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Bootlebat

Explorer
What counts as "cosmic" damage for the purposes of beating Nidhoggr's regeneration? I'm guessing it has to be damage from a sidereal or better.
 

Obly99

Hero
What counts as "cosmic" damage for the purposes of beating Nidhoggr's regeneration? I'm guessing it has to be damage from a sidereal or better.
Cosmic Might or higher version
Cosmic Effect or higher version
Cosmic Damage of a breath weapon of an Adamic Dragon (d100/2 HD) or higher version
 


Obly99

Hero
Cool. Also, are the Consumer's Nidhoggr's children?
Yes, but not in a biological sense. They are its "children" but are more emanations spontaneously generated by its presence in reality, so powerful is its corrosion. As a deity of good spontaneously generates positive phenomena around him with his presence, likewise Níðhöggr generates negative phenomena and horrors around itself. What most comes to my mind to explain this is the Regional Effects of some 5e monsters that alter their surroundings by their mere presence.
 

Obly99

Hero
Loki

Unchained Rogue (Charlatan) 30/Bard (Demagogue) 20/Legendary Assassin 10/Mesmerist 20 (Vox)/Master Spy 10

CN Medium outsider (extraplanar, shapechanger)

Init +51 (always first); Senses darkvision 600 ft., divine senses (x10), true seeing; Perception +130

Aura divine (DC 53, 1,000 ft.)

DEFENSE

AC 134, touch 107, flat-footed 80 (+29 deflection, +44 Dex, +14 divine, +10 dodge, +27 natural)

hp 5,580 (90d20+3,780)

Fort +129, Ref +130, Will +127; +13 against mind-affecting, +4 against bardic performance, sonic, and language-dependent effects

Defensive Abilities elude detection, evasion, fool casting, glib lie (DC 59), hidden mind, improved evasion, improved uncanny dodge (level 44), saving throw bonus +5 (mind-affecting), sixth sense, uncanny dodge, well versed; DR 40/epic; Immune Terrestrial Hazards; Resistance Stellar Hazards; PR/SR 114

OFFENSE

Speed 270 ft., fly 270 ft. (perfect)

Melee Betray +174/+174/+169/+164/+159 (4d10+95/15-20), Snake +174/+169/+164/+159 (4d10+95/15-20)

Ranged Betray +174 (4d10+95/15-20), Snake +174 (4d10+95/15-20)

Special Attacks angel of death, assassin talents (another face in the crowd, explosive action, lethal range, lost in the crowd, stranglehold), assumption, bardic performance 71 rounds/day (DC 63, swift action; countersong, deadly performance, dire of doom, distraction, fascinate, frightened tune, gather crowd, incite violence, inspire competence +4, inspire courage +3, inspire greatness, inspire heroics, righteous cause, soothing performance), bold stare (allure, disorientation, lethality, psychic inception, sluggishness), compelling voice (–19, 1,000 ft.), death attack (standard action, DC 89), debilitating injury (–2 AC, –12 against Loki; –2 attack rolls, –12 against Loki; or speed ½ and no 5-ft. step), master strike (DC 75), mythic power (14/day, surge +3d6), natural born liar, quiet death, painful stare (+10/+6d6), piercing gaze, poison use, rogue talents (against the wall, bleeding attack*, black market connection, coax information, crippling strike*, defensive roll, distracting strike*, expert leaper, fast stealth, hard minded, improved evasion, obfuscate story, offensive defense, redirect attack, rumormongerB, unwilling ally), sneak attack +348 (29d12), swift death, subsonic strike (29 creatures), true death (DC 39), wounding words 32/day (DC 63, 1d6+20 sonic)

Bard Spells Known (CL 104th; concentration +147; DC (if any) 53 + spell level)

of any level from 0 to 6th of spells—any spell from any spell list;

Mesmerist Spells Known (CL 104th; concentration +147; DC (if any) 53 + spell level)

of any level from 0 to 6th of spells—any spell from any spell list;

Spell-Like Abilities (CL 104th; concentration +147)

Constantnondetection, mind blank

At willbaleful polymorph (DC 58), bear’s endurance, beast shape I, commune, disguise self (DC 54), dream, enchantment foil, enlarge person, etherealness, false vision, form of the dragon I (DC 59), geas/quest, greater animal aspect, greater dispel magic, greater teleport, impenetrable veil, invisibility, legendary proportion, magic jar (DC 58), mind blank, mislead (DC 60), nondetection, polymorph any object (DC 61), sending, shapechange, tongues

