
Umbral Reaver |

Let's see if I can write this thing out in a way that can be comprehended:
There are several house rules in play, and I'll try to note those where relevant.
Xenarchy Malzash, Faerie Queen of the Court of Stars
Chaotic Neutral Drow
Sorcerer 20//Ninja 17/Defiant (chaos paladin) 3
Mythic Trickster/Archmage (dual path)
Ability Scores
Strength 8 (base 8)
Dexterity 24 (base 14, +2 racial, +6 enhancement, +2 mythic)
Constitution 14 (base 12, -2 racial, +4 enhancement)
Intelligence 24 (base 16, +6 enhancement, +2 mythic)
Wisdom 10 (base 10)
Charisma 38 (base 16, +2 racial, +5 levels, +6 enhancement, +5 inherent, +4 mythic)
House Rule: Mythic tiers that grant ability score increases grant +1 to three different scores instead of +2 to one
Statistics
Speed 40 ft.
Hit Points 176
AC 30 (+5 armour, +5 shield, +7 Dexterity, +3 natural)
Touch 17; Flat-Footed 23
Damage Reduction 10/cold iron
Fortitude 29 (base 9, +2 Constitution, +4 resistance, +14 Charisma)
Reflex 36 (base 11, +7 Dexterity, +4 resistance, +14 Charisma)
Will 30 (base 12, +4 resistance, +14 Charisma)
+2 on saving throws against Enchantment spells and effects; +1 on saving throws against divine spells and effects; evasion
Base Attack Bonus +15; CMB +14; CMD 21
House Rule: Fractional BAB and saving throws.
Skills
312 ranks
Acrobatics 35 (20 ranks, +7 Dexterity, +5 trained, +5 competence)
Bluff 48 (20 ranks, +14 Charisma, +3 trained, +3 competence, +8 artifact)
Climb 22 (20 ranks, -1 Strength, +3 trained)
Craft (jewelry) 16 (6 ranks, +7 Intelligence, +3 trained)
Diplomacy 50 (20 ranks, +14 Charisma, +3 trained, +3 competence, +8 artifact, +2 special)
Disable Device 11 (1 rank, +7 Dexterity, +3 trained)
Disguise 25 (1 rank, +14 Charisma, +3 trained, +3 competence, +4 no trace)
Escape Artist 30 (20 ranks, +7 Dexterity, +3 trained)
Fly 11 (1 rank, +7 Dexterity, +3 trained)
Handle Animal 20 (1 rank, +14 Charisma, +3 trained, +3 competence)
Intimidate 40 (20 ranks, +14 Charisma, +3 trained, +3 competence)
Knowledge (arcana) 38 (20 ranks, +7 Intelligence, +3 trained, +2 breadth of experience, +6 skill focus)
Knowledge (local) 13 (1 rank, +7 Intelligence, +3 trained, +2 breadth of experience)
Knowledge (nature) 32 (20 ranks, +7 Intelligence, +3 trained, +2 breadth of experience)
Knowledge (nobility) 32 (20 ranks, +7 Intelligence, +3 trained, +2 breadth of experience)
Knowledge (planes) 13 (1 rank, +7 Intelligence, +3 trained, +2 breadth of experience)
Knowledge (religion) 13 (1 rank, +7 Intelligence, +3 trained, +2 breadth of experience)
Linguistics 25 (15 ranks, +7 Intelligence, +3 trained)
Perception 30 (20 ranks, +3 trained, +2 racial, +5 competence)
Perform (dance) 21 (1 rank, +14 Charisma, +3 trained, +3 competence)
Perform (sing) 21 (1 rank, +14 Charisma, +3 trained, +3 competence)
Profession (torturer) 6 (1 rank, +3 trained, +2 breadth of experience)
Sense Motive 31 (20 ranks, +3 trained, +8 artifact)
Sleight of Hand 11 (1 rank, +7 Dexterity, +3 trained)
Spellcraft 30 (20 ranks, +7 Intelligence, +3 trained)
Stealth 45 (20 ranks, +7 Dexterity, +3 trained, +15 competence)
Swim 3 (1 rank, -1 Strength, +3 trained)
Use Magic Device 39 (19 ranks, +14 Charisma, +3 trained, +3 competence)
+4 Perception and Sense Motive, +3 Stealth while near familiar.
