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Lands of the

IronHearthMyth Anakin Iomedae Linnorm Kings Lawful Good


Character Name Player Name Deity Region Alignment
Paladin 8 Human (Azlanti) / Humanoid Medium / 5 ft. 5' 8" / 170 lbs. Normal
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
8 (8) 51000 / 75000 21 Male
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 22 +6 22 +6 HP 108 Walk 20 ft.


hit points
Strength

DEX 14 +2 14 +2 AC 26 : 25 : 12 = 10 + 10 + 2 + 1 + 0 + 2 + 1 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 16 +3
ARMOR TION

16 +3
BONUS BONUS

Constitution INITIATIVE +5 =
+2 +
+3 35 -5 0 8
INT 12 +1 12 +1
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 10 +0 10 +0 Encumbrance Light TOTAL SKILLPOINTS: 32
SKILLS MAX RANKS: 8/8
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 18 +4 18 +4
MODIFIER MODIFIER MODIFIER

Charisma ✓ Acrobatics DEX -3 = 2 + -5


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
= +
SAVE ✓ Acrobatics (When Jumping) DEX -7 2 -9
FORTITUDE +13 = +6 +
+3 +
+0 +
+4 +
+0 + ✓ Appraise INT 1 = 1
(constitution)
✓ Bluff CHA 4 = 4
REFLEX +8 =
+2 +
+2 +
+0 +
+4 +
+0 +
✓ Climb STR 2 = 6 + 1 + -5
(dexterity)
✓ Craft (Untrained) INT 1 = 1
WILL +10 =
+6 +
+0 +
+0 +
+4 +
+0 +
✓ Diplomacy CHA 10 = 4 + 3 + 3
(wisdom)
✓ Disguise CHA 4 = 4
Conditional Save Modifiers: ✓ Escape Artist DEX -3 = 2 + -5
+2 vs. mind-affecting effects ✓ Fly DEX -3 = 2 + -5
Handle Animal CHA 10 = 4 + 3 + 3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Heal WIS 8 = 0 + 5 + 3
MELEE +14/+9 = +8/+3 + +6 + +0 + +0 + 0 + ✓
=
attack bonus ✓ Intimidate CHA 4 4
RANGED +10/+5 = +8/+3 + +2 + +0 + +0 + 0 + Knowledge (Religion) INT 7 = 1 + 3 + 3
attack bonus
Linguistics(Celestial, Dwarven) INT 3 = 1 + 2
CMB +14/+9 = +8/+3 + +6 + +0 + + + ✓ Perception WIS 0 = 0
attack bonus
BULL ✓ Perform (Untrained) CHA 4 = 4
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Profession (Herbalist) WIS 4 = 0 + 1 + 3
CMB +14/+9 +14/+9 +14/+9 +14/+9 +14 +14 = + +
✓ Ride DEX 7 2 3 2
CMD 29 29 27 27 29 27 ✓ Sense Motive WIS 11 = 0 + 8 + 3
DIRTY TRICK DRAG REPOSITION STEAL
Spellcraft INT 5 = 1 + 1 + 3
CMB +14 +14 +14 +14
✓ Stealth DEX -3 = 2 + -5
CMD 27 27 29 27 =
✓ Survival WIS 0 0
Swim STR 2 = 6 + 1 + -5
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH ✓
+14/+9 1d3+6 20/x2 5 ft. Use Magic Device CHA 5 = 4 + 1
(lethal or nonlethal)
Special Properties: = + +
= + +
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 1
*Longsword +2 HAND TYPE SIZE CRITICAL REACH
Celestial Spirit
Primary S M 19-20/x2 5 ft.
To Hit Dam To Hit Dam Uses per day ❏
1H-P +17/+12 1d8+8 2W-P-(OH) +11/+6 1d8+8 Celestial Spirit (Sp):Your divine bond allows you to enhance your weapon as a standard action by
1H-O +13/+8 1d8+5 2W-P-(OL) +13/+8 1d8+8 calling upon the aid of a celestial spirit for 8 minutes. When called, the spirit causes the weapon
to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can
2H +17/+12 1d8+11 2W-OH +7 1d8+5 be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can
be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1),
*Longsword +2 HAND TYPE SIZE CRITICAL REACH axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these
properties consumes an amount of bonus equal to the property's cost. These bonuses are added
Primary S M 19-20/x2 5 ft.
[Bless Weapon] to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties can be added.
To Hit Dam To Hit Dam The bonus and properties granted by the spirit are determined when the spirit is called and cannot
be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is
1H-P +17/+12 1d8+8 2W-P-(OH) +11/+6 1d8+8 held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply
1H-O +13/+8 1d8+5 2W-P-(OL) +13/+8 1d8+8 to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded
with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a
2H +17/+12 1d8+11 2W-OH +7 1d8+5 level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon
damage rolls. [Paizo Inc. - Core Rulebook, p.63]
*Longsword +2 [Power HAND TYPE SIZE CRITICAL REACH
Primary S M 19-20/x2 5 ft.
Attack (One-Handed)] Lay on Hands
To Hit Dam To Hit Dam Uses per Day
1H-P +14/+9 1d8+8 2W-P-(OH) +8/+3 1d8+8
❏❏❏❏❏ ❏❏❏❏❏ ❏❏
Lay on Hands (Su):You can heal wounds (your own or those of others) by touch. Each day you can
1H-O +10/+5 1d8+5 2W-P-(OL) +10/+5 1d8+8 use this ability 12 times per day. With one use of this ability, you can heal 4d6 hit points of damage.
2H +14/+9 1d8+11 2W-OH +4 1d8+5 Using this ability is a standard action, unless you target yourself, in which case it is a swift action.
Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can
*: weapon is equipped use this healing power to deal damage to undead creatures, dealing 4d6 points of damage. Using
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity.
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. Undead do not receive a saving throw against this damage. [Paizo Inc. - Core Rulebook, p.61]

