
DM Fnord |
At this point I'll have to do something else with getting him to where the group is.
Probably be a good idea for your friend to get on here and start posting about his character. We all went through a group vetting. Better he get feedback from us early rather than later. Especially if he puts something in that was determined to not be allowed before.

DM Fnord |
Nagato needs to pick an option for being drawn to Rahadoum (page 4 gameplay thread).
++++++
The items you have received look like normal mundane objects. Of good quality, but otherwise unimpressive. You are unable to detect a magical aura from them.
Detect Magic and Identify reveal that they are simple masterwork tools.
Shifu stone: +2 circumstance bonus to heal when warmed and placed on skin.
Feather wheat headband: +2 circumstance bonus to survival(tracking) in dim or worse lighting.
Spiral disk: +2 circumstance bonus to Survival, avoid getting lost.
Wind Flute: +2 circumstance bonus to perform(wind instrument)

aceDiamond |

In regards to Jacob at the VC, I brought up the possibility of using the Wild Arcana feature to cast Shadow Walk. However, looking at that, it says that one may bring along one more person per level. Would it be possible to take the offer if the boat and have the entire ship under Shadow Walk? Jacob's caster level is 28, but I'm unaware of how large most crews are. This is probably a dumb question, but it gives an interesting mental image of sailing along the edges of two planes. If not, I'll just have him go it alone.

DM Fnord |
Would they be willing?
You have to all hold hands, and maintain that hold for the entire duration (several hours).
Can the lot of you pick up the boat? With one hand? Since it only mentions people touched, I'd rule that it is up to encumbrance weight of gear for each person. Boat is pretty big, and heavy.
A command word wondrous item, on the other hand, would possibly be available.
Command word, 6x11x1800=118,800 gold (plus the cost of the boat) for a small boat that can hold 11 people and travel via shadow walk. Or you could make it with a folding boat for another 7500 gold.

aceDiamond |

Yeah, that does seem a bit much to ask of all those people. And even then, you bring up a good point about crafting an item for that express purpose. Can't quite afford that endeavor at the moment, but you can't blame me for wanting to go for style points.
Though I think you just created the first automotive Golarion's ever heard of... I may keep this idea in mind for later.
Anyways, I'll have Jake's next post up soon. Jake can Wild Arcana Shadow Walk by himself.

DM Fnord |
Well there's this:
Auto-carriage: command word item to have two horses magically appear and pull the carriage. The horses disappear if removed from the traces. The horses will last for two hours at a time.
2*3*1800=10,800 gold communal mount
The scarier version:
Phantom Auto-carriage: command word item to have a pair of phantom steeds appear and pull the carriage. The steeds disappear if removed from the traces. Duration and ability are based on version.
2/day some difficult terrain for 4 hours each, 23,040 gold; 2/day w/water walk for 5 hours each, 28,800 gold; 2/day fly for 7 hours each, 40,320 gold. For an additional 500 gold, the carriage has magical flames dancing over it that do not cause damage.

Contatio |
Hey there, I am AceDiamonds friend. Sorry about taking so long to post but finals and all that, they really drag on.
Anyway, I would like to make a multi classed Barbarian/Alchemist Orc. Essentially I will focus on pumping my strength as high as legally possible, and while I actually have run the numbers and now know that its easier to just turn myself into an eidolon through synthesist summoner, it really goes against my strongest "Man/Orc" in the world stance on the character.
Hope thats ok with everyone? I will be building this character literally now, since I finally have that sweet free time I hear so much about.

