20th Level Arcanist
Hemmet Severn - Lawful Neutral - Master of the Arcane
Mythic Elf - Arcanist [Occultist] (20th) / Archmage (10th Tier)
AC HP Fort Reflex Will SR CMD Initiative BAB Arcane Reservoir Mythic Power Mythic Surge
?? (?) +? +? +? (-) (-) +? +? (43) (23) +(1d12)
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 17 (+3)
Intelligence: 47 (+18)
Wisdom: 16 (+3)
Charisma: 29 (+9)
Arcane SR Dimensional Slide Consume Spells /day
(35) (200) ft (9)

(25pt + Racial + Level + Items + Mythic + Mythic Paths)


Feats & Traits:

  • Eldritch Delver You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool. [Trait]
  • Warrior of Old You gain a +2 trait bonus on initiative checks. [Trait]
  • Spell Focus - [Conjuration] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [Racial Bonus]
  • Improved Initiative You get a +4 bonus on initiative checks. [1st]
  • Extra Arcanist Exploit You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit. [3rd]
  • Extra Arcanist Exploit You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit. [5th]
  • Improved Familiar When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). [7th]
  • Silent Spell A silent spell can be cast with no verbal components. Spells without verbal components are not affected. Level Increase: +1 (a silent spell uses up a spell slot one level higher than the spell's actual level.) [9th]
  • Still Spell A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. Level Increase: +1 (a stilled spell uses up a spell slot one level higher than the spell's actual level.) [11th]
  • Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. [13th]
  • Spell Perfection - [Plane Shift] Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. [15th]
  • Spell Perfection - [Time Stop] Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. [17th]
  • ?? [19th]
  • Craft Wondrous Item You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. [Exploit Bonus]
  • Quicken Spell Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.) Casting a quickened spell doesn't provoke an attack of opportunity. Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time. [Exploit Bonus]
  • Scouting Summons When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no receptacle necessary). If the creature takes damage while you possess it, you must succeed at a concentration check (DC equal to the amount of damage taken) or be ejected from the creature immediately. If the creature takes enough damage to reduce it to 0 hit points or fewer, you are immediately ejected from the creature and take an amount of damage equal to double the level of the spell slot used to summon that creature. A scouting summons spell takes up a spell slot 2 levels higher than the spell's actual level. Level Increase: +2 (a scouting summons spell uses up a spell slot 2 levels higher than the spell's actual level.) [Exploit Bonus]
  • Mythic Craft Wondrous Item At the beginning of each day when you regain your uses of mythic power, you can expend one use of mythic power to accomplish eight hours of work on one wondrous item you are crafting. You can only do this once per day per item you are crafting, though you may also add an actual eight-hour work day toward the crafting of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal). You can also combine magic items, or change the form of a magic item. You can only do these things to a magic item you meet all the prerequisites to create (though it need not be a wondrous item, as long as you have the appropriate crafting feat). Changing the form of a magic item takes the same time and costs as much as making a magic item with a cost equal to 20% of the item to be changed, if the new form takes a magic item slot. If the new form can be hand-held, changing its form takes the same time and costs as much as making a magic item with a cost equal to 40% of the item to be changed. If the new form is an ioun stone, changing its form takes the same time and costs as much as making a magic item with a cost equal to 100% of the item to be changed. Some magic items may not be able to be changed into some forms (either due to the essential function of the items original form – such as a magic musical instrument or weapon, or because the end result is too silly – such as a clown nose of intellect) at the discretion of the GM. Combining two magic items requires they have the same basic shape or magic item slot, and takes the same time and costs as much as making a magic item with a cost equal to 100% of the cheaper of the two items to be combined. [Mythic Feat]
  • Mythic Eschew Materials You can cast any spell with a material component costing 10 gp per tier or less without providing that component. If you expend one use of mythic power while casting a spell that requires a material component costing 50 gp per tier or less, you can cast it without providing that component. Expending two uses of mythic power instead allows you to cast a spell that requires a material component costing 100 gp per tier or less without providing that component. [Mythic Feat]
  • Mythic Spell Lore You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. [Mythic Feat]
  • Mythic Spell Lore You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. [Mythic Feat]
  • Mythic Quicken Spell You can prepare any spell as a quickened spell, regardless of its normal casting time, allowing you to cast it as a swift action. If a target provokes an attack of opportunity from you, you can target it with a quickened spell as your attack of opportunity. Only quickened spells with a specific number of targets (rather than effect or area) can be cast as an attack of opportunity, and only the creature that provoked the attack is targeted by the spell (regardless of how many creatures the spell normally targets). Alternatively, you may expend two uses of mythic power to cast a spell as a quickened spell (gaining only the normal benefits of a quickened spell, rather than the increased benefits outlined above) without preparing it as quickened in advance or increasing the level of spell slot it uses. [Mythic Feat]

