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Things from my setting
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<blockquote data-quote="Obly99" data-source="post: 9207088" data-attributes="member: 7035194"><p>Well, I have finished her month ago, so.....here she is. She is the King Arthur of the world of Fate even if many of her skills are unique things not present in the slightest in the series that I took from the classes and maneuvers that I link below to make her more interesting in a battle.</p><p><strong><a href="https://minmaxforum.com/index.php?topic=2117.0" target="_blank">Paladin v.1</a></strong></p><p><strong><a href="https://minmaxforum.com/index.php?topic=42.0" target="_blank">Paladin v2</a></strong></p><p><strong><a href="https://minmaxforum.com/index.php?topic=13820.0" target="_blank">Paladin v3</a></strong></p><p><strong><a href="https://forums.giantitp.com/showthread.php?101008-Just-Who-The-Hell-Do-You-Think-We-Are!-Discipline" target="_blank">Scarlet Bravura Discipline</a></strong></p><p><a href="https://forums.giantitp.com/showthread.php?248161-The-Destined-Hero-3-5-Base-Class-PEACH" target="_blank"><strong>The Destined Hero</strong></a></p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Artoria Pendagron</span></strong></p><p>Hero-Deity <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/mighty-cr-5/" target="_blank">Mighty</a> Human Gestalt Legendary Cavalier (<a href="https://libraryofmetzofitz.fandom.com/wiki/Dreadnaught" target="_blank">Dreadnaught</a>)/Paladin (<a href="https://www.enworld.org/threads/sub-epic-offerings.592328/post-8671693" target="_blank">Prejudiced</a>) 23</p><p></p><p>LG Medium outsider (augmented, native)</p><p></p><p><strong>Init</strong> +16; <strong>Senses</strong> darkvision 180 ft., divine senses (x3); Perception +48</p><p></p><p><strong>Aura</strong> banner (60 ft., +4 moral vs fear, +2 moral vs charm/compulison, Diehard and +3 moral to charge attacks), commander’s aura (160 ft.), courage (10 ft.), divine (80 ft., DC 35), justice (10 ft.), purity (10 ft.), resolve (10 ft.), self-righteousness (10 ft.)</p><p>DEFENSE</p><p></p><p><strong>AC</strong> 74, touch 40, flat-footed 62 (+15 armor, +15 deflection, +8 Dex, +3 divine, +11 dodge, +12 natural, +7 shield)</p><p></p><p><strong>hp</strong> 1,311 (23d10+1,081) fast healing 3, regeneration 23 (cosmic damage)</p><p></p><p><strong>Fort</strong> +55, <strong>Ref</strong> +43, <strong>Will</strong> +51</p><p></p><p><strong>Defensive Abilities</strong> a hero never dies, divine grace, divine health, evasion, fortification 75%, hard to kill, juggernaut, mettle, mythic saving throws, second wind, sixth sense, titanic resilience (Diehard while in heavy armor, no staggered or lose of hp), trust in iron (2 rounds of commander’s aura, damage ½ and DR 17/—), unstoppable; <strong>DR</strong> 5/adamantine, 5/epic and 12/—; <strong>Immune</strong> bleed, charm, compulsion, disease, fear, mind-affecting, paralysis, sleep; <strong>Resistance</strong> 30 to all elements, Terrestrial Hazard; <strong>PR/SR</strong> 38</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 120 ft. (180 ft. without armor), fly 240 ft. (360 ft. without armor) (perfect; holy wings)</p><p></p><p><strong>Melee</strong> carnwennan +65/+60/+55/+50 (1d10+19/17-20), or excalibur +70/+65/+60/+55 touch (3d10+24/13-20x5), or rhongomyniad +70/+65/+60/+55 (3d10+24/17-20x9), or rhongomyniad in charge +72 ([3d10+24]x8/17-20x9)</p><p></p><p><strong>Special Attacks</strong> body check, boulder crash (DC 42), channel group (12d6), commander’s shout (4 rounds of commander’s aura, full round), final judgment, force of will, general’s awe (DC 46, 4 rounds of commander’s aura, stun 1 round and for 13 rounds Will DC 46 or cannot attack Artoria), hero points 3/day, living wall, mythic power (3/day, surge +1d6), potential 23/day, smite evil 8/day (+15 to hit, +92 to damage), to change a destiny, victor’s rally, ultimate sacrifice for the ultimate victory, ultimate vindication (DC 46, 40d6)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 26th; concentration +44)</p><p></p><p><strong>At will</strong>—<em>commune</em>, <em>contagious zeal</em>, <em>dream</em>, <em>ethereal jaunt</em>, <em>geas/quest</em>, <em>greater dispel magic</em>, <em>greater heroism</em>, <em>greater teleport</em>, <em>heroism</em>, <em>magic jar</em> (DC 40), <em>nine lives</em>, <em>overwhelming presence</em> (DC 44), <em>righteous might</em>, <em>righteous vigor</em>, <em>shield of faith</em>, <em>tongues</em>, <em>unshakable zeal</em></p><p></p><p><strong>3/day</strong>—quicken <em>greater dispel magic</em>, <em>greater invisibility</em> (self only) (CL 20th), <em>limited wish</em>, <em>shadow step</em> (CL 20th), <em>shadow walk</em> (self only) (CL 20th)</p><p></p><p><strong>1/day</strong>—<em>locate creature</em> (Camelot people only), <em>shadow body</em> (CL 20th), <em>transcend mortality</em> (CL 30th)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>32, <strong>Dex</strong> 26, <strong>Con</strong> 38, <strong>Int</strong> 30, <strong>Wis</strong> 30, <strong>Cha</strong> 40</p><p></p><p><strong>Base Atk</strong> +23; <strong>CMB</strong> +62 (+77 for bull rush body check); <strong>CMD</strong> 96</p><p></p><p><strong>Feats</strong> Alertness, Combat ReflexesB, Deathless InitiateB, DiehardB, Dodge, Greater Mercy, Quicken Spell-Like Ability (greater dispel magic), Power Attack, Toughness, Ultimate Mercy</p><p></p><p><strong>Epic Feats</strong> Epic Mercy, Epic Toughness, Fast Healing, Great Smiting, Improved