Contatio |
Hi there, I've been working on my character mechanically for a while throughout the day, and I'll post the full build in a bit. As background for my character, I would like to be a firm admirer and follower of the Green Dragon Tasathyl. She lives in Arthell Forest, part of the territory of King Daralathyxl, and openly defies him, having fought him 9 times before.
Now, during one of these epic struggles they crashed into a small Orc War Camp, and the young Palok, a daughter of an Orc War Chief, was the only survivor. After witnessing the sight, and seeing the smaller and obviously weaker Tasathyl stand up to the mighty Red Dragon King, she decided her size and sex didn't matter, and she would gain enough strength to compare herself to Tasathyl.
These dragons eventually ceased their struggle and left to lick their wounds. Palok was taken in by a rival clan and became a fierce Barbarian proving her strength repeatedly. Finally, she became strong enough to wander off and seek Tasathyl, in order to explain to her just what she thought of her. Tasathyl, charmed by the stupidity of the Orc warrior and her apparently high intellect (for an orc) decided to teach her alchemy and keep her around.
This continued for a long time, and Palok became the first and final apprentice to completely finish Tasathyl's training regimen. Christening herself Palok the Final, she swore, in a very embarrassing speech to Tasathyl, that she would become the final piece of her master plan to kill Daralathyxl and ran off to find a means to do this.
(Insert reasoning for joining party here, as I have yet to read through your backlog of stuff)

Grand Moff Vixen |

Can non-divine casters even take Hierophant? I haven't familiarized myself with the path, but are there many differences between that and Archmage?
Check out the age category table for Silver Dragons. At the bottom it states: * A silver dragon can cast cleric spells as arcane spells.
The way I read it is that if they get access to divine spells then they can take the hierophant mythic path.

DM Fnord |
Hi Contatio welcome aboard.
Note that this is going to be a lengthy process. Making a well designed 25th level character isn't easy.
Here are some of the common rules that were determined when we made our characters. Character rules
What experience do you have with playing high level games? Keep in mind that we want you to consider how and why your character would have continued to adventure and take on exceedingly more difficult challenges to get to 25th level. Also consider that to be a viable player you will need to have some means for long distance travel. Focusing too much on one aspect of a character (like strength) is ok at low levels, but for an epic game, you may find yourself marginalized if you don't have multiple options for situations, including non-combat solutions.
Feel free to post your current build. Better to catch issues now rather than later.
+++++++++++
@GMV I'm ok with overlooking "cast cleric as arcane" for "must cast divine spells". Are you reading that as you have access to cleric spells instead of sorcerer spells?

Grand Moff Vixen |

@GMV I'm ok with overlooking "cast cleric as arcane" for "must cast divine spells". Are you reading that as you have access to cleric spells instead of sorcerer spells?
If you mean that for the Hierophant path the spells used would come from the cleric list only? I see it that way, yes.

aceDiamond |

I'm not entirely certain it works like that. Like, if you're casting cleric spells as a sorcerer, then they're shifted to arcane magic, not divine. I think.
But even still, the Hierophant has a lot of path abilities that rely on class features specific to divine casters. What do you have in mind for taking that path if you don't have features like channeling positive energy, cure spells, or wild shape?

Grand Moff Vixen |

I guess there's no prerequisite to picking a path, but like I said, the Hierophant path has a lot of abilities Katja doesn't have access to. Fnord has a good idea with Dual Path, I'm just curious what you'd want with Hierophant?
Access to any cleric spell via the Inspired Spell ability. There are some higher level spells that Katja does not have access to.

aceDiamond |

I guess that's useful as well, but it does say that you have to cast the level of spell from a divine spellcasting class. The silver dragon entry says that while Katja can cast some cleric spells, she still casts like a sorceress, which is arcane instead. The only way I think you could go about getting use from Inspired spell is by picking up some cleric/oracle/etc levels. Though that could play nicely if you wanted to build into Mystic Theurge.
But that's just what I think, just my two cents. To be fair, though, a Mystic Theurge rebuild does seem like it'd be easier for you to make than most other characters.