Arcane Exploits

Familiar An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other). Lesser 3rd
Item Crafting The arcanist can select one item creation feat as a bonus feat. She must meet the prerequisites of this feat. Lesser Bonus, 3rd
Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. Lesser 5th
Metamagic Knowledge The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Lesser Bonus, 5th
Quick Study The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced. Lesser 7th
Potent Magic Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell's DC, it increases by 2 instead of 1. Lesser 9th
Greater Metamagic Knowledge The arcanist can select a metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Each morning, when she prepares her spells, the arcanist can expend 1 point from her arcane reservoir to exchange this bonus feat for another metamagic feat, as long as she meets the prerequisites of the new feat. The arcanist must have the metamagic knowledge exploit to select this exploit. Greater 11th
Counterspell By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell. Lesser 13th
Counter Drain Whenever the arcanist successfully uses the counterspell exploit, she regains a number of points to her arcane reservoir, which is determined by the level of the spell countered. Spells of 2nd level or lower do not restore any points to her arcane reservoir. Spells of 3rd and higher restore 1 point to her arcane reservoir for every three spell levels (rounded down), to a maximum of 3 points at 9th level. The arcanist must have the counterspell exploit to select this exploit. Greater 15th
Greater Counterspell Whenever the arcanist uses the counterspell exploit, she can expend any arcanist spell slot of the same level or greater than the spell to be countered (instead of the spell level +1). The arcanist must have the counterspell exploit to select this exploit. Greater 17th
Metamixing The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once. Lesser 19th

Archmage Path Powers

Rapid Preparation You can prepare a spell in an open spell slot in only 1 minute instead of the normal 15 minutes. You can prepare spells in all of your available spell slots in only 15 minutes instead of the normal 1 hour. As a swift action, you can expend one use of mythic power to instantly prepare one spell in an open spell slot. 1st
Perfect Preparation You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar. 1st
Arcane Metamastery As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 or 1 levels. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the spell slot used or casting time. You can also use this ability on an arcane spell you cast from a scroll, staff, or wand. You can't have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though this doesn't affect spells already cast). You can select this ability more than once. Each time you select this ability, the maximum spell slot level increase of the metamagic feat you can choose goes up by 1, to a maximum of 4. 3rd
Sleepless You no longer require sleep, don't become fatigued or exhausted from lack of sleep, and are immune to sleep effects. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. 3rd
Mythic Spellcasting You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier. 1st
Teleportation Master You have become an expert at teleportation magic. You can expend one use of mythic power when casting any spell of the teleportation subschool to visualize your destination before you fully materialize there, gaining sensory information of the area as though via a clairaudience/clairvoyance spell. After gaining this sensory information, you can choose to alter your teleportation destination by up to 100 feet in any direction. The new destination must be a legal location for the effect. 3rd
Deep Understanding You automatically identify any arcane spell cast within 60 feet of you if it's on your class's spell list and you're of a high enough level to cast it. Whenever you attempt to identify a non-artifact magic item using detect magic, you automatically learn its properties and command words in the first round of the spell (no Spellcraft roll needed), but you can't automatically determine whether it's cursed. 1st
Channel Power ou gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection. 6th
Enhanced Ability - [Intelligence] You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score. 3rd
Enhanced Ability - [Charisma] You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score. 3rd

Skills:

Knowledge (Arcana) +41 [20] Knowledge (Dungeoneering) +42 [20] Knowledge (Engineering) +41 [20] Knowledge (Geography) +41 [20]
Knowledge (History) +42 [20] Knowledge (Local) +41 [20] Knowledge (Nature) +41 [20] Knowledge (Nobility) +41 [20]
Knowledge (Planes) +41 [20] Knowledge (Religion) +41 [20] Spellcraft +41 [20] Use Magic Device +32 [20]
Craft (Alchemy) +41 [20] Craft (Demiplane) +41 [20] Linguistics +41 [20] Appraise +41 [20]
Perception +23 [20] Diplomacy +29 [20] Acrobatics +23 [20] Sense Motive +23 [20]

Languages:

  • Common

Class features and Special abilities:

Racial Features: Elf
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Favored Class Bonus - [Arcanist] Increase total number of points in the arcanist's arcane reservoir by 1.
Class Features: Arcanist
Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against an arcanist's spell is 10 + the spell's level + the arcanist's Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Greater Exploits: At 11th level and every 2 levels thereafter, an arcanist can choose one of the following greater exploits in place of an arcanist exploit.
Archetype Features Occultist
Planar Spells An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
Conjurer's Focus: An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.
Planar Contact: At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level. This ability replaces the arcanist exploit gained at 7th level.
Perfect Summoner: At 20th level, an occultist can use her conjurer's focus without spending points from her arcane reservoir, and the creatures summoned last until dismissed. This ability replaces magical supremacy.

