Primus Fss'Gathan the Heirophant

PRIMUS FSS'GATHAN THE HIEROPHANT 

CR 17

Male Lizardfolk Humanoid 2 / Barbarian 16

NE Medium humanoid (reptilian)

Init +5; Senses Perception +27,

DEFENSE
AC 34, touch 12, flat-footed 34 (+9 armor, +2 Dex, +5 natural, +8 shield, )

hp 334 (2d8)+(16d12)+126

Fort +25, Ref +15, Will +19, When raging gain +4 bonus to Will saves vs. Enchantment spells.

Defensive Abilities Improved Uncanny Dodge, Uncanny Dodge,

DR 4/-

OFFENSE
Speed 30 ft. Swim 10 ft., Fast Movement

Melee godless spear +3 (bane (outsiders (good))/ save bonus (profane) (+5)) (two handed) +19/+14/+9/+4 ((two handed) 1d8+13/19-20/x3)

Ranged godless spear +3 (bane (outsiders (good))/ save bonus (profane) (+5)/thrown) +17/+12/+7/+2 (1d8+10/19-20/x3)

Melee claw +16 (1d4+7)

Melee bite +13 (1d4+7)

Special Attacks Auspicious Mark, Chaos Totem, Chaos Totem, Greater, Chaos Totem, Lesser, Renewed Life, Renewed Vitality, Spirit Totem, Spirit Totem, Greater, Spirit Totem, Lesser,

STATISTICS
Str 24, Dex 21, Con 24, Int 11, Wis 28, Cha 18

Base Atk +17; CMB +24; CMD 39

Feats Eldritch Heritage (Mythic), Extra Rage Power (2x), Godless Healing, Greater Eldritch Heritage, Improved Critical (Spear), Improved Eldritch Heritage, Skill Focus (Knowledge (History)), Stance of the Xorn

Skills Acrobatics -3, Bluff +4, Climb -5, Diplomacy +4, Disguise +4, Escape Artist -7, Fly -7, Handle Animal +23, Heal +8, Intimidate +4, Knowledge (History) +22, Knowledge (Nature) +21, Perception +27, Perform (Untrained) +4, Ride -7, Sense Motive +8, Spellcraft +18, Stealth -7, Survival +8, Swim +3,

Languages Draconic

Archetypes  Elemental Kin, Totem Warrior,

SQ Damage Reduction, Elemental Fury, Fast Movement, Hold Breath, Increased Damage Reduction, Indomitable Will, Rage, Rage, Touch of Destiny, Weapon and Armor Proficiency,

Possessions  godless spear +3 (bane (outsiders (good))/ save bonus (profane) (+5));  belt of physical perfection +4;  chainmail +3 (bitter/elysian bronze/spell storing);  stone cloak, major;  tribal shield +4 (tower/heavy fortification);

SPECIAL ABILITIES
Auspicious Mark (Su)  The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits' favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Chaos Totem (Su)  While raging, the barbarian's form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25% chance to ignore extra damage from critical hits and sneak attacks.

Chaos Totem, Greater (Su)  While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction.

Chaos Totem, Lesser (Su)  While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses.

Damage Reduction (Ex)  You gain damage reduction.

Destined Bloodline  

Elemental Fury (Ex)  At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level. This ability replaces trap sense.

Fast Movement (Ex)  Your land speed is faster than the norm for your race by +10 feet.

Hold Breath (Ex)  A lizardfolk can hold its breath for 96 rounds before it risks drowning.

Improved Uncanny Dodge (Ex)  You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 4.

Increased Damage Reduction (Ex)  Your damage reduction increases by 1/--. This increase is always active while you are raging.

Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it.

Indomitable Will (Ex)  While in rage, you gain a +4 bonus on Will saves to resist enchantment spells.

Rage (Ex)  You can call upon inner reserves of strength and ferocity, granting you additional combat prowess.

Renewed Life (Ex)  While raging, the barbarian ignores the effect of one temporary negative level per four barbarian levels she has (maximum 5). Once per day, when a barbarian with temporary negative levels ends her rage, she can attempt saving throws to remove a number of negative levels equal to the number of levels she could ignore while raging. A barbarian must have the renewed vitality rage power and be at least 6th level before selecting this rage power.

Renewed Vitality (Ex)  While raging, the barbarian ignores the effect of 1 point of ability penalty or damage per two barbarian levels she has (maximum 10). Once per day, when a barbarian with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage. If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging. A barbarian must have the renewed vigor rage power and be at least 4th level before selecting this rage power.

Spirit Totem (Su)  While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).

Spirit Totem, Greater (Su)  While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.

Spirit Totem, Lesser (Su)  While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.

Touch of Destiny (Su)  You can touch a creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw.

Uncanny Dodge (Ex)  You can react to danger before your senses would normally allow you to do so.

MYTHIC POWERS
Path Hierophant II

Divine Surge

Beast's Fury (Su): As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn.

Path Abilities

Display of Wisdom (Su): As a free action, you can expend one use of mythic power to attempt a feat of Wisdom, gaining a +20 circumstance bonus on one Wisdom-based skill check or Wisdom ability check.

Water of Life (Su): Any potions you consume have the maximum effect, as if they were created using the Maximize Spell feat. You can quickly create a temporary potion by casting a spell into a pint of water. The spell must be a valid choice for the Brew Potion feat and have a spell level no higher than your tier. The targeted liquid becomes a potion of that spell. If not consumed, the temporary potion reverts to normal water after 1 hour per tier.

Hard to Kill (Ex): 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 (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 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.

Amazing Initiative (Ex): 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.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.