TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Mythic Marid
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  Mythic Marid
  This beautiful giant’s skin glimmers with an iridescent 
  rainbow of aquatic shades, from pale sea-foam green to rich 
  dark blues. Whorls of lighter pink and white shades, like 
  pearls or shells, make their way across its skin like crystalline 
  tattoos.
  MYTHIC MARID 
   
   
               CR 11/MR 4
  XP 12,800
  CN Large outsider (extraplanar, mythic, water) 
  Init +9; Senses darkvison 60 ft.; Perception +17
  DEFENSE
  AC 29, touch 16, flat-footed 22 (+5 Dex, +2 dodge, +13 natural, 
  −1 size)
  hp 154 (12d10+88)
  Fort +10, Ref +13, Will +10
  DR 10/epic; Defensive Abilities mercurial
  OFFENSE
  Speed 20 ft., swim 60 ft.
  Melee 2 slams +17 (2d6+6) or +1 trident +19/+14/+9 (2d6+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drowning doom, mythic power (4/day, surge 
  +1d8), vortex (1/10 minutes, 10−50 ft. tall, 1d8+4 damage, DC 
  22), water mastery, water’s fury
  Spell-Like Abilities (CL 11th; concentration +15)
       Constant—detect evil, detect good, detect magic, water 
  walk
       At will—create water, invisibility, plane shift (willing 
  targets to elemental planes, Astral Plane, or Material Plane 
  only), purify food and drink (liquids only), quench
       5/day—control water, gaseous form, obscuring mist, water 
  breathing
       3/day—see invisibility
       1/day—persistent image (DC 19)
       1/year—grant 1 wish (to nongenies only) 
  STATISTICS
  Str 23, Dex 21, Con 18, Int 14, Wis 15, Cha 18
  Base Atk +12; CMB +19; CMD 35
  Feats Combat Casting, Combat ReflexesM, DodgeM, Great 
  Fortitude, Improved InitiativeB, Improved Natural Attack, 
  Power Attack
  Skills Craft (any one) +17, Diplomacy +19, Knowledge 
  (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, 
  Stealth +16, Swim +29
  Languages Auran, Aquan, Common, Ignan, Terran; 
  telepathy 100 ft.
  SQ bestow favor, change shape (water elemental, humanoid 
  or giant, alter self, elemental body III, or giant form I)
  ECOLOGY
  Environment any (Plane of Water)
  Organization solitary, pair, company (1 mythic marid plus 
  3−6 non-mythic marids), or band (1−3 mythic marids plus 
  7−12 non-mythic marids)
  Treasure standard (+1 trident, other gear)
  SPECIAL ABILITIES
  Bestow Favor (Su): As a full-round action, a mythic marid 
  can bestow its favor upon a non-genie creature with a kiss, 
  caress, or similar touch. The target gains a +2 morale bonus 
  on attack rolls, saving throws, ability checks, and skill checks. 
  The mythic marid can revoke the favor at any time as a swift 
  action, regardless of the distance between them. Once the 
  favor is revoked, the creature suffers a −2 penalty on attack 
  rolls, saving throws, ability checks, and skill checks for twice 
  as long as it had the bonus. A mythic marid can have only 
  one favor bestowed at any given time, and bestowing its 
  favor on another creature automatically revokes it from the 
  previous creature. If desired, a creature can attempt to resist 
  the mythic marid’s favor at the time it is bestowed (requiring 
  a DC 20 Will save), in which case no bonus or penalty applies. 
  In these cases, the mythic marid is aware that its gift was 
  refused and may respond negatively. The saving throw DC is 
  Charisma-based.
  Drowning Doom (Su): As a standard action, a mythic 
  marid can expend one use of mythic power to strip up to 
  one creature per mythic tier of their ability to breathe water. 
  Each target must be within 60 feet of the mythic marid. If 
  the target’s ability to breathe water comes from a spell, spell-
  like ability, or supernatural ability, that effect immediately 
  ends (or, if it would normally be permanent, is suppressed 
  for 24 hours). If the target’s ability to breathe water comes 
  from any other source (including creatures that breathe water 
  naturally), that creature must succeed on a DC 20 Fortitude 
  save or be unable to breathe water for 1 hour. Creatures 
  affected by this ability cannot gain the ability to breathe 
  water by any means until 1 hour has passed. The saving throw 
  DC is Charisma-based.