Grand Moff Vixen |

I guess that's useful as well, but it does say that you have to cast the level of spell from a divine spellcasting class. The silver dragon entry says that while Katja can cast some cleric spells, she still casts like a sorceress, which is arcane instead. The only way I think you could go about getting use from Inspired spell is by picking up some cleric/oracle/etc levels. Though that could play nicely if you wanted to build into Mystic Theurge.
But that's just what I think, just my two cents. To be fair, though, a Mystic Theurge rebuild does seem like it'd be easier for you to make than most other characters.
Since you put it that way, I guess I could stay archmage and still be able to cast any cleric spell since she does gain access to them normally. Hmm, armed with this new info it seems archmage does give me what I want after all.
If I took mystic theurge it would require me to drop an age category which I really don't want to do. It sounds nice though. I will keep that in mind for future characters.

DM Fnord |
So far Jacob has figured out by trial and error that Manaket and the northern coast of Rahadoum is being affected by something that is blocking teleport and shadow walk.
Jacob would be able to surmise that something is blocking extradimensional travel, much like a really beefed up, area affect, version of dimensional anchor. (Which specifically lists teleport and shadow walk)

Contatio |
Hey there,
So I've hammered out quite a bit of my character mechanically and I'll be posting her stuff here. Please tell me if any of the rules have been broken. Also, I was informed we were taking max health on the dice in exchange for the enemies all having their max health. This seemed like a fair trade off. In response to your question Fnord I have played in a couple of higher level campaigns, but this will be my first one actually tapping more than 20.
Full Name: Palok the "Final Piece"
Race: Orc
Class: Invulnerable Barbarian 11/ Ragechemist 14
Alignment: Chaotic Neutral
Stats:
STR 38 44 (Raging) 46 (Mutagen) 52 (Mutagen+Rage)
DEX 16
CON 24 32 (Raging) 30 (Mutagen) 38 (Mutagen+Rage)
INT 24
WIS 12
CHA 5 (I prefer to think of myself as jaw breaking. *Insert Fist Here*)
Orc Racial Adjustments- +4 STR -2 INT/WIS/CHA.
6 Character Advancement Stat Points used on STR.
Tome of Clear Thought +5 (137,500 Gold) used. +5 INT
Tome of Understanding +4 (110,000 Gold) used. +4 WIS
Manual of Bodily Health +4 (110,000 Gold) used. +4 CON
Manual of Gainful Exercise +4 (110,000 Gold) used. +4 STR
Belt of Physical Perfection +6 (144,000 Gold) worn. +6 STR/DEX/CON
Headband of Aerial Agility +6 (81,000 Gold) worn. +6 INT/Fly at will.
Grand total of 692,500 Gold spent on my body and mind. 812,500 gold left for magic items.
Ragechemist Greater Mutagen gives a +8 to Natural Armor, +8 to STR and a +6 to CON.
Barbarian Greater Rage gives a +6 to STR and a +6 to CON. Raging Vitality adds a +2 to CON while raging so I get a +8 to CON in a rage.
However, I must make a DC 15 Will Save for every time I take damage in a mutagenic form, and a DC 20 Will Save for every time I take a critical hit (Should be impossible, picked up Preserve Organs and Heavy Fortification Armor=100% chance for Precision damage to be avoided). If failed I take a -4 to INT and Will saves, and a -1 to DEX. This should be no difficulty since I have both Iron Will and Improved Iron Will, along with my Barbarian rage giving me bonuses to will.
Health: 444 (Toughness Feat is the only extra health, no favored class bonus)
Raging Health: 544
Mutagened Health: 519
Raging + Mutagened Health: 619
AC 32 (+9 Armor, +3 DEX, +5 Natural, +5 Deflection) 40 (+8 Natural(Alcehmical))
Saves- Fort +35 Ref +20 Will +15 +18 (Raging)
Immune- Cold, Nonlethal Damage, Sleep, Paralysis, Precision Damage
DR 5/- Fire Resist 3
Attack Bonus- +35/+30/+25/+20/+15
Raging Attack Bonus- +38/+33/+28/+23/+18
Mutagened Attack Bonus- +39/+34/+29/+24/19
Raging+Mutagened Attack Bonus- +42/+37/+32/+27/+22