14/daywish

2/daymagic aura (DC 54, only for making an object appear nonmagical)

STATISTICS

Str 42, Dex 54, Con 52, Int 100, Wis 48, Cha 69

Base Atk +67; CMB +142; CMD 168

Feats Accomplished Sneak Attacker x5, Additional Traits, Alertness, Combat Expertise, Combat Reflexes, Deceitful, Dodge, Double Slice, Double Strike, Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Unarmored Specialist, Greater Fortitude, Greater Two-Weapon Fighting, Improved Critical (dagger), Iron Will, Lightning Reflexes, Toughness, Two-Weapon Feint, Two-Weapon Fighting, Weapon FinesseB, Unarmored Specialist

Epic Feats Epic Skill Focus (Perform [Oratory]), Epic Toughness, Ether Goer, Etheric Double, Etheric Vision, Good Fortitude, Good Reflexes, Good Will, Greater Critical (dagger), Improved Combat Reflexes, Improved Dodge, Killer Instinct, Perfect Two-Weapon Fighting, Sixth Sense, Sky Walker, Spell Stowaway (time stop), Subtle Body, Superior Initiative, Tenacious Body

Skills All skills 107 + ability modifier; Perform (Oratory) +252 (Bluff +281, Disguise +256, Intimidate +257)

Languages Abyssal, Aboleth, Aklo, Celestial, Common, Draconic, Giant, Infernal, Necril, Old Nordic, Sylvan, Terran, other 124;

SQ art of deception, bardic knowledge +10, concealed thoughts, consummate liar, famous (+5 Bluff and Intimidate), finesse training (dagger, kunai, rapier, sickle), grand transformation, hidden weapons, hide in plain sight, jack of all trades, manifold tricks (5 tricks), mask alignment, master of disguise, maven, mental potency (+4 HD), mesmerist trick 39/day (astounding avoidance, faked death, gift of will, greater mask misery, mask misery, meek facade, mental fallback, misdirection, telepathic link, unwitting messenger, voice of reason), might, nonmagical aura, quick change, portfolio (transformation, trickery), rogue’s edge (Bluff, Diplomacy, Disable Device, Disguise, Intimidate, Stealth), shift alignment, superficial knowledge +5, versatile performance (Perform [Oratory] [Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Use Magic Device]), virtual size category +2

Traits clever wordplay (Perform [Oratory]), trap finder

Artifacts
Betray
Betray is a +28 anarchic power, defending, defiant, ghost touch, guardian, heartseeker, menacing, speed, stalking, triple-throw adamantine dagger of wounding composed by a 1/32,768th of orichalcum (x2 damage) (+55 total bonus)

Snake
Snake is a +28 anarchic power, defiant, ghost touch, heartseeker, stalking, triple-throw, wounding adamantine dagger of unerring accuracy composed by a 1/32,768th of orichalcum (x2 damage) (+55 total bonus)

Loki renounce 2 artifacts for triple his Divine Slots

Divine Abilities
• Adjuration (Su): Summon up to 180 hit die of creatures per day (no single creature can have CR higher than 59)

• Celerity (Ex): All movements speed tripled

• Cursing Gaze (Su): Hypnotic stare curse every round the opponent

• Cozen (Su): You can steal the abilities of other beings (DC 63)

• Divine Mesmerist (Su): Your divine power increase the power of your stare

• Divine Skill Focus (Perform [Oratory]) (Ex): +60 to the chosen skill

• Divine Skill Ephasis (Perform [Oratory]) (Ex): +30 to the chosen skill

• Divine Sneak Attack (Ex): Half the damage of sneak attack is divine

• Divine Sorcery (Su): Double the spells know

• Divine Wizardry (Su): Double the spell slots

• Dream Stealer (Ex): You can steal the thoughts and dreams of others (DC 63)

• Enlightened (Su): You know all spells

• Ensorcelled (Su): You can cast any number of spells per day

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement

• Extra Mythic Ability (Var.) x4: You gain a mythic ability (mythic finesse training, mythic debilitating injury, mythic rogue’s edge [change], mythic master strike)