Dodge, Sixth Sense</p><p></p><p><strong>Skills</strong> Acrobatics +36, Bluff +49, Climb +42, Diplomacy +60 (+71 gather information in Camelot), Fly +39 (+47 with holy wings), Handle Animal +37, Heal +44, Intimidate +49, Knowledge (local) +30, Knowledge (nobility, religion) +44, Perception +48, Profession (ruling) +44, Ride +39, Sense Motive +48, Spellcraft +44, Survival +44, Swim +42</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Giant, Infernal, Old English, Sylvan, Treant</p><p></p><p><strong>SQ</strong> bolstering cry 15/day, chivalry’s call (3 rounds of commander’s aura), chosen, colossus arm, commander’s aura 84 rounds/day [61 + favored class bonus] (DR 12/—; 36 temporary hp that refresh every round; +6 moral AC; +12 moral to weapon damage rolls; fast healing 16; resist energy 24 against acid, cold, electricity, fire, or sonic; +6 moral to combat maneuvers; +160 ft. moral to all movement speeds; +6 moral to saving throws; or roll a Will save twice, taking the better result), courtly skill (instant recognition, loyal aid, safe house, triumphant return), dual aura, excellence, group lay on hands 26/day (11d6), hammer strike, holy wings, inherent bonuses, intercept, knight’s renown, legendary renown, mercy (confused, exhausted, fatigued, haunted, nauseated, sickened, targeted), monarch’s renown (Camelot, 100,000 people), noble’s renown, ogre’s reach (+5 ft. reach two-handed or hit adjacent with a reach weapon for -2 to hit), order (nobility), prejudice (Camelot), recuperation, skilled diplomat +11, sweeping swings 6/day, stance (oath of the unfailing commander), talented orator, timeless body, titans armament, virtual size category +1</p><p></p><p><strong>Gear</strong> +5 heavy fortification infinite arrow deflection heavy steel shield of mithral, +6 determination full plate of mithral, belt of physical perfection +6, headband of mental perfection +6 (climb, survival, swim), cloak of resistance +5, ring of evasion, amulet of natural armor +5, winged boots, <em>carnwennan</em>, <em>excalibur</em>, <em>rhongomyniad</em></p><p></p><p><strong>Artifacts</strong></p><p></p><p><em>Carnwennan</em> (Minor Artifact)</p><p><strong>Aura</strong> strong illusion and transmutation; <strong>CL</strong> 20th; <strong>Slot</strong> none; <strong>Weight</strong> 0,5 lb.</p><p>Carnwennan is a +3 ghost touch keen dagger artifact. Carnwennan is associated with the ability to cloak its user in shadows. The wielder of Carnwennan can use <em>greater invisibility</em> (self only), <em>shadow step</em>, and <em>shadow walk</em> (self only) as a spell-like ability 3 times per day each and <em>shadow body</em> 1/day.</p><p></p><p><em>Excalibur </em>(Major Artifact)</p><p><strong>Aura</strong> overwhelming conjuration, divination, and transmutation; <strong>CL</strong> 30th; <strong>Slot</strong> none; <strong>Weight</strong> 5 lb.</p><p>Excalibur is an artifact consisting of 2 parts: the sword and its sheath. While both are powerful in their own right, a user using both is terrifying. The sword is a +8 axiomatic power ghost touch impact longsword that hit the touch AC of the target and that allow the user to cast <em>transcend mortality</em> as a spell-like ability 1/day but unlike the normal spell it does not trigger a disintegrate effect on the user at the end of the effect. The sheath give the user the hard to kill, recuperation, mythic saving throws, force of will, and unstoppable universal mythic abilities (the sheath has an internal reservoir of 10 daily mythic points that can only be spent to activate these abilities [the user can spend his mythic points if he possess them], the user is not considered mythic unless he possess independently mythic powers), the timeless body ability of a monk, Diehard as a bonus feat, immunity to bleed damage, and regeneration equal to his HD which is stopped by Cosmic damage.</p><p>Unless both the sword and the sheath are destroyed within 24 hours of each other, the destroyed part reforms from the still intact one.</p><p></p><p><em>Rhongomyniad </em>(Major Artifact)</p><p><strong>Aura</strong> overwhelming illusion and transmutation; <strong>CL</strong> 30th; <strong>Slot</strong> none; <strong>Weight</strong> 10 lb.</p><p>Rhongomyniad is a +8 ghost touch lance artifact. The wielder always count as mounted while charging with Rhongomyniad and gains the benefit of the Super Charge Divine Ability while using it.</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p>• Divine Mercy (Ex): You no longer need to have a body for return the ally to life</p><p></p><p>• Heavenly Mind (Ex): Cha as luck to attack rolls</p><p></p><p>• Superior Smiting (Ex): Your smite attacks are incredibly powerful</p><p></p><p><strong><u>Double Hero Portfolio Traits (Hero-Deity)</u></strong></p><p><em>Granted Power:</em> You gain a number of Hero Points every day equal to your DR that refresh their use at dawn. Every previous Hero Point unused from the past day is lost. This Hero Points ignore the maximum number of 3 (or 5 if you have Hero’s Fortune) and stack with any other Hero Points you have.