Contatio |
Feats
Level 1-Power Attack
Level 3-Raging Vitality
Level 5-Weapon Focus Heavy Flail
Level 7-Combat Reflexes
Level 9-Extra Rage
Level 11-Extra Rage Power-Internal Fortitude
Alchemist Level 1 Bonus Feat- Throw Anything
Level 13-Raging Brutality
Level 15-Extra Rage Power-Auspicious Mark
Level 17-Toughness
Level 19-Extra Rage
Level 21-Iron Will
Level 23-Improved Iron Will
Level 25-Master Alchemist
Essentially Palok was a particularly smart barbarian who was just starting to experiment with Alchemy and focusing on Mutagens and not much else when she went to Tasathyl, and so she only really leaves her combat heavy past in the later levels.
Invulnerable Rager Abilities:
Invulnerabiltiy= Half my barbarian levels are used as DR. 5 DR/- on Palok.
Extreme Endurance= Inured to Hot Environments as per Endure Elements spell. Fire Resist 3.
Barbarian Rage Powers:
Lesser Beast Totem
Animal Fury
Beast Totem
Unexpected Strike
Greater Beast Totem
Extra Rage Powers:
Internal Fortitude
Auspicious Mark
Ragechemist Abilities:
Rage Mutagen- +2 when making STR Mutagens. Drawback is that the Will saves need to be made and the penalty for this ability is -2 to Will saves and INT
Sturdy Rage- +4 Natural armor in Mutagen form, but double penalty if Will save is failed.
Lumbering Rage- +2 CON when using any mutagen but -1 DEX if Will save is failed.
Alchemist Discoveries:
Spontaneous Healing
Preserve Organs
Enhance Potions
Combine Extracts
Mummification
Greater Mutagen
Healing Touch
Skill Ranks: (275 (4+7 INT per Level for both Alchemist and Barbarian))
Appraise 35 (7 INT+25 Ranks+3 Class Skill)
Craft-Alchemy 51 (7 INT+25 Ranks+14 Alchemist Level+2 Master Alchemist+3 Class Skill)
Fly 31 (3 DEX+25 Ranks+3 Class Skill)
Knowledge Arcana 35 (7 INT+25 Ranks+3 Class Skill)
Knowledge Geography 32 (7 INT+25 Ranks)
Knowledge Nature 35 (7 INT+25 Ranks+3 Class Skill)
Knowledge Planes 32 (7 INT+25 Ranks)
Perception +29 (1 WIS+25 Ranks+3 Class Skill)
Spellcraft +35 (7 INT+25 Ranks+3 Class Skill)
Swim +42 (+14 STR+25 Ranks+3 Class Skill) 49 (Raging+Mutagen)
Use Magic Device (-3 CHA+25 Ranks+3 Class Skill)
Magic Items (So Far, not quite done yet)
Weapon: Tasathyls Horn (Just Flavor Texted Name)-+5 Nullifying Impacting Adamantine Heavy Flail (200,000 Gold)
Armor: Tasathyl's Second Skin (Just Flavor Texted Name)-+5 Heavy Fortification Chain Shirt (100,000 Gold)
Headband Slot: Headband of Aerial Agility +6 INT
Head Slot: Empty
Eye Slot: Truesight Goggles (184,000 Gold)
Necklace Slot: Amulet of Natural Armor +5 (50,000 Gold)
Shoulder Slot: Cloak of Resistance +5 (25,000 Gold)
Body Slot: Xorn Robe (20,000 Gold)
Chest Slot: Vest of Stable Mutation (20,000 Gold)
Wrist Slot: Seducers Bane Bracelet (9,900 Gold)
Belt Slot: Belt of Physical Perfection +6
Boots Slot: Boots of Teleportation (49,000 Gold)
Ring Slot: Ring of Regeneration (90,000 Gold
Ring of Protection +5 (50,000 Gold)
Ioun Stone: Scarlet and Green Cabochon Flawed (8,000 Gold)
Total Gold Spent-805,700 Gold of 812,500 gold left after Stat Increase Items.
Total Gold Left-6,800