• Intellectual Mind (Ex): Int as competence to attack rolls

• Intellectual Soul (Ex): Int as competence to saving throw

• Long Gaze (Su): Hypnotic stare range increase to Divine Aura

• Lurking (Ex): You are difficult to detect

• Omnicompetent (Ex): All skills are class skills

• Perfect Initiative (Ex): Always First

• Perfect Sneak Attack (Ex): Sneak attack damage is maximized

• Polymorph (Su): You can polymorph at will

• Seventh Sense (Ex): Reply a round

• Shadow Self (Su): Gain a permanent shadow duplicate

• Shapechange (Su): You can shapechange at will

• Soul Stealer (Su): Take possession of a victim’s soul with a sneak attack (DC 63)

• Superior Sneak Attack x3 (Ex): Use d12 for sneak attack

• Time Stealer (Su): You can steal another’s actions with a sneak attack (DC 63)

• True Seeing (Ex): You have True Seeing

• Vicissitude (Ex): You can foster a second, separate existence (female Jotnar Jötunheimr named Thökk)

Cosmic Abilities (esoteric)
• Legendary Intelligence (Ex): Your Intelligence is doubled

Transformation Portfolio Traits (Greater Deity)[Transformation Portfolio]
Granted Power: You cast transmutation spell at +1 caster level.

Hostile Environment (Stasis) (Ex): Competence penalty to all rolls equal to your divine rank when in an area with the Static or Timeless trait.

Silver Vulnerability (Ex): You take 50% extra damage from silver (or mithral) weapons.

Mutability (Ex): You gain the shapechanger subtype.

• Transmutation Immunity (Su): You are immune to hostile transmutation effects.

• Lord of Mutation (Ex): Competence bonus (equal to divine rank) on attack rolls, saves, and armor class while under a polymorph effect.

• Improved Summoning (shapechanger) (Ex): Summoned creatures with the shapechanger subtype or with the natural ability to change form have 50% more HD.

• Instrument of Alteration (Su): Immunities against your transmutation effects are only 50% effective.

• Uncanny Withering (Cha.) Mastery (Su): Assault your enemies with charisma draining attacks.

• Heart of Transfromation (Ex): You gain regeneration equal to ½ your HD while under a polymorph effect.

Trickery Portfolio Traits (Greater Deity)[Trickery Portfolio]
Domain Power: You can deceive truth-detecting magic. A creature using this sort of magic against you must succeed on a caster level check against a DC of 119 (15 + your’s HD + your Divine Rank) to succeed (as if you are under the effect of a glibness spell); failure means the magic doesn’t detect your’s lies or force you to speak only the truth. This ability does not give you the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read your mind, you decides what surface thoughts your opponent detects, and your true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.

Mirror Game (Ex): Competence penalty to on all rolls equal to your divine rank for 1 day when one discovers your deception before it’s completed.

Sheep’s Strength (Ex): Competence penalty to strength equal to your divine rank.

• Surprise (Ex): You count your HD as rogue level for the purpose of overcome the uncanny dodge ability.

• Joker (Ex): +14 competence bonus on attack rolls, damage rolls and armor class after successfully feint a creature with at least ½ your HD for 24 hours.

• Trickery Summon (Su): Those summoned gain Cha. bonus equal to your divine rank.

• A Great Joke (Su): You can feint non-humanoid or creatures of animal Intelligence without penalty.

• Uncanny Divine Mastery (Su): Punish enemies with divine energy.

• Laughing (Ex): You gain regeneration equal to half your HD for a number of minutes equal to your divine rank after successfully feint a creature with at least ½ your HD.

Uncanny Divine Mastery

Beam (Ray) 90d3; 4,000 ft.

Blast 45d3; 4,000 ft./250 ft. Standard action Ref 63/half

Blood 22d3; Melee automatic ability Ref DC 55/negate

Breath* 90d3; 250 ft. (cone) 1,000 ft. (line) Standard Ref 55/half

Hand 135d3; Melee Touch

Immolation 135d3; 1,000 ft. radius Free/Standard Ref 55/half

Storm 22d3; 1,000 ft. radius Standard/Free – Special Ref 63/half

Strike 22d3; Melee (bonus) Free -

Wrath (Gaze) 45d3; all creature in 250 ft. Will 63/negate

Uncanny Withering (Cha.) Mastery

Beam (Ray) 9; 4,000 ft.

