"The Adovcate" - Magnus Audren
[NAME] - Alignment, Worships, etc
Human - Cleric [Asmodean Advocate] (20th) / Mythic [Marshal] (Tier: 10th)
AC HP Fort Reflex Will SR CMD Initiative BAB
?? (?) +? +? +? (-) (-) +? +?
Strength: 10 (-)
Dexterity: 10 (-)
Constitution: 10 (-)
Intelligence: 10 (-)
Wisdom: 10 (-)
Charisma: 10 (-)
Mythic Power /day Surge Die Channel /day Channel Dice Fool's Privilege /day Master's Illusion rounds
(23) 2d8 () 10d6 () (20)

Feats & Traits:

  • Devils Mark You bear the stain of a higher fiend upon you, and any evil creature who sees it may think twice before crossing you. You gain a +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype. [Trait]
  • [Trait]
  • Skill Focus -[Profession (Barrister)] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. [Human Bonus]
  • Skill Focus -[] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. [Human Bonus]
  • Skill Focus -[] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. [Human Bonus]
  • ?? [1st]
  • ?? [3rd]
  • Signature Skill - [Profession (Barrister)] Choose one skill. You gain the ability listed in that skill's 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue's edge ability and the cutting edge rogue talent. [5th]
  • ?? [7th]
  • ?? [9th]
  • ?? [11th]
  • ?? [13th]
  • ?? [15th]
  • ?? [17th]
  • ?? [19th]
  • ?? [Mythic]
  • ?? [Mythic]
  • ?? [Mythic]
  • ?? [Mythic]
  • ?? [Mythic]
Signature Skill Profession (Barrister)
5 Ranks: When using Profession checks to earn income, you earn gold pieces equal to the result of your check each week.
10 Ranks: When attempting Profession checks, you can roll twice and take the better result. When answering questions about your Profession, you can always take 10.
15 Ranks: You can attempt checks to earn income once per day instead of once per week
20 Ranks: When attempting Profession checks, you can choose to roll once instead of twice. If you do and the result of the roll is less than 10, replace it with 10. When answering questions about your Profession, you can always take 20.


Profession (Barrister) ? [20] 20 (Taken, not rolled), +20 Ranks, +?? Stat bonus, + 10 Insight bonus, +6 Skill Focus, +3 Class skill,
?? +? [] ?? +? [] ?? +? [] ?? +? []


  • Common

Class features and Special abilities:

Racial Features: Human
Stat modifiers: +2 to any one stat (Wisdom)
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Favoured Class bonus - [Cleric] Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Class Features: Cleric
Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy)
Archetype Features Asmodean Advocate
Pact-Bound: An Asmodean advocate must choose Asmodeus as her deity and select the Trickery domain. She does not gain a second domain. If she ever changes her deity, she loses this archetype and becomes a normal ex-cleric. This ability alters domains.
Serpent: At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate's choice as a supernatural ability
Devil in the Details: At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks
Shoulder Devil: At 8th level, an Asmodean advocate can choose an imp familiar as though she had the Improved Familiar feat
Domain Features Trickery Domain (Innuendo)
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Fool's Privilege: You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.
Master's Illusion: At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.


"Bertrand" Imp Consular: LE Tiny outsider (devil, evil, extraplanar, lawful)
Str 10, Dex 17, Con 10, Int 15, Wis 12, Cha 14
HP (108), AC (26), Fort +?, Ref +?, Will +?
Feats Dodge, Weapon Finesse, Alertness
Skills Acrobatics +?, Bluff +?, Fly +?, Knowledge (arcana) ?, Knowledge (planes) +?, Perception +?, Spellcraft +?
Spell-Like Abilities Constant - Detect good, Detect magic / At will - Invisibility (self only) / 1/day - Augury, suggestion / 1/week - Commune
Special Qualities Change Shape (As Beast Shape 2), Fast healing [2]
Familiar Features Improved Evasion / Share Spells / Empathic Link / Deliver Touch Spells / Speak with Master / Spell Resistance / Scry on Familiar
Movement Ground Speed 20 ft., Fly 50 ft. (perfect)
Defenses DR: 5/good or silver, Immunity: fire & poison, Resist: Acid 10, Cold 10
Special Attacks Poison Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus


Mythic Path Marshal
Marshal's Order - [Rally] As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower
Display of Wisdom: 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.
Unwavering Skill: You can always take 10 or 20 on checks using class skills, even if threatened or in a hazardous situation. You can't use this ability with skill checks that don't normally allow you to take 10 or take 20.
Display of Charisma: As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.
Demagogue: You have an unnatural ability to call and sway crowds with your commanding presence and flawless rhetoric. When in a small town or larger settlement, you can expend one use of mythic power to gather a crowd. Doing so takes 4d10 minutes. Add your tier to your Charisma bonus and then multiply the sum by 5 to determine how many creatures are in the crowd (as long as the settlement has a sufficient population to provide a crowd of that size, as determined by the GM). For example, a 4th-tier marshal with a +6 bonus to Charisma could gather as many as 50 creatures. The crowd remains for 1 hour, and you gain a +10 competence bonus on Diplomacy and Intimidate checks to direct the crowd. You can expend another use of mythic power to extend the effect for another hour. This is a language-dependent effect.
Beyond Morality: You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
Greater Surge: Your surge is more powerful than most. Treat your tier as if it were 3 higher for the purpose of determining your mythic surge die (maximum 10th tier). When you gain your 10th tier, your surge die becomes 2d8.
Visionary Commander: At 10th tier, whenever you or an ally within 30 feet rolls an initiative check, roll twice and take either result. If the first round of combat is a surprise round, you and all allies within 30 feet at the start of the combat can take a full round's worth of actions instead of just a move or standard action. Once per round, when you or an ally within 30 feet scores a critical hit against a mythic creature, you regain one use of mythic power.
Mythic Features
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 List
Spell Slots per day: 0th 1st
(?) (?)
Spell Prepared: 0th (?) 1st (?)
? ?

Items, gear and equipment:

Wondrous Items:
Channel Foci - [Authoritative Vestments] Typically worn by senior members of a faith, these cumbersome but splendidly ornate garments create an aura of dignity and gravitas that few dare to challenge. When activated, the garments make you seem more impressive and worthy of respect to all viewers within 60 feet of you; you may make a single Diplomacy check to change the attitudes of these viewers as a swift action. You can only use this ability on a particular viewer once per day (additional attempts have no effect, though you can still persuade viewers normally without the help of the focus).
Ioun Stones:
Mundane Equipment:
Other Items:
Ring 1
Ring 2
GP Pouch

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

Combat Cheat Sheet

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License