+4 Stealth while not moving.
Languages Common, Elven, Infernal, Duergar, Draconic, Drow, Abyssal, Celestial, Aklo, Hydran, Strobe, Aquan, Drow Sign Language, Terran, Ignan, Auran, 4 unallocated languages
Feats
Weapon Finesse
Eschew Materials
Spell Focus (illusion)
Point Blank Shot
Craft Wondrous Items
Breadth of Experience
Precise Shot
Skill Focus (knowledge arcana)
Improved Unarmed Strike
Eldritch Heritage (arcane)
Persistent Spell
Quicken Spell
Improved Eldritch Heritage
Reach Spell
Threnodic Spell
Greater Eldritch Heritage
Nemesis (complete)
Dual Path (archmage)
Additional Path Ability
Some of these feats are noted elsewhere, where gained from class abilities or tiers.
Racial Qualities
Drow
Darkvision 120 ft.
Drow Immunities
Keen Senses
Spell-Like Abilities (dancing lights, darkness, faerie fire)
Light Blindness
Ancient Grudge
House Rule: The GM let me swap spell resistance for a +1 to Enchantment DCs.
Ascendant Fey Queen
Enchanting Eyes (+2 Diplomacy)
Sleepless (does not sleep, immune to sleep effects... again)
Ageless (does not age, immune to aging effects)
Effortless Magic (cast without somatic/verbal at will)
Faerie Gate (gate (travel only) between material and fey world at will)
House Rule: All of this comes from plot stuff.
Class Features (Sorcerer)
Bloodline Spells
Bonus Feats Eschew Materials, Point Blank Shot, Precise Shot, Quicken Spell
Laughing Touch
Woodland Stride
Fleeting Glance
Fey Magic
Soul of the Fey
House Rule: Due to its irrelevance in an underdark game, the bloodline spell tree stride was replaced with teleport. Fleeting Glance was allowed to be used as a swift action (as the same ability as illusionist wizards). 20th level shadow walk was replaced with a Changeling: The Lost kind of dreamwalking ability.
Spells CL 20, DC = Level + 24
Cantrips Detect Magic, Ghost Sound, Read Magic, Mending, Acid Splash, Prestidigitation, Mage Hand, Message, Breeze
1st Level Pass Without Trace, Ventriloquism, Obscuring Mist, Windy Escape, Silent Image, Nereid's Grace, Magic Missile
Extra 1st Level from PoSK True Strike, Protection from Evil, Feather Fall, Shield
2nd Level Hideous Laughter, Invisibility, Blur, Resist Energy, Mirror Image, Seducer's Eyes, Spectral Hand
3rd Level Deep Slumber, Greater Magic Weapon, Heroism (mythic), Domination Link, Major Image, Haste
4th Level Poison, Shocking Image, Shadow Step, Charm Monster, Aura of the Unremarkable, Telepathy (custom 100 ft. telepathy 10 min/level)
5th Level Teleport, Dominate Person, Shadow Evocation, Hold Monster, Telekinesis (mythic), Wall of Force, Kiss of Unrequited Love
6th Level Mislead, Mass Suggestion, Disintegrate, Fluid Form, Greater Dispel Magic
7th Level Phase Door, Greater Shadow Conjuration, Power Word Blind, Greater Teleport, Project Image, Greater Arcane Sight
8th Level Irresistance Dance (mythic), Moment of Prescience, Mind Blank, Maze, Power Word Stun
9th Level Shapechange, Overwhelming Presence, Shades, Spellbane, Time Stop (mythic), Wish
+3 DC to enchantment, +2 to compulsion, +1 to illusion
House Rule: Sorcerers and oracles were granted a slightly increased spell progression.