Blast 4; 4,000 ft./250 ft. Standard action Ref 63/half

Blood 2; Melee automatic ability Ref DC 55/negate

Breath* 9; 250 ft. (cone) 1,000 ft. (line) Standard Ref 55/half

Hand 13; Melee Touch

Immolation 13; 1,000 ft. radius Free/Standard Ref 55/half

Storm 2; 1,000 ft. radius Standard/Free – Special Ref 63/half

Strike 2; Melee (bonus) Free -

Wrath (Gaze) 4; all creature in 250 ft. Will 63/negate

Divine Traits (Greater Deity) (Ex)
As a greater deity, Loki gains a +14 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Loki’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A greater deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Grand Transformation (Ex)
Once per year Loki can change the identity of his Vicissitude Divine Ability with an occult ritual that require 24 consecutive hours. If he generate a new persona, he start again from the minimum (14 HD). If he select a previous identity, he resume from how he left it (eg. if he leave his identity of Thökk [female Jotnar Jötunheimr witch 20] for Jorguwulf [Fighter 14], when he select again Thökk after 1 year, he return to having 24 racial HD + 20 witch levels).

Might (Ex)
Loki deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Mythic (Ex)
Loki has Mythic Power (14/day, surge +3d6) and counts as a 14th-rank Mythic creature. Loki can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

As a Deity

Loki


The Trickster

Alignment CN (evil tendency)

Areas of Concern Cheating, Deception, Subterfuge, Plans, Wit

Domains Chaos, Destruction, Madness, Magic, Trickery

Subdomains Arcane, Captivation*, Deception, Entropy, Espionage, Hatred, Innuendo, Insanity, Murder*, Revelry, Riot, Thievery, Torture, Truth, Whimsy

*Clerics of Loki can use the Captivation and Murder subdomains to modify the Trickery or Destruction domains, respectively

Favored Weapon Dagger

Symbol Two snakes circling each other forming an S symbol, biting the tail of the other

Sacred Animal(s) Any animal capable of mimicry

Sacred Color(s) Blue and Red

Unique Summon Rules
  • Summon Monster I: Viper
  • Summon Monster II: Venomous Snake
  • Summon Monster III: Constrictor Snake, Snake Swarm
  • Summon Monster IV: Faceless Stalker, Venomous Snake Swarm
  • Summon Monster VI: Lamia Matriarch, Palagast Protean

Unique Spell Rules

Adept

Disguise Self can be prepared as a 1st-level spell

Alter Self can be prepared as a 2nd-level spell

Polymorph can be prepared as a 5th-level spell

Antipaladin
Disguise Self can be prepared as a 1st-level spell

Alter Self can be prepared as a 1st-level spell

Glibness can be prepared as a 2nd-level spell

Polymorph can be prepared as a 3rd-level spell

Bard
Polymorph can be prepared as a 4th-level spell

Greater Polymorph can be prepared as a 5th-level spell

Polymorph Any Object can be prepared as a 6th-level spell

Cleric/Oracle
Disguise Self can be prepared as a 1st-level spell

Alter Self can be prepared as a 2nd-level spell

Polymorph can be prepared as a 5th-level spell

Glibness can be prepared as a 6th-level spell

Greater Polymorph can be prepared as a 7th-level spell

Polymorph Any Object can be prepared as an 8th-level spell

Shapechange can be prepared as a 9th-level spell

Inquisitor/Warpriest
Disguise Self can be prepared as a 1st-level spell

Alter Self can be prepared as a 2nd-level spell

Glibness can be prepared as a 4th-level spell

Polymorph can be prepared as a 5th-level spell

Polymorph Any Object can be prepared as a 6th-level spell

Sorcerer/Wizard
Glibness can be prepared as a 6th-level spell

Image 1
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Obly99

Hero
Is like an intermediate or greater deity? He has +14 divine bonus so I'm not sure.
Divine Traits (Greater Deity) (Ex)
As a greater deity, Loki gains a +14 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Loki’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A greater deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

As I said for Desna, I rarely give what I consider the maximum number of divine ranks to a creature (16 for a Greater Deity) unless they are considered the pinnacle in that category (like the Pantheon lords Zeus, Odin, etc .)
 

Obly99

Hero
With permission of @Khisanth the Ancient I post a revisited version of his Jotunheim Troll empowered with abilities based on the Jotnar/Norse myth of my setting updated to the rules of PF1.

Greater Jotunheim Troll
A Jotunheim troll stands about 250 feet tall and weighs about 64,000 tons.