  Mercurial (Ex): A mythic marid’s chaotic and unpredictable 
  nature makes it particularly difficult to pin one down. 
  Whenever a mythic marid makes a saving throw, it rolls 
  an additional 1d4 and adds the result to its saving throw. 
  Additionally, whenever a mythic marid fails a saving throw, 
  it can expend one use of mythic power. If it does, it can make 
  a new saving throw to end the effect at the beginning of its 
  next turn.
  Water Mastery (Ex): A mythic marid gains a +1 bonus 
  on attack and damage rolls if both it and its opponent are 
  touching water. If the opponent or the mythic marid is 
  touching the ground, the mythic marid takes a −4 penalty 
  on attack and damage rolls. As a swift action, a mythic marid 
  can expend one use of mythic power in order to boost the 
  power of its water mastery for one minute. If it does, it suffers 
  no penalty if the opponent or mythic marid is touching the 
  ground, and as long as it is touching water, it rolls all attack 
  rolls, saving throws, skill checks, and ability checks twice and 
  takes the higher result.
  Water’s Fury (Su): As a standard action, a mythic marid can 
  release a jet of water in a 60-foot line that deals 1d6 points 
  of damage and blinds the target struck for 1d6 rounds. A 
  DC 20 Reflex save reduces the damage by half and negates 
  the blinding effect. The save DC is Constitution-based. If 
  the mythic marid expends one use of mythic power when it 
  uses this ability, the jet of water instead deals 6d6 points of 
  damage to each creature in the line, and can make a special 
  bull rush or trip combat maneuver attempt against each 
  creature in the line as a free action, as the force of the water 
  knocks opponents over or backwards.
  2
  
  Vortex (Su): A mythic marid can transform into a vortex of 
  swirling, churning water once every 10 minutes. This ability 
  functions identically to the whirlwind ability, save that it can 
  only be used while the mythic marid is underwater; a mythic 
  marid cannot leave a body of water while in vortex form.
  Ecology
  Marids most commonly achieve mythic status through their 
  interactions with summoners upon the Material Plane: 
  each time that they are summoned and made to use their 
  powers to grant wishes, the genies come a little closer to 
  attaining mythic status. Some believe that this is because, 
  through their interactions with these mortals, stories and 
  legends about the marid begin to grow and spread, and 
  that these metaphysically empower it with mythic might. 
  Others, however, note that genies of all kinds seem to have a 
  special relationship with mortals, with many having access 
  to incredibly powerful wish-granting magic, which they can 
  use only at a mortal’s behest. These sages theorize that the 
  very act of serving mortals is in some way an integral part 
  of what sets genies apart from other outsiders, and so it is 
  the act of service itself that empowers the marids, and other 
  genies, ultimately allowing them to unlock mythic power for 
  themselves.
  Mythic marids are even more capricious and whimsical 
  than their lesser counterparts, and spend nearly all of their 
  lives in pursuit of whatever their latest fancy is, ignoring all 
  commitments and responsibilities. Almost more a force of 
  nature than an individual, mythic marids are generally widely 
  travelled, and many explore and wander the depths of the 
  Elemental Plane of Water seeking excitement and novelty. 
  Others look farther afield to find their excitement, travelling 
  through mystic portals to the waters of strange and exotic 
  planes to cavort in, and many seem inexplicably drawn to the 
  oceans of the Material Plane. Others still find all they need to 
  occupy them in a single metropolis, though their flighty and 
  whimsical nature is no less intense when they remain within 
  a relatively small area.
  Those who can entertain a mythic marid will earn their 
  friendship and perhaps some great favors or boons, but such 
  privileges are quickly revoked once it becomes bored, which 
  always happens, sooner or later. A mythic marid that does 
  not get her way is truly a terror to behold, and will bend all 
  the forces of wind and wave to subvert those who oppose her. 
  Those who are able to withstand a mythic marid’s displeasure 
  for long, however, will be happy to note that they eventually 
  tire of this, as well, and old feuds are often quickly forgotten.