Class Features (Ninja)
Sneak Attack 9d6
Poison Use
Ki Pool
No Trace
Master Tricks
Ninja Tricks Forgotten Trick, Fast Stealth, Wall Climber, Unarmed Combat Training, Assassinate, Feat (threnodic spell), Ghost Step, Evasion
Class Features (Defiant)
Aura of Chaos
Detect Outsider
Smite Law
Damage Outsider (add Cha bonus to damage vs outsiders)
Dvine Health
Mercies Fatigue
Unbind (as lay on hands but applies mercies only, no healing)
Mythic
Path Trickster
Hard to Kill
Mythic Power
Surge
Mythic Saves
Path Abilities Surprise Strike, Wild Arcana (enchantment), Supreme Stealth (blindsight), Mirror Dodge, +2 Charisma, Share Senses, 1 unallocated.
Mythic Feats Dual Path (archmage), Additional Path Ability, 1 unallocated
House Rule: No amazing initiative. Wild Arcana only applies to one school of magic, chosen when the ability is gained.
Familiar
Malacylpse, a cat.
Equipment
Only stat-altering and notable magic items are included here; statless plot devices not included (there are a lot)
The Hydran Shield Major artifact; +8 bluff, diplomacy, intimidate, sense motive; selectively immune to mind-affecting effects; can extend effect to allies in a radius; protected creatures are not immune to mind-affecting effects used by the shield's wearer. The shield isn't actually a shield. More like a bracelet.
Claws of Shadow Minor artifact; +1 agile heartripping (as heartripper blade) subtle (as sword of subtlety) mithral spiked gauntlet (left-handed).
Hand Crossbow +1, Precise +7, Autoloading (precise adds Dex to damage, autoloading is a custom +1 property for crossbows that acts like rapid reload but doesn't require hands)
Armguard +4 hosteling mithral buckler (styled as armoured left arm; see images)
Xenarchy's Awesome Coat +4 resistance, arcane heritage, mnemonic vestment, sorcerer's robe (yes, it's all those packed into one)
Xenarchy's Cool Shirt +5 armour, +2 bonus on checks against spell resistance, greater shadow
Other Worn Items
Headband of Charisma +6, Intelligence +6
Circlet of Persuasion
Amulet of Natural Armour +3
Belt of Dexterity +6
Ring of Lifebubble
Ring of Spell Knowledge IV and Sustenance
Eyes of the Eagle +5 and Deathwatch
Boots of Striding and Springing, +4 Constitution
Misc Stuff
Spellbook (haste, dimension door, sending, contingency, astral projection, imprisonment, freedom)
Handy Haversack
Tinted Lenses (damnit, why do some places have to be so bright?)
Wand of Mage Armour 28 charges (ol' faithful)
Pathfinder Pouch
Ring of Plane Shift 1/day
Scroll of Lightning Bolt
Scroll of Overland Flight
Staff of Healing (cure serious wounds, lesser restoration, remove blindness/deafness, remove disease) (I forgot I had this)
Wand of Cure Light Wounds 10 charges
Tools of Amazing Manufacture
Lesser Metamagic Rod of Extend Spell
Some more stuff I probably forget
~3000 gp
So, ugh, that's probably most of it? At this level, things get ridiculous. I still need to figure out what to do with the unallocated mythic path ability and feat. I may be able to retrain some already chosen abilities if needed.
Any suggestions?

AndIMustMask |

Longevity and sustenance are already accounted for by being the queen of the fey (GM threw those in for all players; the others are gods of various domains now) and divine source is inappropriate, since she's not a divine entity.
Ah missed that.
I note you've taken dual-path for archmage, but i dont see many choices from it--maybe snap up one of those? they're quite nice.
i'm about to crash fro the night, but i'll take a harder look in the morning and suggest something more on-point when i'm actually conscious.