</p><p></p><p>• <em>Leader of the people:</em> Competence penalty to on all rolls equal to double your divine rank for one month if you ever retreat the battlefield so long as a single ally remains alive within your Divine Aura</p><p></p><p>• <em>Monster Vulnerability (Ex):</em> You take 100% extra damage from natural weapons</p><p></p><p>• Courage (Su): You gains immunity to fear effects</p><p></p><p>• Leader of the People (Su): Allies in your aura gains immunity to fear effects</p><p></p><p>• Heroic Act (Ex): +6 competence bonus on attack rolls, damage rolls and armor class for a number of rounds equal to your DR after using a Hero Point</p><p></p><p><strong>A Hero Never Dies (Ex)</strong></p><p></p><p>Artoria receives Deathless Initiate and Diehard as a bonus feats. Whenever any effect would reduce her below a negative number of hit points equal to her Constitution score (or double her Constitution score if she is in possess of the sheath of excalibur), kill her outright, or leave her in a death-like state (eg. <em>flesh to stone</em> or <em>trap the soul</em>), its effects are delayed for 2 rounds. During this time, Artoria may use smite evil without expending daily uses (this smite evil cannot be used for activate Second Wind). After this point Artoria dies or suffer the effect as normal. If Artoria's death or negative condition is prevented within this rounds (eg. she receives healing or equips an item which grants immunity to the effect which would kill or leave her in a death-like state), she loses access to his free uses of smite evil until her life is placed in danger again.</p><p></p><p><strong>Bolstering Cry (Su)</strong></p><p>Artoria may, a number of times per day equal to her Charisma modifier, as an immediate action, grant either a single ally within her line of sight, or all allies within 80 ft. (close range) (including herself), an additional saving throw against a single non-instantaneous effect the ally or allies are suffering from. A creature can benefit from this effect only once per day. The sound must be able to reach the creature for this ability to work but the creature does not need to hear it for work (a creature under a <em>silence</em> spell cannot benefit from it but a petrified creature yes).</p><p></p><p><strong>Chosen (Ex)</strong></p><p>Artoria gains the benefit of Superior Critical and Superior Critical Multiplier Divine Abilities with the lance and the longsword.</p><p></p><p><strong>Divine Traits (Hero-Deity) (Ex)</strong></p><p>As a hero-deity, Artoria gains a +3 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. Artoria’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. A hero-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.</p><p></p><p><strong>Excellence (Ex)</strong></p><p>Artoria was born to be one of the greatest hero of history. She gains the following abilities.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Paragon Attacks:</em> When Artoria spend at least one Potential point in an attack roll, it does not fail on a roll of a “natural 1”. However, she still need to beat the AC for succeed.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Paragon Block:</em> Artoria can set up her shield as a standard action to gains a chance to “block” any attack against her depending on the type of shield used (10% for a buckler, 20% for a light shield, 40% for a heavy shield, 60% for a tower shield) until the start of her next turn. Her shield can even protect her from area attacks with the block chance, although it doesn't stop it from affecting others. By spending one Potential point as a free action, she can extend this block chance to all adjacent allies until the start of her next turn as she cover them with her shield. This doesn't stack with other sources of miss chances, and she must actually wield the shield to gain it (animated doesn't work).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Paragon Saving Throws:</em> When Artoria spend at least one Potential point in a saving throw, it does not fail on a roll of a “natural 1”. However, she still need to beat the DC for succeed.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Paragon Toughness:</em> Artoria may spend Potential points as a full-round action to gain five times that amount in temporary HP that last up to 1 hour. Remember temporary points don't stack.</p> </li> </ul><p></p><p><strong>Final Judgment (Su)</strong></p><p>As a king, Artoria is the judge, jury, and executioner of those who commit crimes against her kingdom. Once per day, as a full-round action that does not provoke attack of opportunity, Artoria can make a melee attack against a creature within 30 ft. If the attack hit and the creature is guilty of crimes against Camelot (DM’s discretion), the attack is automatically a confirmed critical hit, ignoring any fortification, immunity, or similar protection against critical the creature may possess. A creature slay by final judgment is entirely disintegrated, leaving behind only a trace of fine dust (as for <em>disintegrate</em>). A disintegrated creature’s equipment is unaffected. If the creature is not guilty of crimes against Camelot, the attack deals no damage at all and the daily use of this ability is wasted.</p><p></p><p><strong>Grant Spells</strong></p><p>Artoria can grant up to 5th-level spells. This does not require any specific action on Artoria behalf. She grant access to the domains of Glory, Good, Law, and Nobility and to the subdomains of Aristocracy, Heroism, Honor, Leadership, Legend, Legislation, and Loyalty.