  Rarely, a marid will attain mythic status not through service 
  to mortal summoners, but rather through mastery of what 
  is known as the dance of the seven currents, a legendary 
  aquatic sword dance revered for both the grace and beauty of 
  its movements, and its devastatingly lethal technique. Few 
  marids can master both the beauty and the savagery of the 
  dance, but it is said that those who do so and use it to slay at 
  least 99 efreeti, the hated enemies of the marids, are blessed 
  with mythic power.
  Summoning Rituals
  While most genies can be summoned with a simple planar 
  binding spell, mythic genies are exceptional and require an 
  alternative means of summoning. That said, in some ways 
  summoning a mythic genie is far easier than casting planar 
  binding, in that it doesn’t require any special skills or talent 
  in magic, merely a desire to summon the creature and the 
  ability to acquire certain objects and perform a special ritual. 
  The ritual of summoning a mythic genie is always complex, 
  obscure, and unique to the type of genie being summoned; 
  for instance, the ritual for summoning a mythic marid won’t 
  allow a prospective summoner to summon a mythic shaitan. 
  In addition to being divorced from actual spellcasting, 
  summoning a mythic genie in this fashion is incredibly 
  dangerous and may offer the summoner little in the way of 
  protection against the creature she summoned. Of course, 
  certain measures can be taken to help ensure the safety of 
  the summoner, such as a magic circle against evil spell, or 
  even thick walls or iron bars between the summoner and the 
  summoned creature. 
  Performing a ritual of this type requires great skill to do 
  correctly, and the results can be disastrous for those who 
  are unprepared. In order to perform a ritual, it must first 
  be researched; this requires a successful Knowledge check. 
  The exact type of skill check and the DC associated with 
  3
  
  that check are described in the ritual. Attempting to learn 
  a ritual in this fashion can be attempted once, and if the 
  check is a failure, the check cannot be attempted again until 
  the character gains an additional rank in the appropriate 
  Knowledge skill. 
  Once the ritual is learned, the would-be summoner must 
  perform certain steps and acquire certain items in order to 
  perform the ritual, culminating in one or more skill checks 
  in order to determine if the creature is summoned. If it is, 
  then the summoner must make one or more additional 
  skill checks, as outlined in the ritual’s description, in order 
  to safely bind the summoned creature and prevent it from 
  escaping or attacking her. Success or failure on this check 
  can have additional consequences, outlined in the ritual’s 
  description. Finally, if the summoner successfully binds the 
  summoned creature, she can attempt one or more additional 
  skill checks in order to gain command over the summoned 
  creature. The exact nature of this control varies from one 
  ritual to another.
  Many mythic genies have more than one ritual which can be 
  used to summon them. The rituals provided below are just 
  two examples of rituals to summon mythic marids.
  Reading a Ritual
  These rituals are all formatted the same way, as described 
  below.
  Ritual Name: This is the name of the ritual. The same ritual 
  is often called by different names, and these names can 
  change when being used in the game.
  Research: This lists the appropriate skill or skills required to 
  learn the ritual, and the DCs that must be achieved in order 
  to do so.
  Material Components: All material components required 
  to perform the ritual are listed here. 
  Description: A brief, flavorful description of how to perform 
  the ritual.
  Time: The amount of time required to perform the ritual.
  Summoning: This lists the required skill check and the DC 
  to successfully summon the creature. It also lists the type 
  of creature that is summoned by the ritual, as well as any 
  consequences of failing to summon the creature.
  Binding: This lists the required skill check and DC to gain 
  some measure of control over the summoned creature, 
  and prevent it from escaping or attacking the summoner 
  immediately. This section will contain any special 
  information about how the summoned creature acts if the 
  binding fails, and what the summoner can do if it succeeds.
  Command: This lists the required skill check and DC for 
  the summoner to gain greater control over the summoned 
  creature. The exact nature of this control, as well as how long 
  it lasts, is described here.
  Rituals for Summoning a Mythic Marid
  Cerulean Current Step
  Research: The summoner must succeed on a Knowledge 
  (planes) check (DC 25) to learn this ritual. Doing so generally 
  requires at least one week of research.