Mythic

Mythic Path Archmage
Bonus Hit Points Whenever you gain an archmage tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
Arcane Surge As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability
True Archmage At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.
Mythic Features Base
Ability Score Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill 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 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.
Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative 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.
Recuperation At 3rd tier, 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.
Mythic Saving Throws At 5th tier, 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.
Force of Will At 7th tier, 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.
Unstoppable At 8th tier, 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.
Immortal At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

Spells, abilities and Powers:

Spell Slots per day: 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
(-) (9) (8) (8) (8) (8) (7) (7) (7) (7)
Prepared Per Level Spell Prepared Mythic
9th (3)
Time Stop (Y), A
Interplanetary Teleport (N)
Mage's Disjunction (Y)
8th (3)
Stormbolts (N)
Dimensional Lock (Y), A
Maze (Y)
7th (3)
Dimensional Bounce (N)
Banishment (N)
Caustic Eruption (N)
6th (3)
Chains of Light (N)
Ice Crystal Teleport (N)
Disintegrate (Y), A
5th (4)
Plane Shift (Y), A
Telekinesis (Y)
Baleful Polymorph (Y), A
Cloudkill (Y), A
4th (4)
Master's Escape (N)
Dimension Door (Y)
Fleshworm Infestation (N)
Mythic Severance (M*)
3rd (4)
Haste (Y), A
Fly (Y), A
Dispel Magic (Y)
Lightning Bolt (Y), A
2nd (5)
Invisibility (Y), A
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1st (5)
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Magic Missile (Y), A
Cantrip (9)
Detect Magic
Detect Poison
Read Magic
Light
Mage Hand
Message
Arcane Mark
Ghost Sound
Drench

Familiar:

"Wuh-Ya"
Type Shikigami (Kami) Outsider (kami, native)
Archetype Valet
Spells At will: invisibility (self only), statue (self only) 1/week: commune with nature
Familiar traits
Natural Armor - [+10] The number noted here is in addition to the familiar’s existing natural armor bonus.
Class Skills: A valet treats Craft, Perform, and Profession as class skills.
Able Assistant: A valet’s master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Prestidigitation: A valet can use prestidigitation once per hour.
Speak with Master: If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Teammate: A valet is considered to have all the teamwork feats its master has.
Deliver Touch Spells: At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This ability modifies deliver touch spells.
Deliver Aid: At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Spell Resistance: If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Aide to All: At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This ability replaces scry on familiar.
Kami Subtype Traits
Immune to bleed, mind-affecting effects, petrification, and polymorph effects
Resist acid 10, electricity 10, fire 10
Kami do not eat, drink, or breathe
Telepathy
Fast Healing: [2] As long as a kami is within 120 feet of its ward, it gains fast healing. The amount of fast healing it gains depends on the type of kami.
Merge with Ward: As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point within that location
Ward: A kami has a specific ward—a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.

Items, gear and equipment:

Weapons:
Enhancements
Tome of Clear Thought - [+5] This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Tome of Leadership and Influence - [+5] This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Wondrous Items:
Cubic Gate - [Material Plane], [], [], [], [], [] This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed. If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time. If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Headband of Mental Superiority - [+6] This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Belt of Physical Perfection - [+6] This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Wrist
Hands
Ring 1
Ring 2
Feet

Demiplanes

SW1 - The Sanctum Severn
Description
Spells Involved
Time Traits Erratic Time
Some planes have time that slows down and speeds up, so an individual may lose or gain time as he moves between such planes and any others. To the denizens of such a plane, time flows naturally and the shift is unnoticed.
Time on Material Plane: [1 Round] Time on SW1: [1 Day]
Magic Traits Enhanced Magic (Conjuration)
Particular spells and spell-like abilities are easier to use or more powerful in effect on planes with this trait than they are on the Material Plane. Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this on their own. If a spell is enhanced, it functions as if its caster level was 2 higher than normal.
Energy Traits Positive-Dominant (minor)
An abundance of life characterizes planes with this trait. Like negative-dominant planes, positive-dominant planes can be either minor or major. A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability.
Structure Traits Wizards Tower
Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).
Shape Traits Self-Contained Shape
On planes with this trait, the borders wrap in on themselves, depositing the traveler on the other side of the map. Some spherical planes are examples of self-contained, finite planes, but they can also be cubes, tori, or flat expanses with magical edges that teleport the traveler to the opposite edge when she crosses them. Some demiplanes are self-contained.
SW1 is a Self-contained Flat Expanse with magical edge teleportation
Gravity Traits Light Gravity
The gravity on a plane with this trait is less intense than on the Material Plane. As a result, creatures find that they can lift more. Characters on a plane with the light gravity trait take a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives. Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet fallen (maximum 20d4).

Wealth

GP Pouch
381,500gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


Cheat Sheet


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