TOTAL ATTACK BONUS DAMAGE
❏❏❏❏❏ ❏❏
+29/+29/+24/+19/+14 1d6+9 Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing
Special Properties: adamantine, ignore hardness less than 20, deals damage normally against deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend
incorporeal creatures regardless of bonus, threat range doubled, grants one extra attack at full 27 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to
base attack bonus when making a full-attack action regain uses of your mythic power, you can never have more than this amount. [Paizo Publishing LLC
- Mythic Adventures, p.12]

*Claw HAND TYPE SIZE CRITICAL REACH


Amazing Initiative:You gain a +12 bonus on initiative checks. In addition, as a free action on your
Primary PS M 20/x2 5 ft. turn, you can expend one use of mythic power to take an additional standard action during that turn.
TOTAL ATTACK BONUS DAMAGE 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]
+24/+24 1d6+4
Fast Healing (3x):As a swift action, you can expend one use of mythic power to gain fast healing 15
+5/Ghost Touch/Keen/ HAND TYPE SIZE CRITICAL REACH for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier
or higher. Each additional time you take this ability, the fast healing increases by 5. [Paizo Publishing
Equipped P M 17-20/x2 5 ft.
Distance Light Crossbow LLC - Mythic Adventures, p.28]

Range: 30 ft. To Hit: +40/+35/+30/+25 Damage: 1d8+7 Force of Will:You can exert your will to force events to unfold as you would like. As an immediate
action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-
160 ft. 320 ft. 480 ft. 640 ft. 800 ft.
mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed.
TH +38/+33/ +36/+31/ +34/+29/ +32/+27/ +30/+25/ Whoever rerolls a roll must take the result of the second roll, even if it is lower. [Paizo Publishing LLC
+28/+23 +26/+21 +24/+19 +22/+17 +20/+15 - Mythic Adventures, p.13]
Dam 1d8+5 1d8+5 1d8+5 1d8+5 1d8+5 Recuperation:You are restored to full hit points after 8 hours of rest so long as you aren't dead. In
960 ft. 1120 ft. 1280 ft. 1440 ft. 1600 ft. addition, by expending one use of mythic power and resting for 1 hour, you regain 220 hit points (up
TH +28/+23/ +26/+21/ +24/+19/+14/+9 +22/+17/+12/+7 +20/+15/+10/+5 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
+18/+13 +16/+11 on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic
Dam 1d8+5 1d8+5 1d8+5 1d8+5 1d8+5 power or any mythic abilities that are limited to a number of times per day. [Paizo Publishing LLC -
Mythic Adventures, p.12]
Special Properties: range increment doubled, darkwood, deals damage normally against
incorporeal creatures regardless of bonus, threat range doubled Sudden Block: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 +12 to your AC or the ally's AC against this attack.
*: weapon is equipped The creature making the attack must make two attack rolls and take the lower result. Once the
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. damage from this attack bypasses all damage reduction. [Paizo Publishing LLC - Mythic Adventures,
p.26]
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE
Surge:You can call upon your mythic power to overcome difficult challenges. You can expend one
*Heavy Fortification/Ghost +8 +0 0 use of mythic power to increase any d20 roll you just made by rolling 1d12 and adding it to the result.
Using this ability is an immediate action taken after the result of the original roll is revealed. This can
Touch Bracers of Armor +8 change the outcome of the roll. [Paizo Publishing LLC - Mythic Adventures, p.12]
75% chance to negate critical hits and sneak attacks,
armor and enhancement count vs. incorporeal attacks Surprise Strike:As a swift action, you can expend one use of mythic power to make a melee attack
or ranged attack against a target within 30 feet, in addition to any other attacks you make this round.
*Ring of Protection +5 +5 +0 0 When you make a surprise strike, the target is considered flat-footed regardless of any class features
or abilities it might have, and you add +12 to the attack roll. Damage from this attack bypasses
damage reduction. [Paizo Publishing LLC - Mythic Adventures, p.44]

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,
dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked,
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
ability at the start of your turn even if a condition would prevent you from acting. [Paizo Publishing
LLC - Mythic Adventures, p.13]