Channel Positive Energy:You can unleash a wave of positive energy dealing 4d6 (DC 18 for half) /
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE
day. You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive
*+1 Full Plate Heavy +10 +1 -5 35 energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures
that take damage from channeled energy receive a DC 18 Will save to halve the damage. Using this
Buccaneer's Breastplate Medium +7 +3 -3 25 ability consumes two uses of her lay on hands ability. [Paizo Inc. - Core Rulebook]
*Mithral Heavy Shield Heavy +2 +0 0
mithral
Mythic Power
*Amulet of Natural Armor +2 +2 +0 0
Uses per Day ❏❏❏❏❏ ❏❏❏❏
*Ring of Protection +1 +1 +0 0
Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing
deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend
9 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
- Mythic Adventures, p.12]

Amazing Initiative:You gain a +2 bonus on initiative checks. In addition, as a free action on your
turn, you can expend one use of mythic power to take an additional standard action during that turn.
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]

Sudden Attack:As a swift action, you can expend one use of mythic power to make a melee attack
at your highest attack bonus. This is in addition to any other attacks you make this round. When
making a sudden attack, you roll twice and take the better result, adding +2 to the attack roll.
Damage from this attack bypasses all damage reduction. [Paizo Publishing LLC - Mythic Adventures,
p.20]

Surge:You can call upon your mythic power to overcome difficult challenges. You can expend one
use of mythic power to increase any d20 roll you just made by rolling 1d6 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
change the outcome of the roll. [Paizo Publishing LLC - Mythic Adventures, p.12]

Smite Evil
Uses per day ❏❏❏
Smite Evil (Su):You can call out to the powers of good to aid you in your struggle against evil 3 times
per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add
+4 to your attack rolls and +8 to all damage rolls made against the target of your smite. If the target
of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the
bonus to damage on the first successful attack increases to +16. Regardless of the target, Smite Evil
attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in
effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If
you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains
until the target of the smite is dead or the next time you rest and regain your uses of this ability.
[Paizo Inc. - Core Rulebook, p.60]

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 2
+2/Thundering HAND TYPE SIZE CRITICAL REACH EQUIPMENT
Carried P M 20/x3 5 ft. ITEM LOCATION QTY WT / COST
Composite Longbow (STR +4)
+2/Thundering Composite Longbow Carried 1 3 / 34,400
Range: 30 ft. To Hit: +12/+7 Damage: 1d8+2
110 ft. 220 ft. 330 ft. 440 ft. 550 ft. (STR +4)
TH +12/+7 +10/+5 +8/+3 +6/+1 +4/-1 +-1d8 sonic damage on a critical hit and permanently deafened unless save vs Fort (DC 14), Enhancement bonus
to ability STR|+4
Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2 Brooch of Shielding Carried 1 0 / 1,500
660 ft. 770 ft. 880 ft. 990 ft. 1100 ft.
TH +2/-3 +0/-5 -2/-7 -4/-9 -6/-11 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
Special Properties: +2d8 sonic damage on a critical hit and permanently deafened unless ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
save vs Fort (DC 14), Enhancement bonus to ability STR|+4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

Warhammer HAND TYPE SIZE CRITICAL REACH Aura: faint abjuration, Caster Level: 1st, Construction Cost: 750 gp, Construction Requirements: Craft Wondrous
Carried B M 20/x3 5 ft. Item, shield, Slot: neck

