Last night we played our regular game of Pathfinder. We have been playing a Mythic Campaign now for around 10 games and I am amazed that every time I plan for a mythic event it really soars to new heights.
Last night was all about repercussions for the party (and is likely to end in further repercussions). They had entered the lands of Geb and entered a coastal fortress of a Vampire who serves as one of the nobles of the land. They hoped to get his assistance in offering them an audience with the Harlot Queen. Amongst the party their is the Lawful Good Cleric/Monk Kaleb and the Vampire (and pretty well everyone else in the country) took exception to his presence.
|The spectre of old companions is now
haunting the group!
Image from the British Library Public Release
Long story short, they got their audience and painted a target on their back in the same process with their association with this paragon of goodness. Last night I knew what must be done. There are forces that are chasing the Skull of Ydersius and one of the groups former companions knew that they had it but did not know where. He used Greater Scrying to eavesdrop on the conversation and used this information in combination with the Vampire Lord’s allegiance to attack the group with his wife (a Mythic Medusa with 9 Sorcerer levels). The Vampire Lord would return successfully with the skull and be a hero in Geb for the power the artifact had. The companion knew the other group was strong and hoped that they weakened the Vampire Lord enough so that when he returned Gelik could make off with the skull.
Of course the players won, but the Vampire did manage to kill two of them. The medusa was practically a non-event so I have not included her here but below is the Vampire I used. The mythic feel to this fight was fantastic! It had the players stressed, thinking and researching. It was a great game. I love what the mythic game has brought to Pathfinder!
Have a look over him. He is specialised in gaining extra attacks per round AND also shrugging off critical hits. I really enjoyed making this guy so would welcome any comments you have! Keep rolling!
The Bloodlord of Geb CR 23
Human Vampire Fighter 20/Champion 5
LE Medium undead (humanoid, human)
Init +21; Senses darkvision 60 ft.; Perception +31
AC 39, touch 19, flat-footed 33 (+14 armor, +5 Dex, +6 natural, +3 deflection, +1 dodge)
hp 290 (20d10+105); fast healing 5
Fort +21, Ref +19, Will +16 (+5 vs. fear); +4 bonus vs. channeled energy
Defensive Abilities bravery +5, channel resistance +4, fortification 75%, hard to kill, mythic saving throws; DR 10/magic, 10/silver, 5/—; Immune undead traits; Resist cold 10, electricity 10
Weakness vampire weaknesses
Speed 30 ft.
Melee +4 vorpal falchion +39/+34/+29/+24 (2d4+26/15-20) and
+5 impact, mythic bane, shocking burst dire flail +41/+36/+31/+26 (2d6+28/19-20/×3+2d10 electricity+1d6 electricity+2d6 vs. mythic subtype) and
slam +25 (1d4+5)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 23), energy drain (2 levels, DC 23), mythic power (13/day, surge +1d8), weapon training abilities (heavy blades +3, crossbows +2, flails +4, pole arms +1)
Str 30, Dex 24, Con —, Int 12, Wis 18, Cha 17
Base Atk +20; CMB +30 (+35 bull rush); CMD 51
Feats Alertness, Blind-Fight, Blind-Fight [M], Combat Reflexes, Combat Reflexes [M], Dodge, Following Step, Fortified Armor Training, Great Fortitude, Greater Weapon Focus, Greater Weapon Focus (falchion), Greater Weapon Specialization, Greater Weapon Specialization (falchion), Hammer the Gap, Improved Critical (double, flails), Improved Critical (falchion), Improved Initiative, Improved Initiative [M], Iron Will, Leadership, Lightning Reflexes, Mobility, Penetrating Strike, Power Attack, Step Up, Step Up and Strike, Toughness, Weapon Focus, Weapon Focus (falchion), Weapon Specialization, Weapon Specialization (falchion)
Skills Bluff +26, Diplomacy +18, Handle Animal +21, Intimidate +21, Knowledge (history) +3, Knowledge (local) +4, Knowledge (nobility) +6, Perception +31, Sense Motive +31, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic
SQ amazing initiative, change shape, gaseous form, recuperation, shadowless, spider climb, weapon mastery
Combat Gear jar of dragon’s teeth; Other Gear +5 fortification (heavy) full plate, +4 vorpal falchion, +5 impact, mythic bane, shocking burst dire flail, belt of physical might (str & dex +4), cloak of resistance +4, headband of inspired wisdom +4, ring of protection +3, steelhand circle
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can’t be used to cast a spell).
Backlash (Ex) Adj foe that crits you provokes an AoO. If used all AoO, can use 1 power to attack instead.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blind-Fight [Mythic] As a swift action, use 1 power to ignore concealment miss chance for 5 rds.
Blood Drain (Ex) Suck blood for 1d4 CON dam when pin foe and gain 5 Hp.
Bravery +5 (Ex) +5 to Will save vs. Fear
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (Unlimited AoO’s/round) (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs foes who already provoked one for moving.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dominate (DC 23) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels) (DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Following Step You may move 10′ with Step Up, and still get a 5′ step on your next turn.
Fortification 75% You have a chance to negate critical hits on attacks.
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Jar of Dragon’s Teeth Holds 2d4 teeth. Swallow to take draconic form depending on alignment.
Leadership (Base Score 23) You attract loyal companions and devoted followers.
Maximized Critical (Ex) Maximise the weapon dice on a critical hit.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Power (13/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Weapon Training (Flails) (Ex) Add tier to CMD vs. disarm and sunder attempts against selected weapon group.
Penetrating Strike (Ignore DR 5/Any or DR 0/-) Ignore up to 5 points of DR/?.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Steelhand circle (1/day) Ignore 5 hardness, no penalty on unarmed disarm, activate for 50% chance to negate crit.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack. Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6. Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +5 bonus and bypass all DR.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Weapon Mastery (Dire flail) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Crossbows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Crossbows
Weapon Training (Flails) +4 (Ex) +4 Attack, Damage, CMB, CMD with Flails
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.