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 2
Mithral/+5/Keen Kukri HAND TYPE SIZE CRITICAL REACH EQUIPMENT
Equipped S M 15-20/x2 5 ft. ITEM LOCATION QTY WT / COST
TOTAL ATTACK BONUS DAMAGE
Grappling Hook, Mithral Handy 1 2 / 2,001
+29/+24/+19/+14 1d4+9 Haversack
Special Properties: mithral, threat range doubled
Grooming Kit Handy 1 2/1
Haversack
Mithral/+5/Undead HAND TYPE SIZE CRITICAL REACH
Superior Lock Handy 1 1 / 150
Equipped BP M 19-20/x2 5 ft.
Bane/Ghost Touch/ Haversack
Holy/Keen Morningstar Mess Kit Handy 1 1 / 0.2
Haversack
TOTAL ATTACK BONUS DAMAGE
Rope, Spider Silk (50 ft.) Handy 1 4 / 100
+29/+24/+19/+14 1d8+9 Haversack
Special Properties: mithral, Undead Bane weapons have +2 enhancement bonus and deal Sack Handy 6 0.5 (3) /
+2d6 bonus damage against the chosen foe, deals damage normally against incorporeal
Haversack 0.1 (0.6)
creatures regardless of bonus, threat range doubled, good aligned, +2d6 damage against
evil targets, 1 negative level bestowed to evil wielder Shaving Kit Handy 1 0.5 / 1.5
Haversack
EQUIPMENT Shovel, Folding Handy 1 12 / 10
ITEM LOCATION QTY WT / COST Haversack
Circlet ( AC Bonus (Profane) (+5)/ Equipped 1 0 / 225,000 Signal Horn Handy 1 2/1
Haversack
Save Bonus (Profane) (+5))
Profane bonus to armor class of +5, Profane bonus to all saving throws of +5
Soap Handy 1 0.5 / 0
Haversack
Amulet ( AC Bonus (Sacred) (+5)/ Equipped 1 0 / 162,500 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Save Bonus (Sacred) (+5)) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Sacred bonus to armor class of +5, Sacred bonus to all saving throws of +5 Spyglass Handy 1 1 / 1,000
Adamantine/+5/Ghost Touch/Keen/ Equipped 1 3 / 203,015 Haversack
Speed Gladius Survival Kit (Masterwork) Handy 1 5 / 50
Haversack
adamantine, ignore hardness less than 20, deals damage normally against incorporeal creatures regardless of
bonus, threat range doubled, grants one extra attack at full base attack bonus when making a full-attack action Small Tent Handy 1 20 / 10
Gloves ( AC Bonus (Luck) (+5)/ Save Equipped 1 0 / 162,500 Haversack
Setup time of 20 min.
Bonus (Luck) (+5)) Waterskin Handy 1 4/1
Luck bonus to armor class of +5, Luck bonus to all saving throws of +5Plural: No
Haversack
Claw Equipped 1 0/0
Gear Maintenance Kit Handy 1 2/5
Heavy Fortification/Ghost Touch Equipped 1 1 / 64,000 Haversack
Bracers of Armor +8 This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra
leather straps, a sewing needle, and a few buttons.
75% chance to negate critical hits and sneak attacks, armor and enhancement count vs. incorporeal attacksAura:
moderate conjuration, Caster Level: 7th, Construction Cost: 32,000 gp, Construction Requirements: Craft Climber's Kit Handy 1 5 / 80
Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the Haversack
bracers, plus any requirements of the armor special abilities, Plural: No, Slot: wrists
Courtesan's Kit Handy 1 5 / 10
Ring of Protection +5 Equipped 1 0 / 50,000 Haversack
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 25,000 gp, Construction Requirements: Forge Ring, Includes razor, scented oils and salves, frangrances, warming pot, variety of outfits, books of poetry, literature,
shield of faith, caster must be of a level at least three times the bonus of the ring, Slot: ring plays
Ring of Freedom of Movement Equipped 1 0 / 40,000 Vampire Slayer's Kit Handy 1 8 / 500
Aura: moderate abjuration, Caster Level: 7th, Construction Cost: 20,000 gp, Construction Requirements: Forge Haversack
Ring, freedom of movement, Slot: ring Contains numerous tools and devices used in hunting and slaying vampires.
Outfit (Courtesan's) Equipped 1 4/8 Undead Slayer's Kit Handy 1 7 / 402
Corset ( AC Bonus (Insight) (+5)/ Equipped 1 0 / 225,000 Haversack
This kit includes a wooden holy symbol, a necklace of garlic bulbs, a hammer, a wooden stake, 2 flasks of holy
Save Bonus (Insight) (+5)) water, one sunrod, a potion of lesser restoration, and a potion of protection from evil.
(Corset ( AC Bonus (Insight) (+5)/ Save Bonus (Insight) (+5))), Insight bonus to armor class of +5, Insight bonus to Bag of Holding (Type IV) Handy 1 60 / 10,000
all saving throws of +5
Haversack
Heavyload Belt Equipped 1 3 / 2,000 Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 5,000 gp, Construction Requirements: Craft
Cloak of Resistance +5 Equipped 1 1 / 25,000 Wondrous Item, secret chest, Slot: none