To Hit Dam To Hit Dam Warhammer Carried 1 5 / 12


1H-P +14/+9 1d8+6 2W-P-(OH) +8/+3 1d8+6 Ring of Feather Falling Carried 1 0 / 2,200
1H-O +10/+5 1d8+3 2W-P-(OL) +10/+5 1d8+6 activates immediately if the wearer falls more than 5 feetAura: faint transmutation, Caster Level: 1st,
Construction Cost: 1,100 gp, Construction Requirements: Forge Ring, feather fall, Slot: ring
2H +14/+9 1d8+9 2W-OH +4 1d8+3
+3 Longsword Carried 1 4 / 18,315
+3 Longsword HAND TYPE SIZE CRITICAL REACH Buccaneer's Breastplate Carried 1 30 / 23,850
Carried S M 19-20/x2 5 ft.
To Hit Dam To Hit Dam
Cape of Free Will +1 Carried 1 1 / 1,500
1H-P +18/+13 1d8+9 2W-P-(OH) +12/+7 1d8+9 +2 Warhammer 0 5 / 8,312
1H-O +14/+9 1d8+6 2W-P-(OL) +14/+9 1d8+9 +2/Defending Longsword Carried 1 4 / 18,315
2H +18/+13 1d8+12 2W-OH +8 1d8+6 can transfer some or all of its enhancement bonus to AC
TOTAL WEIGHT CARRIED/VALUE 123.51 lbs. 156,302gp
+3 Longsword [Power HAND TYPE SIZE CRITICAL REACH
WEIGHT ALLOWANCE
Temp Bonus S M 19-20/x2 5 ft.
Attack (One-Handed)] Light 173 Medium 346 Heavy 520
To Hit Dam To Hit Dam
Lift over head 520 Lift off ground 1040 Push / Drag 2600
1H-P +18/+13 1d8+15 2W-P-(OH) +12/+7 1d8+15
1H-O +14/+9 1d8+12 2W-P-(OL) +14/+9 1d8+15 MONEY
2H +18/+13 1d8+18 2W-OH +8 1d8+12 Total= 0 gp [Unspent Funds = 492,872.5 gp]

+2 Warhammer HAND TYPE SIZE CRITICAL REACH MAGIC


Not Carried B M 20/x3 5 ft.
To Hit Dam To Hit Dam Languages
1H-P +16/+11 1d8+8 2W-P-(OH) +10/+5 1d8+8 Azlanti, Celestial, Common, Dwarven, Elven
1H-O +12/+7 1d8+5 2W-P-(OL) +12/+7 1d8+8
Other Companions
2H +16/+11 1d8+11 2W-OH +6 1d8+5