Contatio |
Alchemist Formula Known/Most Likely Daily Extracts Prepared
Level 1:
Ant Haul
Comprehend Languages
Cure Light Wounds
Enlarge Person
True Strike
Touch of the Sea
Vocal Alteration
Level 2:
Cure Moderate Wounds
Kinetic Reverberations
Lesser Restoration
Blur
Level 3:
Cure Serious Wounds
Tongues
Haste
Thorn Body
Level 4:
Fluid Form
Stone Skin
Fire Shield
Level 5:
Ancestral Memory
Sending
Spell Resistance
Combat Likely Day Builds:
4 Cure Light Wounds
1 True Strike
1 Enlarge Person
3 Cure Moderate Wounds
2 Kinetic Reverberations
1 Blur
1 Lesser Restoration
2 Cure Serious Wounds
2 Hastes
2 Thorn Bodies
1 Stone Skin
2 Fluid Form
2 Fire Shield
1 Ancestral Memory
1 Sending
1 Spell Resistance
Every Other Day Build:
1 of each possible extract, but ignoring Stone Skin and Spell Resistance, Touch of the Sea, and focusing on Cure Extracts if more slots than extracts are available. Never hurts to be prepared.
As I forgot to include the traits in the upper sections, I took Accelerated Drinker and Jaded. Move Action drinking of Potions and +1 to will saves for having seen so much of the world.
Well, that's my build, please post any thoughts or questions you might have about it. If anything seems out of character I'll try to help explain my reasoning. Also, I have never used Mythic rules so I might require assistance on them, though I will be reading up on them now.

DM Fnord |
Hi Palok, nice looking build. Here's the first review (of your first post):
Under or next to your abilities, can you list your point buy? I see that you have where your level increases went, love it. The idea is to try and list anything with a calculation so that anyone coming to look later doesn't have to try and reverse engineer.
I'd suggest looking at some of the other character sheets for examples. (Validk uses google docs with lots of hyperlinks and book marks). (Ditto with things like HP, list number of which size dice)
1) Preserve Organs and Heavy Fort don't stack. Preserve organs specifically mentions this. You can't get past 75% protection.
2) Please note the penalties to Int and Dex with mutagen usage.
3) Where are you getting 5 attacks from?
4) Note that while raging you will not be able to conduct any alchemy as you can't make mental ability skill checks.
4) I show your base saves as alchemist 9/9/4, and barbarian 7/3/3, base con 24, dex 16, wis 12 giving an additional 7/3/1, for a total base of Fort +23, Ref + 15, Wis +8. You have 35/20/18 listed. Where are you getting the extra saves from?
5) You have these stats: 38/16/24/24/12/5
Total=10+Race+Gear+Book+Level
STR 30=10+4+6+4+6
DEX 16=10+0+6+0
CON 22=10+2+6+4
INT 19=10-2+6+5
WIS 12=10-2+0+4
CHA 8=10-2+0+0
To get this, it looks like your pt buy is:
STR need +8, 17 points
DEX need +0, no points
CON need +2, 2 points
INT need +6, 10 points
WIS need +0, no points
CHA need -3, -4 points
(I just spent 20 minutes reverse engineering this)
That charisma is likely to hurt you.
6) I see the base +2 natural armor from alchemist, plus another +4 from Sturdy rage. How are you getting +8?
That's it so far.