</p><p></p><p><strong>Holy Wings (Su)</strong></p><p>Artoria can conjure herself a pair of wings. The wings do not physically connect to her back, so they do not interfere with worn armour or the like, and they resemble softly glowing white feathered wings. The wings grant Artoria a fly speed equal to twice her land speed, with perfect maneuverability. Artoria may still fly even when wearing heavy armor or carrying a heavy load, but still suffers the associated speed reduction. She takes a standard action to create or dismiss the wings, though they automatically vanish if Artoria should lose consciousness. If Artoria should be in the air when her wings disappear, she gains the effects of a <em>feather fall</em> spell for up to 3 rounds, or until coming into contact with the ground. Artoria may use the wings for a total of 1 hour per paladin level each day, though each use uses a minimum of 1 hour of the time. Fly is a class skill for Artoria.</p><p></p><p><strong>Inherent Bonuses (Ex)</strong></p><p>Artoria has used <em>wish</em> spells of Merlin to gain a +5 inherent bonus to all of her ability scores.</p><p></p><p><strong>Mettle (Ex)</strong></p><p>Artoria can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. If helpless, Artoria does not gain the benefit of the mettle ability.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Artoria has Mythic Power (3/day, surge +1d8) and counts as a 3rd-rank Mythic creature. Artoria can use any of her 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. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.</p><p></p><p><strong>Might (Ex)</strong></p><p>Artoria deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.</p><p></p><p><strong>Oath of the Unfailing Commander (Su)</strong></p><p>Artoria is willing to sacrifice to defend her allies. This work as a stance of the Tome of Battle/Path of War. By entering the oath of the unfailing commander as a swift action, Artoria stand resolute, her menacing presence drawing her enemies to her alone. While in this stance, she take a -4 penalty to AC. However, her enemies cannot attack any of her ally adjacent to her, and take a -5 penalty on any attacks rolls made against all allies within 60 ft. of her. In addition, her loyalty to her comrades sustains her as she fight: whenever an enemy makes a melee attack against Artoria, as long as at least one ally is adjacent to her, she gains an amount of temporary hp equal to her HD. Regardless of how many times she is attacked, she can only gains this temporary hp once per round. If an enemy reduces her to -1 hp or less while she is in the oath of the unfailing commander stance, then all enemies take a -5 penalty on all attack rolls for as long as her hp remains below 0 but she is not dead.</p><p></p><p><strong>Potential (Ex)</strong></p><p>Artoria was born to be one of the greatest hero of history. She gains resistance 30 to all elements and an amount of Potential points equal to her HD. Every time she make a d20 roll, she may spend an amount of Potential points up to her HD to boost the result of that roll in a 1 per 1 basis. She need to choose to use this ability before knowing the result of the roll, but it takes no action to activate. Potential Points are refreshed every day.</p><p></p><p><strong>Second Wind (Su)</strong></p><p>Artoria may expend a use of smite evil as a standard action to gain the benefits of a <em>greater restoration</em> and <em>heal</em> spells (CL 26th), any enemy viewing this event must make a DC 46 Will save or become panicked for 1 minute. Each round at the start of its turn, the subject may attempt a new saving throw to reduce the condition to shaken for the remaining duration. Whenever she use Second Wind, Artoria is surrounded by a blazing aura for a number of rounds equal to her Charisma modifier, shedding light as a <em>mythic daylight</em> spell heightened to ½ her character level (11th). This light is treated as natural sunlight. The save DC is Charisma-based.</p><p></p><p><strong>To Change a Destiny (Su)</strong></p><p>Once per day Artoria may, as an immediate action, undo the events. When Artoria activate this ability, she undo all the events of the current round, and all creatures begin the round again. This includes moving herself and any other creatures back to the positions they occupied at the start of the round, removing any damage or other conditions (harmful or beneficial) that have occurred during the round, and in all other ways “resetting” events. All affected creatures are aware of the events of the now nonexistent round, but they are free to make entirely different choices from the ones they originally made. Artoria cannot activate to change a destiny as long the penalties caused by ultimate sacrifice for the ultimate victory are actives (if she activate To Change a Destiny in the round in which the penalty end, the round is reseted and the penalty are restored until the end of her turn as usual).</p><p></p><p><strong>Ultimate Sacrifice for the Ultimate Victory (Su)</strong></p><p>As a standard action, once per day, Artoria can make a single melee attack against an opponent. This ability can also be activated as a part of a charge, in this case it influence the charge attack. If it hits, it deals an additional 10 damage per HD of Artoria, is automatically a confirmed critical hit, ignoring any fortification, immunity, or similar protection against critical the creature may possess and confers several bonuses on all her allies in line of sight for 1 round. They gain a +10 bonus on all attack rolls, any melee attack they make deals an additional 2d6 + 1/Artoria HD damage, and they gain a +10 morale bonus on all saving throws and to AC. However, whether she hits with the attack or not, until the end of her next turn, Artoria AC, PR/SR and CMD falls to 0, cannot use spell-like abilities, mythic, or hero points, lose the benefit of her A Hero Never Dies ability, and she automatically fail all attack rolls, checks, and saving throws. This penalties cannot be removed in any way, including <em>wish</em>, <em>miracle</em>, or direct divine intervention. After using this ability, Artoria turn automatically end. If Artoria die while suffering from the penalties of ultimate sacrifice for the ultimate victory, then the bonuses it confers on her allies last for the duration of the encounter, rather than for 1 round.