+2/Defending Longsword HAND TYPE SIZE CRITICAL REACH Traits


Carried S M 19-20/x2 5 ft. Chosen of lomedae [Paizo Publishing -
To Hit Dam To Hit Dam Pathfinder Player
1H-P +17/+12 1d8+8 2W-P-(OH) +11/+6 1d8+8 Companion: Champions
1H-O +13/+8 1d8+5 2W-P-(OL) +13/+8 1d8+8 of Purity, p.13]
2H +17/+12 1d8+11 2W-OH +7 1d8+5 At your birth, your parents dedicated your soul to Iomedae to mold into a sword
Special Properties: can transfer some or all of its enhancement bonus to AC of her light. The goddess blessed you, granting you a gift of light to brighten your
path through darkness and a fine sword with which to spread her will. You may
EQUIPMENT cast light once per day as a spell-like ability (caster level 1st), and you begin play
ITEM LOCATION QTY WT / COST with a masterwork longsword. In addition, whenever light is cast upon this sword,
Amulet of Natural Armor +2 Equipped 1 0 / 8,000 the radius of light and its duration is doubled.
Aura: faint transmutation, Caster Level: 5th, Construction Cost: 4,000 gp, Construction Requirements: Craft Deathtouched [Paizo Publishing -
Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus, Slot: neck
Ultimate Campaign,
Ring of the Grasping Grave Equipped 1 0 / 2,000
p.62]
On successful melee touch attack, undead creature cannot be healed or aided by negative energy for 1d4 rounds.
At some point you were tainted with the corruption of the undead, and you have
Ghostvision Gloves Equipped 1 0 / 4,000
gained some of their defenses. You gain either a +1 trait bonus on Fortitude saving
Ring of Protection +1 Equipped 1 0 / 2,000 throws or a +2 trait bonus on saving throws against mind-affecting effects (your
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 1,000 gp, Construction Requirements: Forge Ring,
shield of faith, caster must be of a level at least three times the bonus of the ring, Slot: ring
choice).
Longsword +2 Equipped 1 4 / 8,315
Pauldrons of the Serpent Equipped 1 1 / 3,000 Special Attacks
Channel Positive Energy (Su) [Paizo Inc. - Core
Outfit (Explorer's) Equipped 1 8/0
Rulebook]
Equestrian Belt Equipped 1 1 / 3,200 You can unleash a wave of positive energy dealing 4d6 (DC 18 for half) /day.
The belt's wearer automatically succeeds at any check to guide with the knees, stay in the saddle, fight with a You can unleash a wave of positive energy. You must choose to deal 4d6 points
combat-trained mount, control a mount in battle, or make a fast mount or dismount, as long as the belt's wearer
is wearing medium, light, or no armor. of positive energy damage to undead creatures or to heal living creatures of 4d6
+1 Full Plate Equipped 1 50 / 2,650 points of damage. Creatures that take damage from channeled energy receive a
DC 18 Will save to halve the damage. Using this ability consumes two uses of her
Mithral Heavy Shield Equipped 1 2.5 / 1,020
mithral
lay on hands ability.
Death Warden's Bandolier Equipped 1 3 / 15,000 Mythic Power (Su) [Paizo Publishing LLC -
Mythic Adventures, p.12]
Handy Haversack Equipped 1 5 / 2,000
Aura: moderate conjuration, Caster Level: 9th, Construction Cost: 1,000 gp, Construction Requirements: Craft
Mythic characters can draw upon a wellspring of power to accomplish amazing
Wondrous Item, secret chest, Slot: none deeds and cheat fate. This power is used by a number of different abilities. Each
Oil of Bless Weapon Equipped 8 0 (0) / 50 (400) day, you can expend 9 mythic power. This amount is your maximum amount of
❏❏❏❏❏ ❏❏❏ mythic power. If an ability allows you to regain uses of your mythic power, you
This transmutation makes a weapon strike true against evil foes. Duration 1 minute.Aura: faint transmutation, can never have more than this amount.
Caster Level: 1st, Construction Cost: 25 gp, Construction Requirements: Brew Potion, bless weapon, Slot: none
Smite Evil (Su) [Paizo Inc. - Core
Everburning Lantern Equipped 1 2 / 3,000 Rulebook, p.60]
Scroll of Keen Edge Equipped 1 0 / 375 You can call out to the powers of good to aid you in your struggle against evil
❏ 3 times per day. As a swift action, you choose one target within sight to smite. If
Doubles normal weapon's threat range.Aura: faint transmutation, Caster Level: 5th, Construction Cost: 187 gp 5 this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made
sp, Construction Requirements: Scribe Scroll, keen edge, Slot: none
against the target of your smite. If the target of Smite Evil is an outsider with the
Ioun Stone, Dusty rose Prism - Equipped 1 0 / 500
evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage
Cracked on the first successful attack increases to +16. Regardless of the target, Smite Evil
Oil of Keen Edge Equipped 1 0 / 750 attacks automatically bypass any DR the creature might possess. In addition, while
❏ smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks
Doubles normal weapon's threat range for 50 minutes.Aura: faint transmutation, Caster Level: 5th, Construction made by the target of the smite. If you target a creature that is not evil, the smite
Cost: 375 gp, Construction Requirements: Brew Potion, keen edge, Slot: none
is wasted with no effect. The Smite Evil effect remains until the target of the smite
TOTAL WEIGHT CARRIED/VALUE 123.51 lbs. 156,302gp is dead or the next time you rest and regain your uses of this ability.