Aura: faint abjuration, Caster Level: 5th, Construction Cost: 12,500 gp, Construction Requirements: Craft
Belt Pouch Equipped 1 0.5 / 1
Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus, Slot: shoulders Signet Ring Equipped 1 0/5
Boots of the Cat Equipped 1 1 / 1,000
TOTAL WEIGHT CARRIED/VALUE 18.5 lbs. 1,580,800.8gp
Wearer always takes minimum damage from falls.
Handy Haversack Equipped 1 5 / 2,000 WEIGHT ALLOWANCE
Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 1,000 gp, Construction Requirements: Craft Light 400 Medium 800 Heavy 1200
Wondrous Item, secret chest, Slot: none184 lbs., 1 +5/Ghost Touch/Keen/Distance Light Crossbow, 1 Mithral/+5/
Keen Kukri, 1 Mithral/+5/Undead Bane/Ghost Touch/Holy/Keen Morningstar, 6 Crossbow Bolts (10), 14 Elven Trail Lift over head 1200 Lift off ground 2400 Push / Drag 6000
Rations, 30 Night Tea, 10 Sunrod, 1 Winter Blanket, 1 Grappling Hook, Mithral, 1 Grooming Kit, 1 Superior Lock,
1 Mess Kit, 1 Rope, Spider Silk (50 ft.), 6 Sack, 1 Shaving Kit, 1 Shovel, Folding, 1 Signal Horn, 1 Soap, 1 Spyglass, 1 MONEY
Survival Kit (Masterwork), 1 Small Tent, 1 Waterskin, 1 Gear Maintenance Kit, 1 Climber's Kit, 1 Courtesan's Kit, 1
Vampire Slayer's Kit, 1 Undead Slayer's Kit, 1 Bag of Holding (Type IV)
Total= 0 gp
+5/Ghost Touch/Keen/Distance Handy 1 2 / 128,375 MAGIC
Light Crossbow Haversack
range increment doubled, darkwood, deals damage normally against incorporeal creatures regardless of bonus,
Languages
threat range doubled Abyssal, Celestial, Common, Draconic, Shoanti, Sylvan, Varisian
Mithral/+5/Keen Kukri Handy 1 1 / 73,008
Haversack Other Companions
mithral, threat range doubled
Mithral/+5/Undead Bane/Ghost Handy 1 3 / 203,008 Traits
Touch/Holy/Keen Morningstar Haversack Courageous [Paizo Inc. - Advanced
mithral, Undead Bane weapons have +2 enhancement bonus and deal +2d6 bonus damage against the chosen Player's Guide, p.328]
foe, deals damage normally against incorporeal creatures regardless of bonus, threat range doubled, good
aligned, +2d6 damage against evil targets, 1 negative level bestowed to evil wielder
Your childhood was brutal, yet you persevered primarily through force of will
Crossbow Bolts (10) Handy 6 1 (6) / 1 (6) and the hope that no matter how hard things might get, as long as you kept a level
Haversack head you'd make it through. You gain a +2 trait bonus on saving throws against
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ fear effects.
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Talented (Perform (Dance)) [Paizo Publishing -
❏❏❏❏❏ ❏❏❏❏❏
Ultimate Campaign,
Elven Trail Rations Handy 14 1 (14) / 2 (28)
p.61]
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ Haversack
You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on
Night Tea Handy 30 0 (0) / 0.1 (3)
checks with a single Perform skill (your choice), and all Perform skills are always
Haversack
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ class skills for you.
❏❏❏❏❏
Renders female target sterile for 1 day
Sunrod Handy 10 1 (10) / 2 (20) Special Attacks
Haversack Energy Drain (Su) [Paizo Inc. - Bestiary,
❏❏❏❏❏ ❏❏❏❏❏ p.68]
Bright Illumination: 30 ft., Duration: 6 hr., Shadowy Illumination: 60 ft.
Winter Blanket Handy 1 3 / 0.5 A succubus drains energy from a mortal she lures into an act of passion, such
Haversack as a kiss. An unwilling victim must be grappled before the succubus can use this
TOTAL WEIGHT CARRIED/VALUE 18.5 lbs. 1,580,800.8gp ability. The succubus's kiss bestows one negative level. The kiss also has the effect
of a suggestion spell, asking the victim to accept another act of passion from the