</p><p></p><p><strong>Abilities of Excalibur</strong></p><p></p><p><em>Hard to Kill (Ex)</em></p><p>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.</p><p></p><p><em>Recuperation (Ex)</em></p><p>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.</p><p></p><p><em>Mythic Saving Throws (Ex)</em></p><p>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.</p><p></p><p><em>Force of Will (Ex)</em></p><p>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.</p><p></p><p><em>Unstoppable (Ex)</em></p><p>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.</p><p></p><p>Source of the image: <a href="https://twitter.com/kawa_batayoshi/status/1393472696550187012" target="_blank">Artoria by kawa_batayoshi</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9207088, member: 7035194"] Well, I have finished her month ago, so.....here she is. She is the King Arthur of the world of Fate even if many of her skills are unique things not present in the slightest in the series that I took from the classes and maneuvers that I link below to make her more interesting in a battle. [B][URL='https://minmaxforum.com/index.php?topic=2117.0']Paladin v.1[/URL] [URL='https://minmaxforum.com/index.php?topic=42.0']Paladin v2[/URL] [URL='https://minmaxforum.com/index.php?topic=13820.0']Paladin v3[/URL] [URL='https://forums.giantitp.com/showthread.php?101008-Just-Who-The-Hell-Do-You-Think-We-Are!-Discipline']Scarlet Bravura Discipline[/URL][/B] [URL='https://forums.giantitp.com/showthread.php?248161-The-Destined-Hero-3-5-Base-Class-PEACH'][B]The Destined Hero[/B][/URL] [CENTER][B][SIZE=7]Artoria Pendagron[/SIZE][/B][/CENTER] Hero-Deity [URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/mighty-cr-5/']Mighty[/URL] Human Gestalt Legendary Cavalier ([URL='https://libraryofmetzofitz.fandom.com/wiki/Dreadnaught']Dreadnaught[/URL])/Paladin ([URL='https://www.enworld.org/threads/sub-epic-offerings.592328/post-8671693']Prejudiced[/URL]) 23 LG Medium outsider (augmented, native) [B]Init[/B] +16; [B]Senses[/B] darkvision 180 ft., divine senses (x3); Perception +48 [B]Aura[/B] banner (60 ft., +4 moral vs fear, +2 moral vs charm/compulison, Diehard and +3 moral to charge attacks), commander’s aura (160 ft.), courage (10 ft.), divine (80 ft., DC 35), justice (10 ft.), purity (10 ft.), resolve (10 ft.), self-righteousness (10 ft.) DEFENSE [B]AC[/B] 74, touch 40, flat-footed 62 (+15 armor, +15 deflection, +8 Dex, +3 divine, +11 dodge, +12 natural, +7 shield) [B]hp[/B] 1,311 (23d10+1,081) fast healing 3, regeneration 23 (cosmic damage) [B]Fort[/B] +55, [B]Ref[/B] +43, [B]Will[/B] +51 [B]Defensive Abilities[/B] a hero never dies, divine grace, divine health, evasion, fortification 75%, hard to kill, juggernaut, mettle, mythic saving throws, second wind, sixth sense, titanic resilience (Diehard while in heavy armor, no staggered or lose of hp), trust in iron (2 rounds of commander’s aura, damage ½ and DR 17/—), unstoppable; [B]DR[/B] 5/adamantine, 5/epic and 12/—; [B]Immune[/B] bleed, charm, compulsion, disease, fear, mind-affecting, paralysis, sleep; [B]Resistance[/B] 30 to all elements, Terrestrial Hazard; [B]PR/SR[/B] 38 OFFENSE [B]Speed[/B] 120 ft. (180 ft. without armor), fly 240 ft. (360 ft. without armor) (perfect; holy wings) [B]Melee[/B] carnwennan +65/+60/+55/+50 (1d10+19/17-20), or excalibur +70/+65/+60/+55 touch (3d10+24/13-20x5), or rhongomyniad +70/+65/+60/+55 (3d10+24/17-20x9), or rhongomyniad in charge +72 ([3d10+24]x8/17-20x9) [B]Special Attacks[/B] body check, boulder crash (DC 42), channel group (12d6), commander’s shout (4 rounds of commander’s aura, full round), final judgment, force of will, general’s awe (DC 46, 4 rounds of commander’s aura, stun 1 round and for 13 rounds Will DC 46 or cannot attack Artoria), hero points 3/day, living wall, mythic power (3/day, surge +1d6), potential 23/day, smite evil 8/day (+15 to hit, +92 to damage), to change a destiny, victor’s rally, ultimate sacrifice for the ultimate victory, ultimate vindication (DC 46, 40d6) [B]Spell-Like Abilities[/B] (CL 26th; concentration +44) [B]At will[/B]—[I]commune[/I], [I]contagious zeal[/I], [I]dream[/I], [I]ethereal jaunt[/I], [I]geas/quest[/I], [I]greater dispel magic[/I], [I]greater heroism[/I], [I]greater teleport[/I], [I]heroism[/I], [I]magic jar[/I] (DC 40), [I]nine lives[/I], [I]overwhelming presence[/I] (DC 44), [I]righteous might[/I], [I]righteous vigor[/I], [I]shield of faith[/I], [I]tongues[/I], [I]unshakable zeal[/I] [B]3/day[/B]—quicken [I]greater dispel magic[/I], [I]greater invisibility[/I] (self only) (CL 20th), [I]limited wish[/I], [I]shadow step[/I] (CL 20th), [I]shadow walk[/I] (self only) (CL 20th) [B]1/day[/B]—[I]locate creature[/I] (Camelot people only), [I]shadow body[/I] (CL 20th), [I]transcend mortality[/I] (CL 30th) STATISTICS [B]Str [/B]32, [B]Dex[/B] 26, [B]Con[/B] 38, [B]Int[/B] 30, [B]Wis[/B] 30, [B]Cha[/B] 40 [B]Base Atk[/B] +23; [B]CMB[/B] +62 (+77 for bull rush body check); [B]CMD[/B] 96 [B]Feats[/B] Alertness, Combat ReflexesB, Deathless InitiateB, DiehardB, Dodge, Greater Mercy, Quicken Spell-Like Ability (greater dispel magic), Power Attack, Toughness, Ultimate