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 3
Sudden Attack [Paizo Publishing LLC - Divine Health (Ex) [Paizo Inc. - Core
Mythic Adventures, p.20] Rulebook, p.61]
As a swift action, you can expend one use of mythic power to make a melee You are immune to all diseases, including supernatural and magical diseases,
attack at your highest attack bonus. This is in addition to any other attacks you including mummy rot.
make this round. When making a sudden attack, you roll twice and take the better Flash of Rage (Ex) [Paizo Publishing LLC -
result, adding +2 to the attack roll. Damage from this attack bypasses all damage Mythic Adventures, p.22]
reduction. Whenever you or an ally within 30 feet is struck by a critical hit, you can enter a
rage as a free action on your next turn. This rage functions as the barbarian class
Special Qualities feature, and lasts 2 rounds. You aren't fatigued after this rage. If you have the
Amazing Initiative (Ex) [Paizo Publishing LLC - rage class feature, these rounds don't count toward your daily uses of that ability,
Mythic Adventures, p.12] you can use abilities that require patience and concentration while in this rage
You gain a +2 bonus on initiative checks. In addition, as a free action on your turn, (although you are still restricted when using your rage class feature normally),
you can expend one use of mythic power to take an additional standard action and these rounds of rage don't count toward the total number of rounds of rage
during that turn. This additional standard action can't be used to cast a spell. You used when determining how long you are fatigued. Rounds of rage granted by
can't gain an extra action in this way more than once per round. this ability don't stack, but the duration is reset if another critical hit occurs.
Aura of Courage (Su) [Paizo Inc. - Core Hard to Kill (Ex) [Paizo Publishing LLC -
Rulebook, p.61] Mythic Adventures, p.12]
You are immune to fear (magical or otherwise). Each ally within 10 feet of Whenever you're below 0 hit points, you automatically stabilize without needing
you gains a +4 morale bonus on saving throws against fear effects. This ability to attempt a Constitution check. If you have an ability that allows you to act while
functions only while you are conscious, not if you are unconscious or dead. below 0 hit points, you still lose hit points for taking actions, as specified by that
Aura of Good (Ex) [Paizo Inc. - Core ability. Bleed damage still causes you to lose hit points when below 0 hit points.
Rulebook] In addition, you don't die until your total number of negative hit points is equal
You project a strong good aura. to or greater than double your Constitution score.
Aura of Resolve (Su) [Paizo Inc. - Core Lay on Hands (Su) [Paizo Inc. - Core
Rulebook, p.63] Rulebook, p.61]
You are immune to charm spells and spell-like abilities. Each ally within 10 feet of You can heal wounds (your own or those of others) by touch. Each day you can
you gains a +4 morale bonus on saving throws against charm effects. This ability use this ability 12 times per day. With one use of this ability, you can heal 4d6
functions only while you are conscious, not if you are unconscious or dead. hit points of damage. Using this ability is a standard action, unless you target
yourself, in which case it is a swift action. Despite the name of this ability, you
Bonus Energy Resistance (8x) [Paizo Inc. - Advanced
only need one free hand to use this ability. Alternatively, you can use this healing
Player's Guide]
power to deal damage to undead creatures, dealing 4d6 points of damage. Using
Add +1 to the paladin's energy resistance to one kind of energy (maximum +10). Lay on Hands in this way requires a melee touch attack and doesn't provide an
Bonus Feat [Paizo Inc. - Core attack of opportunity. Undead do not receive a saving throw against this damage.
Rulebook, p.27] Mythic Tier [Paizo Publishing LLC -
Humans select one extra feat at 1st level. Mythic Adventures, p.13]
Celestial Spirit (Sp) [Paizo Inc. - Core You are a 2nd-tier mythic character.
Rulebook, p.63] Resistance to Fire (Ex) [Paizo Inc. - Bestiary,
Your divine bond allows you to enhance your weapon as a standard action by p.303]
calling upon the aid of a celestial spirit for 8 minutes. When called, the spirit You may ignore 8 points of Fire damage each time you take fire damage.
causes the weapon to shed light as a torch. This spirit grants the weapon a +2
Mercy (Shaken) (Su) [Paizo Inc. - Core
enhancement bonus. This bonus can be added to the weapon, stacking with
Rulebook, p.61]
existing weapon bonuses to a maximum of +5, or it can be used to add any of the
following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, Whenever you use Lay on Hands to heal damage to one target, the target is no
disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding longer shaken.
these properties consumes an amount of bonus equal to the property's cost. Skilled [Paizo Inc. - Core
These bonuses are added to any properties the weapon already has, but duplicate Rulebook, p.27]
abilities do not stack. If the weapon is not magical, at least a +1 enhancement Humans gain an additional skill rank at first level and one additional rank
bonus must be added before any other properties can be added. The bonus and whenever they gain a level.
properties granted by the spirit are determined when the spirit is called and Surge (Su) [Paizo Publishing LLC -
cannot be changed until the spirit is called again. The celestial spirit imparts no Mythic Adventures, p.12]
bonuses if the weapon is held by anyone other than you but resumes giving You can call upon your mythic power to overcome difficult challenges. You can
bonuses if returned to you. These bonuses apply to only one end of a double expend one use of mythic power to increase any d20 roll you just made by rolling
weapon. You can use this ability 1 times per day. If a weapon bonded with a 1d6 and adding it to the result. Using this ability is an immediate action taken after
celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you the result of the original roll is revealed. This can change the outcome of the roll.
gain a level, whichever comes first. During this 30-day period, you take a -1 penalty Titan's Bane (Ex) [Paizo Publishing LLC -
on attack and weapon damage rolls. Mythic Adventures, p.23,
Champion [Paizo Publishing LLC - 47]
Mythic Adventures, p.20] You can move through the space of any creature two or more size categories
The champion is the pinnacle of skill at arms and armor. No ordinary fighter larger than you without provoking attacks of opportunity, and you can share
could hope to match the skill with a blade, a bow, or an axe that surges within such a creature's space. When sharing a larger opponent's space, you gain cover
a mythic champion. The champion turns aside blows and shatters shields with against all melee and ranged attacks made by the creature, and it is considered
every movement, all while racing gracefully across the chaotic battlefield. When flat-footed for the purposes of any melee or ranged attacks you make against it.
the screams of fallen foes die down, the champion stands strong and defiant in
blood-spattered armor, hefting a weapon and shouting a terrifying war cry. Feats
Role: As a champion, your role is to take the fight to your enemies. Using Channel Smite [Paizo Inc. - Core
devastating melee powers, you can crush your enemies before they even have a Rulebook, p.119]
chance to harm you and your allies. Few can match your skill at arms or your ability
You can channel your divine energy through your weapon.
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 Before you make a melee attack roll, you can choose to spend one use of your
foes all at once. The rest of the party can count on you to dominate any melee channel energy ability as a swift action. If you channel positive energy and you hit
you charge into. an undead creature, that creature takes an amount of additional damage equal to
Classes: While members or nearly any class could be champions, those who the damage dealt by your channel positive energy ability. If you channel negative
focus on melee attacks-- barbarians, cavaliers, fighters, monks, paladins, and energy and you hit a living creature, that creature takes an amount of additional
rangers--will find the abilities in this path most attractive and useful. However, damage equal to the damage dealt by your channel negative energy ability. Your
even magi or rogues could find that the path of the champion is an excellent way target can make a Will save, as normal, to halve this additional damage. If your
to augment their abilities. attack misses, the channel energy ability is still expended with no effect.
Detect Evil (Sp) [Paizo Inc. - Core Extra Channel [Paizo Inc. - Core
Rulebook, p.60] Rulebook, p.123]
At will, you can use Detect Evil, as the Spell. You can, as a move action, You can channel divine energy more often.
concentrate on a single individual or item within 60 feet and determine if it is evil, You can channel energy two additional times per day.
learning the strength of its aura as if having studied it for 3 rounds. While focusing Power Attack [Paizo Inc. - Core
on one individual or object, you do not detect evil in any other object or individual Rulebook, p.131]
within range. You can make exceptionally deadly melee attacks by sacrificing accuracy for
Mercy (Diseased) (Su) [Paizo Inc. - Core strength.
Rulebook, p.61] You can choose to take a -3 penalty on all melee attack rolls and combat
Whenever you use Lay on Hands to heal damage to one target, the ability also maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to
acts as Remove Disease with a caster level of 8. damage is increased by half (+50%) if you are making an attack with a two-handed