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 3
succubus. The victim must succeed on a DC 34 Will save to negate the suggestion. still visible as what they seem to be. Likewise, darkvision subjects a creature to
The DC is 22 for the Fortitude save to remove a negative level. gaze attacks normally. The presence of light does not spoil darkvision.
Mythic Power (Su) [Paizo Publishing LLC - Detect Good (Sp) [Paizo Inc. - Bestiary 2,
Mythic Adventures, p.12] p.266]
Mythic characters can draw upon a wellspring of power to accomplish amazing You can Detect Good, as per the spell, as a constant ability. Constant spell-like
deeds and cheat fate. This power is used by a number of different abilities. Each abilities function at all times but can be dispelled. Constant spell-like abilities can
day, you can expend 27 mythic power. This amount is your maximum amount of be reactivated a as a swift action.
mythic power. If an ability allows you to regain uses of your mythic power, you Energy Resistance (Acid) (Ex) [Paizo Inc. - Bestiary 3,
can never have more than this amount. p.116]
Profane Gift (Su) [Paizo Inc. - Bestiary, A fey creature gains resistance 10 to one energy type, or increases an existing
p.68] resistance by 10. Resistance increased beyond 30 becomes immunity instead. This
Once per day as a full-round action, a succubus may grant a profane gift to a ability can be selected more than once.
willing humanoid creature by touching it for 1 full round. The target gains a +2 Energy Resistance (Cold) (Ex) [Paizo Inc. - Bestiary 3,
profane bonus to an ability score of his choice. A single creature may have no p.116]
more than one profane gift from a succubus at a time. As long as the profane gift A fey creature gains resistance 10 to one energy type, or increases an existing
persists, the succubus can communicate telepathically with the target across any resistance by 10. Resistance increased beyond 30 becomes immunity instead. This
distance (and may use her suggestion spell-like ability through it). A profane gift ability can be selected more than once.
is removed by dispel evil or dispel chaos. The succubus can remove it as well as a Energy Resistance (Sonic) (2x) (Ex) [Paizo Inc. - Bestiary 3,
free action (causing 2d6 Charisma drain to the victim, no save). p.116]
Smite Evil (Su) [Paizo Inc. - Bestiary, A fey creature gains resistance 10 to one energy type, or increases an existing
p.294] resistance by 10. Resistance increased beyond 30 becomes immunity instead. This
1/day as a swift action. Add +14 to attack rolls and +20 damage bonus against ability can be selected more than once.
evil foes; smite persists until target is dead or the celestial creature rests. Evasion (Ex) [Paizo Inc. - Bestiary 3,
Sudden Block [Paizo Publishing LLC - p.116]
Mythic Adventures, p.26] A fey creature gains evasion, as the rogue ability of the same name.
As an immediate action, you can expend one use of mythic power to hinder a Fast Healing (3x) (Ex) [Paizo Publishing LLC -
melee attack made against you or an adjacent ally. Add +12 to your AC or the Mythic Adventures, p.28]
ally's AC against this attack. The creature making the attack must make two attack
As a swift action, you can expend one use of mythic power to gain fast healing
rolls and take the lower result. Once the attack is resolved, you or your ally (your
15 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a
choice) can make one melee attack against the creature. The damage from this
third time at 6th tier or higher. Each additional time you take this ability, the fast
attack bypasses all damage reduction.
healing increases by 5.
Surprise Strike [Paizo Publishing LLC -
Force of Will (Ex) [Paizo Publishing LLC -
Mythic Adventures, p.44]
Mythic Adventures, p.13]
As a swift action, you can expend one use of mythic power to make a melee
You can exert your will to force events to unfold as you would like. As an
attack or ranged attack against a target within 30 feet, in addition to any other
immediate action, you can expend one use of mythic power to reroll a d20 roll you
attacks you make this round. When you make a surprise strike, the target is
just made, or force any non-mythic creature to reroll a d20 roll it just made. You
considered flat-footed regardless of any class features or abilities it might have,
can use this ability after the results are revealed. Whoever rerolls a roll must take
and you add +12 to the attack roll. Damage from this attack bypasses damage
the result of the second roll, even if it is lower.
reduction.
Guardian [Paizo Publishing LLC -
Mythic Adventures, p.26]
Special Qualities
Not all mythic characters seek glory and fame for themselves. Some take a more
Aligned (Chaotic, Evil) [Paizo Inc. - Bestiary,
humble route, watching over those dear to them or the lands they call home.
p.312]
Guardians seek connections with those around them, even the beasts, and draw
Your natural weapons, as well as any weapons you wield, are treated as Chaotic their power from the trust of such bonds. This doesn't mean that all guardians
and Evil for the purpose of resolving damage reduction. are peaceful--indeed many use violent means to further their goals and safeguard
Amazing Initiative (Ex) [Paizo Publishing LLC - those they watch over. But they find worth in those who travel with them. In battle,
Mythic Adventures, p.12] none can take the sort of punishment and wounds that a guardian can sustain.
You gain a +12 bonus on initiative checks. In addition, as a free action on your Role: When others would retreat, you stand your ground. Your place is at the
turn, you can expend one use of mythic power to take an additional standard front of the battle, taking every hit your enemies can give while daring them to
action during that turn. This additional standard action can't be used to cast a dish out more. Your job is to stop your enemies' advance, interposing yourself
spell. You can't gain an extra action in this way more than once per round. in the path of peril. You'll gladly take all that brutal punishment and return the
Beyond Morality (Ex) [Paizo Publishing LLC - beating with zeal. The wounds you suffer might kill a lesser hero, but you relish
Mythic Adventures] the thrill of combat, confident that your physical and mental perfection will lead
You have no alignment. You can become a member of any class, even one with to victory.
an alignment requirement, and can never lose your membership because of a Classes: Any class that is frequently in the middle of a chaotic melee will
change in alignment. If you violate the code of ethics of any of your classes, you find many valuable abilities within the guardian path. Barbarians, cavaliers,
might still lose access to certain features of such classes, subject to GM discretion. fighters, inquisitors, monks, and paladins all make excellent guardians. Some of
Attempts to detect your alignment don't return any results. If a class restricts you the guardian's powers also lend themselves to the druid, ranger, or even the
from casting spells with an alignment descriptor, you can cast such spells without summoner, granting bonuses to companions and allies.
restrictions or repercussions. If you're the target of a spell or effect that is based Hard to Kill (Ex) [Paizo Publishing LLC -
on alignment, you're treated as the most favorable alignment when determining Mythic Adventures, p.12]
the spell's effect on you. Any effects that alter alignment have no effect on you. If Whenever you're below 0 hit points, you automatically stabilize without needing
you lose this effect, you revert to your previous alignment. to attempt a Constitution check. If you have an ability that allows you to act while
Blindsense (Ex) [Paizo Inc. - Bestiary] below 0 hit points, you still lose hit points for taking actions, as specified by that
Range 30 ft.; Other creatures have blindsense, a lesser ability that lets the ability. Bleed damage still causes you to lose hit points when below 0 hit points.
creature notice things it cannot see, but without the precision of blindsight. The In addition, you don't die until your total number of negative hit points is equal
creature with blindsense usually does not need to make Spot or Listen checks to to or greater than double your Constitution score.
notice and locate creatures within range of its blindsense ability, provided that Immortal (Su) [Paizo Publishing LLC -
it has line of effect to that creature. Any opponent the creature cannot see has Mythic Adventures, p.13]
total concealment (50% miss chance) against the creature with blindsense, and If you are killed, you return to life 24 hours later, regardless of the condition
the blindsensing creature still has the normal miss chance when attacking foes of your body or the means by which you were killed. When you return to life,
that have concealment. Visibility still affects the movement of a creature with you aren't treated as if you had rested, and don't regain the use of abilities that
blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor recharge with rest until you next rest. This ability doesn't apply if you're killed by
Class against attacks from creatures it cannot see. a coup de grace or critical hit performed by either a mythic creature (or creature
Change Shape (Su) [Paizo Inc. - Bestiary, of even greater power) or a non-mythic creature wielding a weapon capable of
p.68] bypassing epic damage reduction. At 10th tier, you can be killed only by a coup
You have the ability to assume the appearance of a small or medium humanoid, de grace or critical hit made with an artifact.
but retains most of your own physical qualities. You cannot change shape to a Immunity to Electricity (Ex) [Paizo Inc. - Bestiary,
form more than one size category smaller or larger than your original form. This p.301]
ability functions as a polymorph spell, but you do not adjust your ability scores You never take electricity damage.
(although you gain any other abilities of the creature you mimic). Immunity to Fire (Ex) [Paizo Inc. - Bestiary,
Darkvision (Ex) [Paizo Inc. - Bestiary] p.301]
Range 240 ft.; Darkvision is the extraordinary ability to see with no light source You never take fire damage.
at all, out to a range specified for the creature. Darkvision is black and white only Immunity to Poison (Ex) [Paizo Inc. - Bestiary,
(colors cannot be discerned). It does not allow characters to see anything that p.301]
they could not see otherwise-invisible objects are still invisible, and illusions are You never take poison damage.

