Sometimes you have a party that just stomps and murder hobos their way through your setting, defying consequences to catch up to them. It is those groups that I think will benefit most from encountering Grandpa.

If the villagers in your game are being ill treated it might be time for Grandpa to put in an appearance. A fit and hardy looking male human in his late fifties, he sports gray hair, a nondescript wardrobe, and a quarterstaff of worked darkwood. He rarely uses magic beyond his ring, amulet, and quarterstaff, but has been known to use potions at times. Depending on the scenario I usually play him as either Grandpa Simpson or Bruce Dern in World Gone Wild.

A twentieth level commoner with 11 Mythic Tiers in Trickster, he makes an interesting challenge for higher level groups as he steps in to protect his town or village.

Grandpa CR 23
XP 819,200
Male human commoner 20/Trickster 10
NG Medium humanoid (human)
Init +28; Senses Perception +28
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Defense
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AC 21, touch 18, flat-footed 17 (+4 deflection, +4 Dex, +3 natural)
hp 205 (20d6+120)
Fort +9, Ref +12, Will +12
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Immune compulsion, curse, disease, poison
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Offense
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Speed 30 ft.
Melee +3 darkwood quarterstaff +15/+10 (1d6+6) or
unarmed strike +12/+7 (1d3+2 nonlethal)
Special Attacks force of will, mythic power (25/day, surge +1d12), trickster attacks (deadly throw)
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Statistics
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Str 14, Dex 18, Con 12, Int 13, Wis 19, Cha 15
Base Atk +10; CMB +12; CMD 30
Feats Alertness, Catch Off-guard[M], Great Fortitude[M], Hammer The Gap[UC], Improved Great Fortitude, Improved Initiative[M], Iron Will, Lightning Reflexes, Lost In The Crowd, Simple Weapon Proficiency (quarterstaff), Throw Anything[M], Toughness[M]
Skills Acrobatics +11, Appraise +2, Bluff +4, Climb +9, Diplomacy +10, Escape Artist +9, Handle Animal +7, Heal +5, Intimidate +4, Perception +28, Profession (farmer) +25, Sense Motive +18, Survival +5, Swim +7
Languages Common
SQ amazing initiative, clown[MA], combat saboteur[MA], deadly dodge[MA], defensive move[MA], defensive move[MA], display of wisdom[MA], extra mythic power[MA], immortal, legendary hero, pure body[MA], pure destiny[MA], recuperation, supreme trickster, vanishing move[MA]
Other Gear +3 darkwood quarterstaff, amulet of natural armor +3, ring of protection +4, 73,000 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can’t be used to cast a spell).
Catch Off-Guard [Mythic] Add mythic tier to CMD vs. sunder targetting your improvised weapons.
Clown (DC 22) (Su) Spend 1 power to affect creature as hideous laughter, or creatures in 10-ft radius if not in combat.
Combat Saboteur +34 (Ex) Use sunder maneuver to grant enemy gear broken condition, without AoO.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Deadly Throw (Ex) As a swift action, use 1 power to draw & throw a weapon with no AoO. Roll twice and add +10, taking higher.
Defensive Move (2 opponents) (Ex) 1/round, designate 2 opponents. No AoO from your movement except through their space.
Display of Wisdom (Su) As a free action, use 1 power for +20 to a Wis skill or check.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Great Fortitude [Mythic] Roll Fort save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Resurrect next day, unless killed by an artifact’s crit.
Immunity to Non-Mythic Compulsion You are immune to non-mythic compulsion.
Immunity to Non-Mythic Curse Effects You are immune to non-mythic curse effects.
Immunity to Non-Mythic Disease You are immune to non-mythic diseases.
Immunity to Non-Mythic Poison You are immune to non-mythic poison.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Legendary Hero (Su) One use of mythic power is regained each hr.
Lost in the Crowd +2 circ bon to Stealth in urban areas, +4 in crowds.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Supreme Trickster (Su) Non-mythic foes are always flat footed vs. you. If roll 20 on opposed skill vs. mythic, gain 1 power.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Anything [Mythic] Thrown splash weapons that miss always land adjacent to the foe.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.

Special Qualities
Elder (ex) Grandpa is considered to have a Charisma of 18 when interacting with other members of his community.
Local Pride (ex) If his community is endangered Grandpa can rally the members of his community into Troops to defend their homes on a successful Charisma Check using his Elder bonus.
I Know This Place Like The Back of My Hand (ex) While within the boundaries of his community Grandpa gains 50% cover and blind fighting due to his familiarity with the area.