Contatio |
Hi there Fnord, I will respond question to answer as I see these coming up. Also, please don't go through the stress of reverse engineering if I can just answer your question for you, I currently have nothing to do but refresh this page.
1) Ah, sorry, I had not seen any ruling on this and my last couple of GM's let things related to percent stack. I will edit my post.
2) I am wearing a Vest of Stable Mutation, so no penalties. If you need them posted as a just in case I lose the Vest sort of thing, I am going to include them in parentheses next to my original post during my edits.
3) It was just explained to me that beyond level 20 characters do not develop a 5th attack from high BAB, my bad. Will edit.
4) I see no issue with it since all my extracts must be prepared at the start of the day, and drinking them is not actually a use magic device check. If there is some rule I'm breaking I promise it's due to lack of knowledge on my part.
5) The saves I posted were the ones I get while in full Mutagen+Rage form. +14 CON means I get another +7 to my Fort, putting me at Fort +30. Later on I stated I bought a Cloak of Resistance +5. My Fort is then +35. Reflex is similarly brought up to Ref +20. My will is brought up to Will +13. The feat Iron Will adds a flat +2 to my Will save. So I am at a +15. Finally, since these were my Raging stats, I add a +3 to Will saves while raging. I will go back and edit my stats for clarity. Sorry for the trouble.
6)These are my point buy calculations, once again sorry you had to reverse engineer it. I realize my Charisma will hurt me. I am considering it from a role play perspective, and also sort of entrusting my social standing to the fact that I am smart enough to not f&~# up too bad, and trusting enough of others to have them help me. If this is really a problem I can very easily move my points around before the character is finalized.
7) +5 Amulet of Natural Armor is the base. Greater Mutagen discovery boosts my mutagen Natural Armor to +4, and that alongside my Ragechemist Sturdy rage gives me a +8 while in Mutage form. To alleviate any concerns, I may be in mutagen for up to 14 hours a day.
I have a question that I have been unable to find clarified. I realize nothing in Pathfinder stacks unless explicitly said so, but varying sources of DR, do they stack? For example, I would have a cumulative DR 16 if I swallowed a Stone Skin extract and allowed my Adamantine armor to count, of which 11 can be penetrated by Adamantine and the rest cannot be penetrated at all. Would this be ok or are we going with just the best possible DR?
My edited stats will be posted as soon as I figure out everything I did wrong, and be posted all in one go, just for clarities sake. I am planning on shuffling stats around to get average Cha and drop a whole 2 points of STR. I am quite saddened, but understand its necessary.

Nagato the Eternal |

One of our house rules is that PCs with crafting feats can craft gear for other PCs for 0.75 the total cost (as opposed to the usual 0.5). Off the top of my head, Nagato has Craft Wondrous Item and Forge Ring, and Jacob has CWI and Craft Rods. Nagato is 251 years old, so feel free to say that she made Palok gear at some point or another. She has literally spent entire years of her life just crafting.

DM Fnord |
Thanks for the clarifications.
As for DR, they generally don't stack. Though having more than one type can help.
If you have DR 5/slash and DR/10 evil someone would need to beat both. An evil aligned sword would work, but a sword wielded by an evil creature would not (not aligned).
Your DR 5/- is going to be a catch all. If you have stone skin giving DR 10/adamantine then it will be the primary DR. A creature wielding adamantine or using a +5 sword will still have to deal with your DR 5/-.
And, Validk has craft arms and armor. So among the three of us, all your gear could have been crafted.

DM Fnord |
Wow, I didn't realize how much teleportation is necessary for long distance travel!
Good thing that everyone's reason for coming has a flexible starting point as I want everyone getting to Rahadoum relatively close to the same time.
WE're just waiting on Nagato now.
How is the character coming Contatio?