Mercy [B]Epic Feats[/B] Epic Mercy, Epic Toughness, Fast Healing, Great Smiting, Improved Dodge, Sixth Sense [B]Skills[/B] Acrobatics +36, Bluff +49, Climb +42, Diplomacy +60 (+71 gather information in Camelot), Fly +39 (+47 with holy wings), Handle Animal +37, Heal +44, Intimidate +49, Knowledge (local) +30, Knowledge (nobility, religion) +44, Perception +48, Profession (ruling) +44, Ride +39, Sense Motive +48, Spellcraft +44, Survival +44, Swim +42 [B]Languages[/B] Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Giant, Infernal, Old English, Sylvan, Treant [B]SQ[/B] bolstering cry 15/day, chivalry’s call (3 rounds of commander’s aura), chosen, colossus arm, commander’s aura 84 rounds/day [61 + favored class bonus] (DR 12/—; 36 temporary hp that refresh every round; +6 moral AC; +12 moral to weapon damage rolls; fast healing 16; resist energy 24 against acid, cold, electricity, fire, or sonic; +6 moral to combat maneuvers; +160 ft. moral to all movement speeds; +6 moral to saving throws; or roll a Will save twice, taking the better result), courtly skill (instant recognition, loyal aid, safe house, triumphant return), dual aura, excellence, group lay on hands 26/day (11d6), hammer strike, holy wings, inherent bonuses, intercept, knight’s renown, legendary renown, mercy (confused, exhausted, fatigued, haunted, nauseated, sickened, targeted), monarch’s renown (Camelot, 100,000 people), noble’s renown, ogre’s reach (+5 ft. reach two-handed or hit adjacent with a reach weapon for -2 to hit), order (nobility), prejudice (Camelot), recuperation, skilled diplomat +11, sweeping swings 6/day, stance (oath of the unfailing commander), talented orator, timeless body, titans armament, virtual size category +1 [B]Gear[/B] +5 heavy fortification infinite arrow deflection heavy steel shield of mithral, +6 determination full plate of mithral, belt of physical perfection +6, headband of mental perfection +6 (climb, survival, swim), cloak of resistance +5, ring of evasion, amulet of natural armor +5, winged boots, [I]carnwennan[/I], [I]excalibur[/I], [I]rhongomyniad[/I] [B]Artifacts[/B] [I]Carnwennan[/I] (Minor Artifact) [B]Aura[/B] strong illusion and transmutation; [B]CL[/B] 20th; [B]Slot[/B] none; [B]Weight[/B] 0,5 lb. Carnwennan is a +3 ghost touch keen dagger artifact. Carnwennan is associated with the ability to cloak its user in shadows. The wielder of Carnwennan can use [I]greater invisibility[/I] (self only), [I]shadow step[/I], and [I]shadow walk[/I] (self only) as a spell-like ability 3 times per day each and [I]shadow body[/I] 1/day. [I]Excalibur [/I](Major Artifact) [B]Aura[/B] overwhelming conjuration, divination, and transmutation; [B]CL[/B] 30th; [B]Slot[/B] none; [B]Weight[/B] 5 lb. Excalibur is an artifact consisting of 2 parts: the sword and its sheath. While both are powerful in their own right, a user using both is terrifying. The sword is a +8 axiomatic power ghost touch impact longsword that hit the touch AC of the target and that allow the user to cast [I]transcend mortality[/I] as a spell-like ability 1/day but unlike the normal spell it does not trigger a disintegrate effect on the user at the end of the effect. The sheath give the user the hard to kill, recuperation, mythic saving throws, force of will, and unstoppable universal mythic abilities (the sheath has an internal reservoir of 10 daily mythic points that can only be spent to activate these abilities [the user can spend his mythic points if he possess them], the user is not considered mythic unless he possess independently mythic powers), the timeless body ability of a monk, Diehard as a bonus feat, immunity to bleed damage, and regeneration equal to his HD which is stopped by Cosmic damage. Unless both the sword and the sheath are destroyed within 24 hours of each other, the destroyed part reforms from the still intact one. [I]Rhongomyniad [/I](Major Artifact) [B]Aura[/B] overwhelming illusion and transmutation; [B]CL[/B] 30th; [B]Slot[/B] none; [B]Weight[/B] 10 lb. Rhongomyniad is a +8 ghost touch lance artifact. The wielder always count as mounted while charging with Rhongomyniad and gains the benefit of the Super Charge Divine Ability while using it. [U][B]Divine Abilities[/B][/U] • Divine Mercy (Ex): You no longer need to have a body for return the ally to life • Heavenly Mind (Ex): Cha as luck to attack rolls • Superior Smiting (Ex): Your smite attacks are incredibly powerful [B][U]Double Hero Portfolio Traits (Hero-Deity)[/U][/B] [I]Granted Power:[/I] You gain a number of Hero Points every day equal to your DR that refresh their use at dawn. Every previous Hero Point unused from the past day is lost. This Hero Points ignore the maximum number of 3 (or 5 if you have Hero’s Fortune) and stack with any other Hero Points you have. • [I]Leader of the people:[/I] Competence penalty to on all rolls equal to double your divine rank for one month if you ever retreat the battlefield so long as a single ally remains alive within your Divine Aura • [I]Monster Vulnerability (Ex):[/I] You take 100% extra damage from natural weapons • Courage (Su): You gains immunity to fear effects • Leader of the People (Su): Allies in your aura gains immunity to fear effects • Heroic Act (Ex): +6 competence bonus on attack rolls, damage rolls and armor class for a number of rounds equal to your DR after using a Hero Point [B]A Hero Never Dies (Ex)[/B] Artoria receives Deathless Initiate and Diehard as a bonus feats. Whenever any effect would reduce her below a negative number of hit points equal to her