CN or CE Titanic humanoid (extraplanar, giant)

Init +11; Senses darkvision 800 ft., low-light vision, scent; Perception +45

Aura terrifying presence (400-ft., DC 40)

AC 46, touch 0, flat-footed 46 (+3 deflection, –1 Dex, +4 divine, +46 natural, –16 size)

hp 1,395 hp (30d10+1,230) regeneration 30 (epic acid or epic fire)

Fort +41, Ref +13, Will +28

Defensive Abilities ferocity, primal vigor, rock catching, sixth sense, unstoppable; DR 20/cold iron and epic; Immune ability damage and drain, cold, death effects, energy drain, mind-affecting effects, and death from massive damage; Resistance electricity 30, sonic 30, Terrestrial Hazards; PR/SR 44

Weakness sunlight vulnerability

Speed 120 ft., climb 90 ft.

Melee greatclub +53/+48/+43/+38 (8d10+51), or 2 slam +52 (8d10+34)

Ranged rock +17 (16d10+51)

Space 170 ft.; Reach 250 ft.

Special Attacks cleaving attacks, death throes, devastation, hurl foe, Mythic Power (4/day, Surge +1d8), mountainbreaker, pinning throw, rock throwing (1 mile), skipping stone

Spell-Like Abilities (CL 34th, concentration +41)

At willcontrol weather (as a druid), ice storm, sleet storm

3/daypolar midnight (DC 22)

Str 79, Dex 9, Con 50, Int 5, Wis 25, Cha 16

Base Atk +30; CMB +84 (+86 for sunder); CMD 96 (98 vs. sunder)

Feats Alertness, Cornugon Smash, Greater Vital Strike, Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Improved Vital Strike, Intimidating Prowess, Power Attack, Toughness, Vital Strike, Weapon Focus (greatclub)

Epic Feats Epic Toughness, Sixth Sense, Superior Initiative

Skills Climb +46, Intimidate +71, Perception +45, Sense Motive +13, Stealth –29 (+33 in dim light or lower condition of light), Survival +41

Languages Giant

SQ display of strength, jotunheim native, jotunheim trait, massive, might, might, mythic, night stalker, virtual size category +1

Divine Abilities
• Invincibility (Ex): Fortitude save for negate damage

Cleaving Attacks (Ex)
A single attack from one of a Jotunheim troll’s melee or rock can target all creatures in a 30-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack. The Jotunheim troll can attempt a combat maneuver check of Hurl Foe to all creatures hits with a melee attack, making a single check and applying it against the CMD of all targets.

Death Throes (Ex)
When a Jotunheim troll dies, its body shatters into an avalanche of broken boulders. All creatures and objects within a 120-ft.-radius burst of the troll take 30d8 magical bludgeoning damage and are knocked prone. A DC 49 Reflex half the damage and negate the prone. The save DC is Constitution-based.

Devastation (Ex)
As a full-round action, a Jotunheim troll can assault a structure, dealing 40d10+300 points of damage to the structure in that round, ignoring any hardness less than 21.

Display of Strength (Ex)
Once per day, a Jotunheim troll that attempt a feat of Strength, can gain a +40 circumstance bonus on one Strength-based skill check or Strength ability check.

Jotunheim Native (Ex)
A Jotunheim troll can see perfectly well in stormy and snowy conditions, including in blizzards, regardless of whether they are natural or supernatural (like a sleet storm spell), and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.
Also, a Jotunheim troll suffers no movement or skill penalties for moving in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. A Jotunheim troll also ignores difficult terrain and movement penalties caused by snow and ice, can move across icy surfaces without penalty, and does not need to make Acrobatics checks to run or charge on ice. Finally, the Jotunheim troll ignore the effects of wind on movement while in icy regions, and gains immunity to the natural weather of that regions, regardless any force (even blizzard or tornado), unless it chooses to be affected by them.

Jotunheim Trait (Ex)
A Jotunheim troll, despite it is a humanoid, has much of the traits of an outsider:
  • d10 Hit Dice.​
  • Base attack bonus equal to total Hit Dice (fast progression).​
  • Two good saving throws, Fortitude and Will.​
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.​
  • Charisma modifier as a deflection bonus to AC.​
  • Jotunheim troll are quasi-deity, and have a divine rank of 4.​
  • Jotunheim troll cannot die of old age.​
  • Might (see above).​
  • Mythic (see below).​
  • Jotunheim native.​

Hurl Foe (Ex)
When a Jotunheim troll damages a Gargantuan or smaller foe with one of its melee attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 60 feet in a direction of the Jotunheim troll’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Jotunheim troll’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Massive (Ex)
Because a Jotunheim troll is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or settlements are considered difficult terrain to the monster (GM’s discretion). A Gargantuan or smaller creature can move through any square occupied by a Jotunheim troll, or vice-versa. A Jotunheim troll gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Gargantuan or smaller creature to climb the Jotunheim troll—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the monster body provokes an attack of opportunity from him. If a Jotunheim troll grapples a creature of Gargantuan size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. A Jotunheim troll can grapple any number of creatures of Gargantuan size or smaller simultaneously and make a single combat maneuver as a free action at the start of its turn for maintain the grapple on them, applying its result against the CMD of those targets.