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 4
Impervious Body (3x) (Su) [Paizo Publishing LLC - You can speak and understand the language of any intelligent creature, whether
Mythic Adventures] it is a racial tongue or a regional dialect, as per the spell Tongues, as a constant
You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher ability. Constant spell-like abilities function at all times but can be dispelled.
and a third time at 9th tier or higher. Each additional time it's taken, the DR Constant spell-like abilities can be reactivated as a swift action.
increases by 5. Trickster [Paizo Publishing LLC -
Legendary Hero (Su) [Paizo Publishing LLC - Mythic Adventures, p.44]
Mythic Adventures, p.13] Seen only when they choose to be seen, tricksters manipulate kings and
You have reached the height of mortal power. You regain uses of your mythic peasants alike, usually without anyone sensing their inf luence. Characters who
power at the rate of one use per hour, in addition to completely refreshing your rely upon their skills and wit find themselves drawn to the trickster's path. The
uses each day. mythic power of these heroes allows them to perform tasks that most would
Low-Light Vision (Ex) [Paizo Inc. - Bestiary] consider impossible. They can climb any wall, swim any current, and move without
You can see x2 as far as humans in low illumination. Characters with low-light being seen by even the most observant guard. When they strike at their foes, they
vision have eyes that are so sensitive to light that they can see twice as far as do so with unmatched accuracy.
normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light Role: As a trickster, your role in the party is one of deception and manipulation.
vision can read a scroll as long as even the tiniest candle flame is next to her as You have access to a number of abilities that empower you to confound your foes,
a source of light. Characters with low-light vision can see outdoors on a moonlit both physically and mentally. With a subtle jest or twist of phrase, you can steer
night as well as they can during the day. entire cities and even nations to do your bidding--but should that fail, you can
Mythic Saving Throws (Ex) [Paizo Publishing LLC - always rely on a dagger from the shadows.
Mythic Adventures, p.13] Classes: Members of any class that relies on skills would make good tricksters, as
would those who heavily utilize ranged combat or magical methods of subterfuge.
Whenever you succeed at a saving throw against a spell or special ability, you
The alchemist, bard, and rogue all have a number of abilities that fit well with
suffer no effects as long as that ability didn't come from a mythic source (such
the trickster. Gunslingers, monks, and rangers will also find that the trickster has
as a creature with a mythic tier or mythic ranks). If you fail a saving throw that
more than a few interesting options.
results from a mythic source, you take the full effects as normal.
Unstoppable (Ex) [Paizo Publishing LLC -
Mythic Sight (2x) (Sp) [Paizo Publishing LLC -
Mythic Adventures, p.13]
Mythic Adventures]
You can expend one use of mythic power as a free action to immediately end
When you take this ability, you gain blindsense out to a range of 30 feet. You
any one of the following conditions currently affecting you: bleed, blind, confused,
can take this ability twice. The second time you take it, you can see illusions and
cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued,
magical deceptions for what they truly are, as if using true seeing. This ability
frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or
doesn't apply to illusions and magical effects that were cast by other mythic
stunned. All other conditions and effects remain, even those resulting from the
creatures or that are affecting other mythic creatures. If this ability is dispelled,
same spell or effect that caused the selected condition. You can use this ability at
you can resume it as a free action.
the start of your turn even if a condition would prevent you from acting.
Mythic Tier [Paizo Publishing LLC -
Mythic Adventures, p.13]
Feats
You are a 10th-tier mythic character.
Acrobatic [Paizo Inc. - Core
Pierce the Darkness (Sp) [Paizo Publishing LLC -
Rulebook, p.113]
Mythic Adventures, p.50]
You are skilled at leaping, jumping, and flying.
You gain permanent darkvision with a 60-foot range, as the universal monster
ability. If you possess darkvision, the range increases by 60 feet. You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more
ranks in one of these skills, the bonus increases to +4 for that skill.
Recuperation (Ex) [Paizo Publishing LLC -
Mythic Adventures, p.12] Additional Traits [Paizo Inc. - Advanced
Player's Guide, p.150]
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 have more traits than normal
you regain 220 hit points (up to a maximum of your full hit points) and regain Alertness [Paizo Inc. - Core
the use of any class features that are limited to a certain number of uses per day Rulebook, p.117]
(such as barbarian rage, bardic performance, spells per day, and so on). This rest You often notice things that others might miss.
is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10
mythic power or any mythic abilities that are limited to a number of times per day. or more ranks in one of these skills, the bonus increases to +4 for that skill.
Resistance to Acid (Ex) [Paizo Inc. - Bestiary, Combat Reflexes [Paizo Inc. - Core
p.303] Rulebook, p.119]
You may ignore 15 points of Acid damage each time you take acid damage. You can make additional attacks of opportunity.
Resistance to Cold (Ex) [Paizo Inc. - Bestiary,
You may make 13 additional attacks of opportunity per round. With this feat, you
p.303]
may also make attacks of opportunity while flat-footed.
You may ignore 15 points of Cold damage each time you take cold damage.
Deepsight [Paizo Inc. - Advanced
Resistance to Sonic (Ex) [Paizo Inc. - Bestiary, Player's Guide, p.157]
p.303]
Your senses are especially keen in the utter darkness.
You may ignore 20 points of Sonic damage each time you take sonic damage.
Your darkvision has a range of 120 feet.
Spell-Like Abilities [Paizo Inc. - Bestiary 3,
p.116] Flyby Attack [Paizo Inc. - Bestiary,
p.315]
A fey creature with an Intelligence or Wisdom score of 8 or more has a
cumulative number of spell-like abilities depending on its Hit Dice. Unless This creature can make an attack before and after it moves while flying.
otherwise noted, an ability is usable once per day. Caster level equals the When flying, the creature can take a move action and another standard action at
creature's HD (or the caster level of the base creature's spell-like abilities, any point during the move. The creature cannot take a second move action during
whichever is higher). a round when it makes a flyby attack. Normal: Without this feat, the creature takes
Supreme Trickster [Paizo Publishing LLC - a standard action either before or after its move.
Mythic Adventures, p.44] Hover [Paizo Inc. - Bestiary,
Whenever you make an attack roll against a non-mythic foe, that foe is treated p.315]
as flat-footed, even if it has abilities that prevent it from being flat-footed. Once This creature can hover in place with ease and can kick up clouds of dust and
per round when you roll a natural 20 on an opposed skill check against a mythic debris.
foe, you regain one use of mythic power. A creature with this feat can halt its movement while flying, allowing it to hover
Surge (Su) [Paizo Publishing LLC - without needing to make a Fly skill check. If a creature of size Large or larger with
Mythic Adventures, p.12] this feat hovers within 20 feet of the ground in an area with lots of loose debris,
You can call upon your mythic power to overcome difficult challenges. You can the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The
expend one use of mythic power to increase any d20 roll you just made by rolling winds generated can snuff torches, small campfires, exposed lanterns, and other
1d12 and adding it to the result. Using this ability is an immediate action taken small, open flames of non-magical origin. Clear vision within the cloud is limited
after the result of the original roll is revealed. This can change the outcome of to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25
the roll. feet or more, creatures have total concealment (50% miss chance, and opponents
Telepathy (Su) [Paizo Inc. - Bestiary, cannot use sight to locate the creature). Normal: Without this feat, a creature must
p.305] make a Fly skill check to hover and the creature does not create a cloud of debris
You can mentally communicate with any other creature within 100 feet that has while hovering.
a language. It is possible to address multiple creatures at once telepathically, Point-Blank Shot [Paizo Inc. - Core
although maintaining a telepathic conversation with more than one creature at a Rulebook, p.131]
time is just as difficult as simultaneously speaking and listening to multiple people You are especially accurate when making ranged attacks against close target.
at the same time. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges
Tongues (Sp) [Paizo Inc. - Bestiary 2, of up to 30 feet.
p.360]