Constitution score (or double her Constitution score if she is in possess of the sheath of excalibur), kill her outright, or leave her in a death-like state (eg. [I]flesh to stone[/I] or [I]trap the soul[/I]), its effects are delayed for 2 rounds. During this time, Artoria may use smite evil without expending daily uses (this smite evil cannot be used for activate Second Wind). After this point Artoria dies or suffer the effect as normal. If Artoria's death or negative condition is prevented within this rounds (eg. she receives healing or equips an item which grants immunity to the effect which would kill or leave her in a death-like state), she loses access to his free uses of smite evil until her life is placed in danger again. [B]Bolstering Cry (Su)[/B] Artoria may, a number of times per day equal to her Charisma modifier, as an immediate action, grant either a single ally within her line of sight, or all allies within 80 ft. (close range) (including herself), an additional saving throw against a single non-instantaneous effect the ally or allies are suffering from. A creature can benefit from this effect only once per day. The sound must be able to reach the creature for this ability to work but the creature does not need to hear it for work (a creature under a [I]silence[/I] spell cannot benefit from it but a petrified creature yes). [B]Chosen (Ex)[/B] Artoria gains the benefit of Superior Critical and Superior Critical Multiplier Divine Abilities with the lance and the longsword. [B]Divine Traits (Hero-Deity) (Ex)[/B] As a hero-deity, Artoria gains a +3 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. Artoria’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. A hero-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. [B]Excellence (Ex)[/B] Artoria was born to be one of the greatest hero of history. She gains the following abilities. [LIST] [*][LEFT][I]Paragon Attacks:[/I] When Artoria spend at least one Potential point in an attack roll, it does not fail on a roll of a “natural 1”. However, she still need to beat the AC for succeed.[/LEFT] [*][LEFT][I]Paragon Block:[/I] Artoria can set up her shield as a standard action to gains a chance to “block” any attack against her depending on the type of shield used (10% for a buckler, 20% for a light shield, 40% for a heavy shield, 60% for a tower shield) until the start of her next turn. Her shield can even protect her from area attacks with the block chance, although it doesn't stop it from affecting others. By spending one Potential point as a free action, she can extend this block chance to all adjacent allies until the start of her next turn as she cover them with her shield. This doesn't stack with other sources of miss chances, and she must actually wield the shield to gain it (animated doesn't work).[/LEFT] [*][LEFT][I]Paragon Saving Throws:[/I] When Artoria spend at least one Potential point in a saving throw, it does not fail on a roll of a “natural 1”. However, she still need to beat the DC for succeed.[/LEFT] [*][LEFT][I]Paragon Toughness:[/I] Artoria may spend Potential points as a full-round action to gain five times that amount in temporary HP that last up to 1 hour. Remember temporary points don't stack.[/LEFT] [/LIST] [B]Final Judgment (Su)[/B] As a king, Artoria is the judge, jury, and executioner of those who commit crimes against her kingdom. Once per day, as a full-round action that does not provoke attack of opportunity, Artoria can make a melee attack against a creature within 30 ft. If the attack hit and the creature is guilty of crimes against Camelot (DM’s discretion), the attack is automatically a confirmed critical hit, ignoring any fortification, immunity, or similar protection against critical the creature may possess. A creature slay by final judgment is entirely disintegrated, leaving behind only a trace of fine dust (as for [I]disintegrate[/I]). A disintegrated creature’s equipment is unaffected. If the creature is not guilty of crimes against Camelot, the attack deals no damage at all and the daily use of this ability is wasted. [B]Grant Spells[/B] Artoria can grant up to 5th-level spells. This does not require any specific action on Artoria behalf. She grant access to the domains of Glory, Good, Law, and Nobility and to the subdomains of Aristocracy, Heroism, Honor, Leadership, Legend, Legislation, and Loyalty. [B]Holy Wings (Su)[/B] Artoria can conjure herself a pair of wings. The wings do not physically connect to her back, so they do not interfere with worn armour or the like, and they resemble softly glowing white feathered wings. The wings grant Artoria a fly speed equal to twice her land speed, with perfect maneuverability. Artoria may still fly even when wearing heavy armor or carrying a heavy load, but still suffers the associated speed reduction. She takes a standard action to create or dismiss the wings, though they automatically vanish if Artoria should lose consciousness. If Artoria should be in the air when her wings disappear, she gains the effects of a [I]feather fall[/I] spell for up to 3 rounds, or until coming into contact with the ground. Artoria may use the wings for a total of 1 hour per paladin level each day, though each use uses a minimum of 1 hour of the time. Fly is a class skill for Artoria. [B]Inherent Bonuses (Ex)[/B] Artoria has used [I]wish[/I] spells of Merlin to gain a +5 inherent bonus to all of her ability scores. [B]Mettle (Ex)[/B] Artoria can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. If helpless, Artoria does not gain the benefit of the mettle ability. [B]Mythic (Ex)[/B] Artoria has Mythic Power (3/day, surge +1d8) and counts as a 3rd-rank Mythic creature. Artoria can use any of her 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. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. [B]Might (Ex)[/B] Artoria deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD. [B]Oath of the Unfailing Commander (Su)[/B] Artoria is willing to sacrifice to defend her allies. This work as a stance of the Tome of Battle/Path of War. By entering the oath of the unfailing commander as a swift action, Artoria stand resolute, her menacing presence drawing her enemies to her alone. While in this stance, she take a -4 penalty to AC. However, her enemies cannot attack any of her ally adjacent to her, and take a -5 penalty on any attacks rolls made against all allies within 60 ft. of her. In addition, her loyalty to her comrades sustains her as she fight: whenever an enemy makes a melee attack against Artoria, as long as at least one ally is adjacent to her, she gains an amount of temporary hp equal to her HD. Regardless of how many times she is attacked, she can only gains this temporary hp once per round. If an enemy reduces her to -1 hp or less while she is in the oath of the unfailing commander stance, then all enemies take a -5 penalty on all attack rolls for as long as her hp remains below 0 but she is not dead. [B]Potential (Ex)[/B] Artoria was born to be one of the greatest hero of history. She gains resistance 30 to all elements and an amount of Potential points equal to her HD. Every time she make a d20 roll, she may spend an amount of Potential points up to her HD to boost the result of that roll in a 1 per 1 basis. She need to choose to use this ability before knowing the result of the roll, but it takes no action to activate. Potential Points are refreshed every day. [B]Second Wind (Su)[/B] Artoria may expend a use of smite evil as a standard action to gain the benefits of a [I]greater restoration[/I] and [I]heal[/I] spells (CL 26th), any enemy viewing this event must make a DC 46 Will save or become panicked for 1 minute. Each round at the start of its turn, the subject may attempt a new saving throw to reduce the condition to shaken for the remaining duration. Whenever she use Second Wind, Artoria is surrounded by a blazing aura for a number of rounds equal to her Charisma modifier, shedding light as a [I]mythic daylight[/I] spell heightened to ½ her character level (11th). This light is treated as natural sunlight. The save DC is Charisma-based. [B]To Change a Destiny (Su)[/B] Once per day Artoria may, as an immediate action, undo the events. When Artoria activate this ability, she undo all the events of the current round, and all creatures begin the round again. This includes moving herself and any other creatures back to the positions they occupied at the start of the round, removing any damage or other conditions (harmful or beneficial) that have occurred during the round, and in all other ways “resetting” events. All affected creatures are aware of the events of the now nonexistent round, but they are free to make entirely different choices from the ones they originally made. Artoria cannot activate to change a destiny as long the penalties caused by ultimate sacrifice for the ultimate victory are actives (if she activate To Change a Destiny in the round in which the penalty end, the round is reseted and the penalty are restored until the end of her turn as usual). [B]Ultimate Sacrifice for the Ultimate Victory (Su)[/B] As a standard action, once per day, Artoria can make a single melee attack against an opponent. This ability can also be activated as a part of a charge, in this case it influence the charge attack. If it hits, it deals an additional 10 damage per HD of Artoria, is automatically a confirmed critical hit, ignoring any fortification, immunity, or similar protection against critical the creature may possess and confers several bonuses on all her allies in line of sight for 1 round. They gain a +10 bonus on all attack rolls, any melee attack they make deals an additional 2d6 + 1/Artoria HD damage, and they gain a +10 morale bonus on all saving throws and to AC. However, whether she hits with the attack or not, until the end of her next turn, Artoria AC, PR/SR and CMD falls to 0, cannot use spell-like abilities, mythic, or hero points, lose the benefit of her A Hero Never Dies ability, and she automatically fail all attack rolls, checks, and saving throws. This penalties cannot be removed in any way, including [I]wish[/I], [I]miracle[/I], or direct divine intervention. After using this ability, Artoria turn automatically end. If Artoria die while suffering from the penalties of ultimate sacrifice for the ultimate victory, then the bonuses it confers on her allies last for the duration of the encounter, rather than for 1 round. [B]Abilities of Excalibur[/B] [I]Hard to Kill (Ex)[/I] 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. [I]Recuperation (Ex)[/I] 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. [I]Mythic Saving Throws (Ex)[/I] 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. [I]Force of Will (Ex)[/I] 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. [I]Unstoppable (Ex)[/I] 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. Source of the image: [URL='https://twitter.com/kawa_batayoshi/status/1393472696550187012']Artoria by kawa_batayoshi[/URL] [/QUOTE]
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