Might (Ex)
A Jotunheim troll deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the giant HD.

Mythic (Ex)
A Jotunheim troll has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A Jotunheim troll, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.

Mountainbreaker (Ex)
A Jotunheim troll's melee attacks ignore hardness less than 21 and its natural attacks and any weapons it wields, are treated as adamantine, chaotic, and epic weapons for the purpose of overcoming damage reduction.

Night Stalker (Ex)
Jotunheim trolls are big brutes, but excel at hunting prey in the dead of night. While a Jotunheim troll is in dim light or lower condition of light, it ignore all size penalties to Stealth checks and gain a +30 to Stealth checks.

Pinning Throw (Ex)
A Jotunheim troll can throw a “rock” as a full-round action so that it drops directly down upon targets, pinning them in places. A Jotunheim troll throw a stone at half its normal range, all Gargantuan or smaller creatures hit suffer normal rock damage and must make a DC 63 Reflex save or be pinned beneath the rock. All creatures pinned beneath a rock suffer 8d8 bludgeoning damage at the start of their turn as long they remain pinned. The DC to overcome the pin is the DC of the Reflex save. The save DC is Strength-based.

Primal Vigor (Ex)
If a Jotunheim troll takes damage during a round, its regeneration increases by 10 at the start of its next turn, to a maximum of 150. If the Jotunheim troll is at full hit points at the start of its turn, its regeneration decreases by 10, to a minimum of 30. Damaging the Jotunheim troll with epic acid or fire only partially suppresses its regeneration. On its turn following this damage, the monster regenerates only half the normal number of hit points (for example, a Jotunheim with regeneration 100 would heal 50 hit points) and can die normally on that round.

Regeneration (Ex)
The regeneration of a Jotunheim troll is partially suppressed (see primal vigor) by acid or fire damage dealt from an epic source, like epic spells (the hellball spell), the acid blast epic weapon property, or from any creature with a Divine Rank of at least 3.

Shake the Earth (Ex)
As a full-round action that provoke attack of opportunity, a Jotunheim troll can slam its foot to the ground. Doing so functions as an extraordinary mythic earthquake spell with an area of 360-ft.-radius spread centered on the troll, except that all the DC of Reflex are 63 instead of 15 or 20 (the Constitution check for pinned beneath rubble remain 15) and the effect lasts for 2 rounds. A Jotunheim troll is immune to its own shake the earth or the one of another Jotunheim troll. The save DC is Strength-based.

Skipping Stone (Ex)
As a full-attack action when hurling a “rock”, a Jotunheim troll aim it toward its targets at a shallow angle, causing it to skip off the ground, and continue forward to smash through its enemies. All creatures and objects on the ground in a line leading away from the troll 20-feet wide and 120 ft. long starting from a point within 1 mile of the troll must make a DC 63 Reflex save or suffer half the damage normally dealt by the rock. A successful saving throw negates the damage. The save DC is Strength-based.

Sunlight Vulnerability (Ex)
A Jotunheim troll is treated as a creature vulnerable to sunlight for the purposes of spells like sunbeam and sunburst. While exposed to the direct natural sunlight of another realm (daylight spells are not sufficient), it suffers 1 point of Strength damage per minute it is exposed (this ignore its normal immunity to ability damage) and is regeneration is partially suppressed as for epic acid or fire. At 0 Strength, it becomes petrified. The light of Jotunheim is harmless to Jotunheim trolls.

Terrifying Presence (Ex)
This work as frightful presence, except the range is 400 ft. and all creatures failing their saves become panicked for 8d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. The save DC is Charisma-based and include a +8 racial bonus.

Unstoppable (Ex)
A Jotunheim troll can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: 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. A Jotunheim troll can use this ability at the start of its turn even if a condition would prevent him from acting.
 

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