Lord Impaler
[NAME] - Alignment, Worships, etc
Human - Fighter (20th) / Mythic Hero [Champion] (10th)
AC HP Fort Reflex Will SR CMD Initiative BAB Mythic Power /day Surge Die
?? (312) +19 +20 +15 (-) (-) +24 +20/+15/+10/+5 (23) 1d12
Strength: 44 (+17)
Dexterity: 28 (+9)
Constitution: 24 (+7)
Intelligence: 19 (+4)
Wisdom: 19 (+4)
Charisma: 16 (+3)
Main Attack Bonus Off-Hand Attack Bonus Damage Per Hit Kukri Critical Kukri Critical Damage Rend Damage
+42*/+42/+37/+32/+27 +22/+19/+14 2d8+22 15-20 (Auto Confirm) x4 (188) 2d8+34

(25pt + Racial + Level + Mythic + Items)


Feats & Traits:

  • [Trait]
  • [Trait]
  • Weapon Focus- [Kukri] You gain a +1 bonus on all attack rolls you make using the selected weapon [Human]
  • Ascetic Style - [Kukri] Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks. [1st]
  • Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6 [Fighter Bonus, 1st]
  • Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. [Fighter Bonus, 2nd]
  • Boar Style You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack. [3rd]
  • Weapon Specialization - [Kukri] You gain a +2 bonus on all damage rolls you make using the selected weapon. [Fighter Bonus, 4th]
  • Ascetic Form You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk's style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats. [5th]
  • Improved Two-Weapon Fighting In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty [Fighter Bonus, 6th]
  • Ascetic Strike You can use the unarmed strike damage of a monk 4 levels lower than your character level (minimum 1st) instead of the base damage for the chosen weapon. Ascetic Strike functions in all other ways as the brawler's close weapon mastery class feature. In addition, you ignore the still mind class feature prerequisite for the Monastic Legacy feat. [7th]
  • Improved Critical - [Kukri] When using the weapon you selected, your threat range is doubled. [Fighter Bonus, 8th]
  • Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits [9th]
  • Boar Ferocity You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s flesh, you can spend a free action to make an Intimidate check to demoralize that opponent. [Fighter Bonus, 10th]
  • Greater Two-Weapon Fighting In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty [11th]
  • Impaling Critical Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon’s damage dice plus the extra damage dice from your weapon’s properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it. [Fighter Bonus, 12th]
  • Weapon Style Mastery - [Ascetic Style] & [Boar Style] Choose one weapon style (a style feat that lists Weapon Focus as a prerequisite) that you have. You can have the chosen style and a second style active at once. Starting a stance provided by a style feat is still a swift action, but you can assume both the chosen weapon style's stance and another style's stance simultaneously using this action. [13th]
  • Improved Impaling Critical While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon’s damage dice result once per round at the start of that opponent’s turn. [Fighter Bonus, 14th]
  • Double Slice Add your Strength bonus to damage rolls made with your off-hand weapon. [15th]
  • Two-Weapon Rend If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round. [Fighter Bonus, 16th]
  • Stunning Critical Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration. [17th]
  • Greater Weapon Focus You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus. [Fighter Bonus, 18th]
  • Critical Mastery When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. [19th]
  • Greater Weapon Specialization You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization. [Fighter Bonus, 20th]
Advanced Weapon Training Monk Weapons
Trained Initiative As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn't hidden, he can draw that weapon as a free action as part of making an initiative check.
Armed Bravery The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.
Fighter's Reflexes The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.
Versatile Training - [Intimidate] & [Acrobatics] The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill's usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills
  • Critical Focus (Mythic) You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation. [Mythic]
  • Improved Critical (Mythic) Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6). [Mythic]
  • Two-Weapon Rend (Mythic) The damage of your Two-Weapon Rend increases to 2d8 points plus twice your Strength modifier. You can expend one use of mythic power to gain a bonus on this damage equal to twice your tier. [Mythic]
  • Weapon Specialization (Mythic) When using your chosen weapon, you gain a bonus equal to half your tier on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization. [Mythic]
  • Mythic Stunning Critical Once per round when you hit a foe with an attack, but the attack is not a critical, you may expend two uses of mythic power to inflict the effect of the Stunning Critical feat rather than your attack's normal damage. You may not add the effects of more than one mythic critical feat to a single attack. [Mythic]
Path Abilities Tier: (1st)
Impossible Speed Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Punishing Blow Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.
Tier: (3rd)
Disabling Strike With your mighty strikes, you can brutally batter the limbs of your foes. Whenever you score a successful critical hit against an adjacent creature, as a free action you can expend one use of mythic power to potentially disable one of that creature's limbs. Mythic creatures receive a Fortitude save to negate this effect (DC = 10 + your Strength modifier + your tier), while non-mythic creatures do not. An affected creature takes 1d4 points of Constitution damage and one of its limbs (your choice) is mangled. If you choose to disable an arm, the creature drops anything held in that arm, cannot hold items in that arm, and makes natural attacks with that arm at a –4 penalty. If you choose to disable a leg, the target's base movement speed is halved. These penalties are removed when the Constitution damage taken from this ability is healed. Foes that are immune to critical hits are immune to this ability, as are those with unusual anatomies (subject to GM discretion)
Maximized Critical Whenever you score a critical hit, the weapon's damage result is always the maximum possible amount you could roll. This doesn't affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you score a critical hit with a longsword (1d8/×2), treat the sword's damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.
Penetrating Damage Whenever you deal damage to a creature with damage reduction, you can overcome one of the following types of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature's damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means
Tier: (6th)
Enhanced Ability - [Strength] You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Enhanced Ability - [Dexterity] You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Enhanced Ability - [Constitution] You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Farwalker The boundaries of the Material Plane mean little to you. You can plane shift once per day, using double your tier as your caster level. You can take this ability twice. When you take it a second time, you can use this ability three times per day.
Farwalker The boundaries of the Material Plane mean little to you. You can plane shift once per day, using double your tier as your caster level. You can take this ability twice. When you take it a second time, you can use this ability three times per day.

Skills:

?? +? []

Languages:

  • Common

Class features and Special abilities:

Racial Features: Human
Stat modifiers: +2 to any one stat (Strength)
Bonus Feat: Humans select one extra feat at 1st level
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Favored Class bonus: Fighter: Gain +1 hp per level.
Class Features: Fighter
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.
Weapon Training - [Monk Weapons, +5] Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature.
Armor Mastery: At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.
Weapon Mastery - [Kukri]: At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Mythic Features
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power: 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 an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). 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.
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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative: At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. 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.
Recuperation: At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws: At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will: At 7th tier, 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-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable: At 8th tier, 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.
Immortal: At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero: At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.
Mythic Path Champion
Bonus Hit Points: Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
Champion's Strike - [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 your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Legendary Champion At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it's lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.

Spells, abilities and Powers:


Items, gear and equipment:

Weapons:
Enhancements
Manual of gainful exercise [+4] Inherent Bonus to Strength
Manual of quickness of action [+4] Inherent Bonus to Dexterity
Manual of bodily health [+4] Inherent Bonus to Constitution
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Headband of Mental Superiority: + 6 enhancement bonus to all mental ability scores
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Belt of Physical Perfection: + 6 enhancement bonus to all physical ability scores
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


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