  Material Components: Fine clothing made of blue silk 
  worth at least 100 gp, fine jewelry including several bells, 
  finger cymbals, and similar objects worth at least 500 gp, a 
  pool of pure fresh water at least 10 feet in diameter and at 
  least 10 feet in depth. 
  Description: The summoner must wear the clothing 
  and jewelry and submerge herself in the pool, so that 
  she is completely underwater. She must then perform an 
  intricate and stylized dance, entirely underwater. Unless the 
  summoner has a means of breathing water, she must hold 
  her breath for the duration of the ritual. Because performing 
  the dance is a full-round action each round, each round of 
  performing the dance reduces the number of rounds the 
  summoner can hold her breath by an additional 1. The silk 
  clothing is ruined by the ritual, but the jewelry and pool can 
  be reused.
  Time: This ritual requires 2 minutes to perform.
  Summoning: The summoner must succeed on both a 
  Perform (dance) check (DC 15) and a Swim check (DC 20). 
  Failure on either check causes the ritual to have no effect. 
  Failure on the Swim check may also leave the summoner 
  at risk of drowning in the pool, using the normal rules for 
  swimming. Mythic marids summoned by this ritual appear 
  within the pool of water in which the summoner performed 
  the ritual, and are unable to use their wish spell-like ability 
  for as long as they remain summoned. Once summoned, the 
  mythic marid remains until it chooses to return to its home 
  plane.
  Binding: This ritual offers no protection against the 
  summoned mythic marid, but nearly all mythic marids 
  summoned in this way will allow the summoner to make a 
  DC 18 Diplomacy check to convince them not to take any 
  hostile actions against the summoner, in order to negotiate. 
  Even with a successful Diplomacy check, the summoner’s 
  allies are not included in this protection, and if the 
  summoner or her allies take any hostile actions against the 
  mythic marid, or offend it in any way, it may attack anyway. 
  Success on this Diplomacy check allows the summoner to 
  converse with the mythic marid for 1d4 x 10 minutes, during 
  which she can bargain for its services, and ask it questions 
  (which it may or may not choose to answer).
  Command: A mythic marid summoned in this way cannot 
  be directly controlled through this ritual, but its services 
  can generally be purchased. A task taking up to 10 minutes 
  requires a payment of 600 gp, a task taking up to 10 hours 
  requires a payment of 6,000 gp, and a task requiring up to 
  10 days requires a payment of 24,000 gp. A successful DC 
  25 Diplomacy check reduces these costs by 10%, plus an 
  4
  
  additional 10% for every 5 points by which the result exceeds 
  the DC. At the GM’s discretion, the price might also increase 
  or decrease by as much as 50% depending on the nature 
  of the task, and whether or not it sounds enjoyable to the 
  mythic marid. Some mythic marids may prefer payment in 
  favors or service rendered, as well. Mythic marids typically 
  seal any agreements made when summoned by this ritual by 
  bestowing their favor upon the summoner.
  Chorus of the Highest Tide
  Research: The summoner must succeed on a Knowledge 
  (planes) check (DC 35) to learn this ritual. Doing so generally 
  requires at least one month of research.
  Material Components: A conch shell engraved with tiny 
  detailed images of over 1,000 different sea creatures (worth at 
  least 3,000 gp), seven brass braziers each burning nine coals, 
  10 ounces of ink from an aquatic creature, a stylus crafted 
  entirely from coral.
  Description: First, the summoner must use the coral stylus 
  to apply the ink to her skin in special ritualistic patterns, 
  which cover the majority of her body. This portion of the 
  ritual can be performed anywhere, and can be done in 
  advance of the rest of the ritual, but the markings fade after 
  24 hours, at which point they must be reapplied before the 
  ritual can be performed. The remainder of the ritual must be 
  performed on the shore of an ocean or sea. The braziers must 
  be set in a chevron pointing away from the shore, and lit. The 
  summoner must then fill the conch shell with water from 
  the ocean, take a mouthful of the water without swallowing 
  it, and then spit the water out on the braziers until they are 
  extinguished, beginning with those nearest to the shore and 
  working inland. Once the final brazier is extinguished, the 
  summoner must submerge her head beneath the water and 
  blow into the conch shell until she begins to drown.