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 5
Precise Shot [Paizo Inc. - Core
Rulebook, p.131]
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee
without taking the standard -4 penalty on your attack roll.
Wingover [Paizo Inc. - Bestiary,
p.316]
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.
Acrobatic (Mythic) [Paizo Publishing LLC -
Mythic Adventures, p.54]
Your grace and fluidity are beyond compare.
The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. In
addition, you can expend one use of mythic power to treat an Acrobatics or Fly
check as if you had rolled a natural 20. You must decide to use this ability before
making the roll.
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.
Dual Path [Paizo Publishing LLC -
Mythic Adventures, p.63]
You follow two mythic paths.
Select a mythic path other than the path you selected at your moment
of ascension. You gain that path's 1st-tier ability (either archmage arcana,
champion's strike, divine surge, guardian's call, marshal's order, or trickster
attack). Each time you gain a path ability, you can select that path ability from
either path's list or the list of universal path abilities.
Mythic Paragon [Paizo Publishing LLC -
Mythic Adventures, p.70]
Your mythic power is even more potent than that of most other mythic beings.
Your tier is considered 2 higher for determining the potency of mythic abilities,
feats, and spells. This doesn't grant you access to mythic abilities or greater
versions of mythic spells at a lower tier than you would normally need to be to
get them, nor does it grant you additional uses of mythic power or adjust the dice
you roll for your surge.
Point-Blank Shot (Mythic) [Paizo Publishing LLC -
Mythic Adventures, p.71]
Your accuracy with ranged attacks is unmatched at point-blank range.
The bonus on attack and damage rolls granted by Point-Blank Shot increases
to +2. As a swift action, you can expend one use of mythic power to gain a +6
additional bonus on these 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, Claw, Club, Combat Scabbard, Heavy Crossbow,
Light Crossbow, Dagger, Chain Dagger, Punching Dagger, Dart, Dogslicer,
Double Chicken Saber, Earth Breaker, 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, 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
Fey Creature