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 4
weapon, a one handed weapon using two hands, or a primary natural weapon
that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to
damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. You must choose to use this feat before making an
attack roll, and its effects last until your next turn. The bonus damage does not
apply to touch attacks or effects that do not deal hit point damage.
Selective Channeling [Paizo Inc. - Core
Rulebook, p.132]
You can choose whom to affect when you channel energy.
When you channel energy, you can choose 4 targets in the area. These targets
are not affected by your channeled energy.
Weapon Focus (Longsword) [Paizo Inc. - Core
Rulebook, p.136]
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Extra Mythic Power [Paizo Publishing LLC -
Mythic Adventures, p.65]
You can store more mythic power than your tier would normally allow.
You gain two extra uses of mythic power each day.

Proficiencies
Aldori Dueling Sword, Amentum, Ankus, Atlatl, Boarding Axe, Throwing Axe,
Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade
Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Nine
Ring Broadsword, Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club,
Combat Scabbard, Heavy Crossbow, Light Crossbow, Cutlass, Dagger, Chain
Dagger, Punching Dagger, Dart, Dogslicer, Double Chicken Saber, Earth
Breaker, Estoc, Falchion, Light Flail, Heavy Flail, Gaff, Gandasa, Gauntlet, Spiked
Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub,
Greatsword, Guisarme, Hair, Halberd, Light Hammer, Hanbo, Handaxe,
Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Hurlbat, Iron
Brush, Javelin, Jutte, Kasatha Spinal Sword, Katana, Kerambit, Klar, Klar, Kukri,
Kumade, Kunai, Lance, Laser Torch, Longbow, Longspear, Longsword, Lucerne
Hammer, Lungchuan Tamo, Heavy Mace, Light Mace, Machete, Manople,
Martial Weapon, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata,
Nodachi, Ogre Hook, Heavy Pick, Light Pick, Pilum, Planson, 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, Spear-Sling, Ray Spells,
Touch Spells, Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck,
Stonebow, Switchblade Knife, Bastard Sword, Short Sword, Tri-Point Double-
Edged Sword, Sword Cane, Syringe spear, Tepoztopilli, Terbutje, Great
Terbutje, Throwing Arrow Cord, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter,
Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow,
War Razor, Dwarven Waraxe, Warhammer, Weighted Spear, Wushu Dart