  Time: Performing this ritual requires a total of six hours to 
  perform. Five hours of this time is spent on applying the ink 
  markings to the summoner’s body, and one hour is spent on 
  the remainder of the ritual. The final hour of the ritual must 
  occur during high tide.
  Summoning: The summoner must succeed on a Craft 
  (calligraphy) check (DC 15), followed by a Knowledge 
  (planes) check (DC 25) and either a Diplomacy or Perform 
  (wind instruments) check (DC 20). The Craft check is made 
  when the ink is applied, and should be made in secret by the 
  GM. The summoner can attempt to check the result of the 
  ink application with a DC 20 Spellcraft check, which allows 
  her to determine whether or not the Craft (calligraphy) check 
  was a success or not. Failure on the Knowledge (planes) 
  check causes the ritual to have no effect. If the Knowledge 
  (planes) check succeeds but the Diplomacy or Perform 
  (wind instruments) check fails, there is a 20% chance that 
  another aquatic outsider answers the summons (creatures 
  summoned in this way cannot be bound or commanded 
  by this ritual), but otherwise the ritual has no effect. If all 
  of the checks are successful, 1d4+1 mythic marids and 3d6 
  non-mythic marids answer the summons, and remain until 
  they choose to return to their home plane. If the ritual is 
  successful, the marids always grant the summoner the ability 
  to breathe water and prevent her from drowning as a result 
  of the ritual. Additionally, the ritual causes an unusually high 
  tide, making the waters on the shore rise by twice as much 
  as they normally would at high tide for up to 5 miles in each 
  direction. The tide remains high for a number of days equal 
  to the summoner’s Charisma score, or until the marids return 
  to their home plane, whichever occurs first.
  Binding: The summoner must succeed on a Knowledge 
  (planes) check (DC 35) to prevent the summoned marids 
  (both mythic and non-mythic) from harming him, as well as 
  a number of creatures of his choice up to the highest of his 
  Intelligence, Wisdom, or Charisma modifiers. Failure on this 
  check means that the marids are 60% likely to attack him, 
  and 40% likely to parley and negotiate with him, demanding 
  that he provide them with tribute or favors in order to be 
  spared (he can also attempt to bargain for others to be 
  spared, as well). Any hostile actions taken by the summoner 
  or designated creatures against the marids ends the binding 
  effect.
  Command: If the marids are successfully bound from 
  harming her, the summoner can attempt her choice of either 
  a Diplomacy check (DC 20) or an Intimidate check (DC 
  30). Success on the Diplomacy check convinces the marids 
  to engage in a day of pleasurable pursuits, consuming food 
  and alcohol, dancing and cavorting, and generally doing 
  anything that strikes them as fun. They may perform a 
  few pranks or other mischievous behavior (including not 
  paying for some goods or services), but will largely refrain 
  from harming others unless provoked or attacked. Success 
  on the Intimidate check convinces the marids to fly into 
  a murderous rage and attack all non-marids (besides the 
  summoner and any creatures she designated as part of the 
  binding ritual) for one day. In either case, for every 5 points 
  by which the result exceeds the DC, the marids engage in the 
  desired behavior for an additional day. If the marids were not 
  successfully bound, there is a 30% chance that they engage in 
  pleasurable pursuits and a 70% chance that they engage in a 
  murderous rampage, but in either case it lasts for 1d4 days. If 
  the summoner successfully binds the marids and convinces 
  them to engage in pleasurable pursuits for at least 3 days, and 
  ensures that they remain content and entertained during the 
  entire time, at the end of the 3 days, one of the marids freely 
  grants him its annual use of its wish spell-like ability (at least 
  one marid summoned by this ritual always has this spell-like 
  ability available).
  5
  
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  10. Copy of this License: You MUST include a copy of this License with every copy of 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
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  13. Termination: This License will terminate automatically if You fail to comply with all 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis 
  Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork 
  Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, 
  Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ 
  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Mythic Mastery: Mythic Marids Copyright 2016, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Queens of the Ocean
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Mythic Marids.pdf