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 6
Innate Racial Spells
Name School Time Duration Range Source
At Will Charm Monster Enchantment (Charm) [Mind-Affecting, WoodSchool]
1 standard action 12 days Close (55 ft.) CR:p.254
[V, S] TARGET: One living creature; EFFECT: This spell functions like charm person, except that the effect is not restricted by creature type or size. [SR:Yes; DC:28, Will negates]
❏ Confusion Enchantment (Compulsion) [Mind-Affecting] 1 standard action 20 rounds Medium (300 ft.) CR:p.258
[V, S, M/DF] TARGET: All creatures in a 15-ft.-radius burst; EFFECT: This spell causes confusion in the targets, making them unable to determine their actions. [SR:Yes; DC:28, Will negates]
❏❏❏ 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]
❏ Deep Slumber Enchantment (Compulsion) [Mind-Affecting] 1 round 20 minutes Close (75 ft.) CR:p.265
[V, S, M] TARGET: One or more living creatures within a 10-ft.-radius burst; EFFECT: This spell functions like sleep, except that it affects 10 HD of targets. [SR:Yes; DC:27, Will negates]
At Will Detect Good Divination 1 standard action Concentration, up to 120 minutes [D] 60 ft. CR:p.267
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the presence of good. [SR:No]
At Will Detect Thoughts Divination [Mind-Affecting] 1 standard action Concentration, up to 12 minutes [D] 60 ft. CR:p.268
[V, S, F/DF] TARGET: Cone-shaped emanation; EFFECT: You detect surface thoughts. [SR:No; DC:26, Will negates; see text]
❏ Dominate Person Enchantment (Compulsion) [Mind-Affecting] 1 round 12 days Close (55 ft.) CR:p.274
[V, S] TARGET: One humanoid; EFFECT: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. [SR:Yes; DC:29, Will negates]
❏ Entangle Transmutation [WoodSchool] 1 standard action 20 minutes [D] Long (1200 ft.) CR:p.278
[V, S, DF] TARGET: Plants in a 40-ft.-radius spread; EFFECT: This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. [SR:No; DC:25, Reflex partial; see text]
At Will Ethereal Jaunt (self plus 50 lbs. of objects only)Transmutation 1 standard action 12 rounds [D] Personal B1:p.279
[V, S] TARGET: You; EFFECT: You become ethereal, along with your equipment.
❏ Faerie Fire Evocation [Light] 1 standard action 20 minutes [D] Long (1200 ft.) CR:p.280
[V, S, DF] TARGET: Creatures and objects within a 5-ft.-radius burst; EFFECT: A pale glow surrounds and outlines the subjects who shed light as candles. [SR:Yes]
❏ Feeblemind Enchantment (Compulsion) [Mind-Affecting] 1 standard action Instantaneous Medium (300 ft.) CR:p.281
[V, S, M] TARGET: One creature; EFFECT: Target creature's Intelligence and Charisma scores each drop to 1. [SR:Yes; DC:29, Will negates; see text]
❏ Glitterdust Conjuration, EarthSchool (Creation) [MetalSchool]
1 standard action 20 rounds Medium (300 ft.) CR:p.290
[V, S, M (ground mica)] TARGET: Creatures and objects within 10-ft.-radius spread; EFFECT: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible
things for the duration of the spell. [SR:No; DC:26, Will negates (blinding only)]
❏ Irresistible Dance Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1d4+1 rounds Touch CR:p.303
[V] TARGET: Living creature touched; EFFECT: The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. [SR:Yes; DC:32, Will partial]
❏ Major Image Illusion (Figment) 1 standard action Concentration + 3 rounds Long (1200 ft.) CR:p.311
[V, S, F] TARGET: Visual figment that cannot extend beyond 24 10-ft. cubes [S]; EFFECT: This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. [SR:No; DC:27, Will disbelief (if
interacted with)]
❏ Mislead Illusion (Figment, Glamer) 1 standard action 20 rounds [D] and concentration + 3 rounds;
Close
see(75
text
ft.) CR:p.315
[S] TARGET: You/one illusory double; EFFECT: You become invisible [as greater invisibility, a glamer], and at the same time, an illusory double of you [as major image, a figment] appears. [SR:No; DC:30, None or Will disbelief (if
interacted with); see text;]
❏ Project Image Illusion (Shadow) [Shadow] 1 standard action 20 rounds [D] Medium (300 ft.) CR:p.327
[V, S, M] TARGET: One shadow duplicate; EFFECT: You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. [SR:No; DC:31, Will disbelief (if interacted with)]
❏ Scintillating Pattern Illusion (Pattern) [Mind-Affecting] 1 standard action Concentration + 2 rounds Close (75 ft.) CR:p.336
[V, S, M] TARGET: Colorful lights in a 20-ft.-radius spread; EFFECT: A twisting pattern of coruscating colors weaves through the air, affecting creatures within. [SR:Yes]
At Will Suggestion Enchantment (Compulsion) [Language-Dependent,1 standard Mind-Affecting]
action 12 hours or until completed Close (55 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:27, Will negates]
❏ Summon Monster III (1 Babau at 50%) Conjuration (Summoning) 1 round 12 rounds [D] Close (55 ft.) B1:p.352
[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1
creatures of the same kind from the 1st-level list. [SR:No]
At Will Greater Teleport (self plus 50 lbs. of objects only) Conjuration (Teleportation) 1 standard action Instantaneous Personal and touch B1:p.359
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. [SR:No and yes (object); DC:10, None
and Will negates (object)]
At Will Tongues Divination [WoodSchool] 1 standard action 120 minutes Touch CR:p.360
[V, M/DF] TARGET: Creature touched; EFFECT: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. [SR:No; DC:27, Will
negates (harmless)]
At Will Vampiric Touch Necromancy 1 standard action Instantaneous/1 hour; see text Touch CR:p.364
[V, S] TARGET: Living creature touched; EFFECT: Your touch deals 6d6 points of damage. [SR:Yes]
* =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