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 5
Class Spell-like Abilities
Name School Time Duration Range Source
At Will Detect Evil Divination 1 standard action Concentration, up to 80 minutes [D] 60 ft. CR:p.266
[V, S, DF] TARGET: Cone-shaped emanation; EFFECT: You can sense the presence of evil. [SR:No]
* =Domain/Speciality Spell

Paladin Spells
LEVEL 0 1 2 3 4
PER DAY — 2 2 — —
Concentration +9

LEVEL 1 / Per Day:2 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Bed of Iron Necromancy 1 standard action 8 hours Touch KOTIS:p.28
[V, S, M] TARGET: 5 creatures touched; EFFECT: Sleep comfortable in medium or heavy armor [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Bless Enchantment (Compulsion) [Mind-Affecting] 1 standard action 5 minutes 50 ft. CR:p.249
[V, S, DF] TARGET: The caster and all allies within a 50-ft. burst, centered on the caster; EFFECT: Bless fills your allies with courage. [SR:Yes (harmless)]
❏❏❏❏❏ Bless Water Transmutation [Good] 1 minute Instantaneous Touch CR:p.249
[V, S, M] TARGET: Flask of water touched; EFFECT: This transmutation imbues a flask of water with positive energy, turning it into holy water. [SR:Yes (object); DC:15, Will negates (object)]
❏❏❏❏❏ Bless Weapon Transmutation 1 standard action 5 minutes Touch CR:p.250
[V, S] TARGET: Weapon touched; EFFECT: This transmutation makes a weapon strike true against evil foes. [SR:No]
❏❏❏❏❏ Challenge Evil Enchantment (Compulsion) [Mind-Affecting]
1 standard action 5 minutes [D] Close (35 ft.) APG:p.210
[V, DF] TARGET: one evil creature; EFFECT: Sickens creature if it refuses to fight you. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Compel Hostility Enchantment (Compulsion) [Mind-Affecting]
1 standard action 5 rounds Personal UC:p.226
[V, S, M] TARGET: You; EFFECT: Compels opponents to attack you instead of your allies. [SR:see text; DC:15, see text]
❏❏❏❏❏ Create Water Conjuration (Creation) [Water] 1 standard action Instantaneous Close (35 ft.) CR:p.262
[V, S] TARGET: Up to 10 gallons of water; EFFECT: This spell generates wholesome, drinkable water, just like clean rain water. [SR:No]
❏❏❏❏❏ Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:15, Will half (harmless); see text]
❏❏❏❏❏ Detect Undead Divination 1 standard action Concentration, up to 5 minutes [D] 60 ft. CR:p.269
[V, S, M/DF] TARGET: Cone-shaped emanation; EFFECT: You can detect the aura that surrounds undead creatures. [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 +1 luck bonus on attack and weapon damage rolls.
❏❏❏❏❏ Protection from Evil Abjuration [Good] 1 standard action 5 minutes [D] Touch CR:p.327
[V, S, M/DF] TARGET: Creature touched; EFFECT: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. [SR:No; see text; DC:15, Will negates (harmless)]
❏❏❏❏❏ Sanctify Corpse Evocation [Good] 1 standard action 24 hours Touch UM:p.236
[V, S, DF, M] TARGET: Corpse touched; EFFECT: Prevent a corpse from becoming an undead creature. [SR:No]
❏❏❏❏❏ Unbreakable Heart Enchantment (Compulsion) [Mind-Affecting]
1 standard action 5 rounds Close (35 ft.) ISWG:p.296
[V, S] TARGET: One creature; EFFECT: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place. [SR:Yes
(harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Weapons Against Evil Transmutation 1 standard action 5 rounds Close (35 ft.) ISG:p.245
[V, OF] TARGET: 5 weapons, no two of which can be more than 20 ft. apart; EFFECT: Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures
that have DR 5 or lower, as long as the damage reduction is not DR/epic. [SR:Yes (harmless, object); DC:15, Fortitude negates (harmless, object)]