Innate
At Will Charm Monster (DC:28)
❏Confusion (DC:28)
❏❏❏Dancing Lights
❏Deep Slumber (DC:27)
At Will Detect Good
At Will Detect Thoughts (DC:26)
❏Dominate Person (DC:29)
❏Entangle (DC:25)
At Will Ethereal Jaunt (self plus
50 lbs. of objects only)
❏Faerie Fire
❏Feeblemind (DC:29)
❏Glitterdust (DC:26)
❏Irresistible Dance (DC:32)
❏Major Image (DC:27)
❏Mislead (DC:30)
❏Project Image (DC:31)
❏Scintillating Pattern
At Will Suggestion (DC:27)
❏Summon Monster III (1
Babau at 50%)
At Will Greater Teleport (self plus
50 lbs. of objects only)
(DC:10)
At Will Tongues (DC:27)
At Will Vampiric Touch

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 7
Ring of Freedom of Movement Spell-like Abilities
At Will Freedom of Movement
(DC:10)

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 8
Tyril
Succubus
RACE
4268
AGE
Female
GENDER
Blindsense (30 ft.), Darkvision (300 ft.), Low-Light Vision, True
Seeing
VISION
None
ALIGNMENT
Ambidextrous
DOMINANT HAND
6' 0"
HEIGHT
146 lbs.
WEIGHT
Red
EYE COLOUR
Olive
SKIN COLOUR
Black, Very long
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Varisia
REGION
None
DEITY
Fey
Race Type

Race Sub Type

Description:
Biography:

Character: Tyril PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:20 (CR:16)
Player: Created using PCGen v6.08.00 RC6 on Jan 13, 2020 at 2:01:17 AM Page 9

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