LEVEL 2 / Per Day:2 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Bull's Strength Transmutation 1 standard action 5 minutes Touch CR:p.251
[V, S, M/DF] TARGET: Creature touched; EFFECT: The subject becomes stronger granting a +4 enhancement bonus to Strength. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Eagle's Splendor Transmutation 1 standard action 5 minutes Touch CR:p.275
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma. [SR:Yes; DC:16, Will negates (harmless)]
❏❏❏❏❏ Endure Elements (Communal) Abjuration 1 standard action 24 hours Touch UC:p.228
[V, S] TARGET: creatures touched; EFFECT: As endure elements, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Fire of Entanglement Evocation 1 swift action 5 rounds special; see text APG:p.221
[V, S] TARGET: one creature; EFFECT: Your ability to smite evil also entangles your foe. [SR:Yes; DC:16, Reflex partial]
❏❏❏❏❏ Holy Shield Abjuration 1 standard action 50 minutes Personal UM:p.223
[V, S] TARGET: You; EFFECT: Lend your shield's protection to another. [SR:No]
❏❏❏❏❏ Ironskin Transmutation [Earth] 1 standard action 5 minutes [D; see text] Personal MC:45
[V,S,DF/M] TARGET: You; EFFECT: Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus [if you do not have a natural armor bonus, you are
considered to have an effective natural armor bonus of +0]. This enhancement bonus increases by 1 for every 4 caster levels above 3rd, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent
confirms a critical hit or sneak attack against you with a physical weapon [not a spell or magical effect], you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is
not an action, but you must be conscious and aware of the attack to do so.
❏❏❏❏❏ Protection from Evil (Communal) Abjuration [Good] 1 standard action 5 minutes [D] Touch UC:p.240
[V, S, M/DF] TARGET: creatures touched; EFFECT: As protection from evil, but you may divide the duration among creatures touched. [SR:No; see text; DC:16, Will negates (harmless)]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 50 minutes Touch CR:p.334
[V, S, DF] TARGET: Creature touched; EFFECT: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. [SR:Yes (harmless); DC:16, Fortitude negates (harmless)]
❏❏❏❏❏ Weapon of Awe Transmutation [Emotion] 1 standard action 5 minutes Touch APG:p.256
[V, S, DF] TARGET: weapon touched; EFFECT: Weapon gets +2 on damage rolls. [SR:Yes (harmless, object); DC:16, Will negates (harmless, object)]
❏❏❏❏❏ Zone of Truth Enchantment (Compulsion) [Mind-Affecting] 1 standard action 5 minutes Close (35 ft.) CR:p.371
[V, S, DF] TARGET: 20-ft.-radius emanation; EFFECT: Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies. [SR:Yes; DC:16, Will negates]

LEVEL 3 / Per Day:0 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Cure Moderate Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 2d8+5 points of damage. [SR:Yes (harmless) or yes; see text; DC:17, Will half (harmless) or Will half; see
text]
❏❏❏❏❏ Daylight Evocation [Light] 1 standard action 50 minutes [D] Touch CR:p.264
[V, S] TARGET: Object touched; EFFECT: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. [SR:No]
❏❏❏❏❏ Deadly Juggernaut Necromancy [Death] 1 standard action 5 minutes Personal UC:p.226
[V, S] TARGET: You; EFFECT: Your might increases with every kill you make.
❏❏❏❏❏ Dispel Magic Abjuration, VoidElementalSchool 1 standard action Instantaneous Medium (150 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 Transfer Necromancy 1 standard action 5 rounds Touch APG:p.216
[V, S] TARGET: living creature touched; EFFECT: Transfer hit points and give DR/evil to target creature. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
❏❏❏❏❏ Holy Whisper Evocation [Good] 1 standard action Instantaneous 30 ft. APG:p.228
[V, S] TARGET: cone-shaped burst; EFFECT: Whisper sickens evil creatures, gives good creatures bonuses. [SR:Yes; DC:17, Fortitude negates; see text]
❏❏❏❏❏ Litany of Escape Conjuration (Teleportation) [Language-Dependent]
1 swift action instantaneous Close (35 ft.) UC:p.234
[V, S, DF] TARGET: one willing creature that is grappled; EFFECT: Teleports a friend out of a grapple. [SR:Yes; DC:17, no]
❏❏❏❏❏ Litany of Sight Divination 1 swift action 1 round Personal UC:p.235
[V, S, DF] TARGET: You; EFFECT: You can see invisible creatures and objects within 30 feet of you. [SR:Yes; DC:17, no]
* =Domain/Speciality Spell

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 6
Paladin Spells
* =Domain/Speciality Spell

Class Spell-like Abilities


At Will Detect Evil

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 7
IronHearthMyth
Human (Azlanti)
RACE
21
AGE
Male
GENDER

VISION
Lawful Good
ALIGNMENT
Right
DOMINANT HAND
5' 8"
HEIGHT
170 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Lands of the Linnorm Kings
REGION
Iomedae
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: IronHearthMyth PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:8)
Player: Anakin Created using PCGen v6.08.00 RC7 on Jun 1, 2020 at 9:21:45 PM Page 8

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