Contatio |
Hiya there, I have worked on balancing out some issues with the character, and retooling some things so this is an actual viable build and not a one hit wonder. I have also seen the post about you guys crafting my stuff for me. I whole heartedly accept, and warn you that I'm probably in love with whoever crafted my mace. The color matches my eyes.
On a backstory end, I would still like to go with Orc wartribe member who witnessed the might of Tasathyl and Daralathyxl. As a Barbarian she wandered and gained power until coming upon the Pathfinder Society. After adventuring with them for a long time, she finally got her final goal, meeting Tasathyl. Tasathyl, charmed by the worship heaped upon her by a fairly well known and powerful adventurer, deigned it ok to teach her the secrets of alchemy. This is where Palok gained the final bit of power that made her mythic tier. However, at the end of her training, she stumbled upon some of Tasathyl's note which called Palok the final piece in her plan to kill Daralathyxl. Palok, misunderstanding, went off in search of enough power to kill the King of all Red Dragons straight on, in order to not disappoint her idol.
Full Name: Palok the "Final Piece"
Race: Orc
Class: Invulnerable Barbarian 11/ Ragechemist 14
Mythic Tier 1 Champion/Trickster (Dual Path feat taken, allows me to choose from either paths abilities along with getting both Champions Strike and Tricksters Attack)
Alignment: Chaotic Neutral
Stats:
STR 36 42 (Raging) 44 (Mutagen) 50 (Mutagen+Rage) (10 Base+6 Point Buy+4 Racial Adjustment+6 Character Advancement Stat Points+4 Manual+6 Belt of Physical Perfection)
DEX 16 (10 Base+6 Belt of Physical Perfection)
CON 24 32 (Raging) 30 (Mutagen) 38 (Mutagen+Rage) (10 Base+4 Point Buy+4 Manual+6 Belt of Physical Perfection)
INT 24 (10 Base+5 Point Buy-2 Racial Adjustment+5 Tome+6 Headband of Aerial Agility)
WIS 12 (10 Base-2 Racial Adjustment+4 Tome)
CHA 13 (10 Base+3 Point Buy+2 Magenta Prism-2 Racial Adjustment)
Orc Racial Adjustments- +4 STR -2 INT/WIS/CHA.
6 Character Advancement Stat Points used on STR.
Tome of Clear Thought +5 (103,125 Gold) used. +5 INT
Tome of Understanding +4 (82,500 Gold) used. +4 WIS
Manual of Bodily Health +4 (82,500 Gold) used. +4 CON
Manual of Gainful Exercise +4 (82,500 Gold) used. +4 STR
Belt of Physical Perfection +6 (108,000 Gold) worn. +6 STR/DEX/CON
Headband of Aerial Agility +6 (60,750 Gold) worn. +6 INT/Fly at will.
Grand total of 519,375 Gold spent on my body and mind. 985,625 gold left for magic items.
Ragechemist Greater Mutagen gives a +8 to Natural Armor, +8 to STR and a +6 to CON. (Greater Mutagen Discovery makes base mutagen give +4 Natural Armor, +6 to One Ability Score and +4 to another, penalizing both -2. Ragechemist abilities make mutagens give an extra +2 to STR if used for that, makes all mutagens give a +2 to CON, and makes all mutagens give a +4 to natural armor. So, Ragechemist Greater Mutagen gives you a +8 to Natural Armor, +8 STR and +6 CON.) (Vest of Stable Mutation removes penalties associated with Mutagen usage)
Barbarian Greater Rage gives a +6 to STR and a +6 to CON. Raging Vitality adds a +2 to CON while raging so I get a +8 to CON in a rage.
However, I must make a DC 15 Will Save for every time I take damage in a mutagenic form, and a DC 20 Will Save for every time I take a critical hit (Should be difficult, picked up Heavy Fortification Armor=75%% chance for Precision damage to be avoided). If failed I take a -4 to INT and Will saves, and a -1 to DEX. This should be no difficulty since I have both Iron Will and Improved Iron Will, along with my Barbarian rage giving me bonuses to will.
Health: 449 (11 Barbarian Levels:11*12=132 Health. 14 Alchemist Levels:14*8=112 Health. +7 hit points for 25 levels:25*7=175 Health. Toughness Feat:25 Health. Mythic Champion Tier Bonus:5 Health.Total Health:449)
Raging Health: 549 (+8 CON means 100 Temporary Health)
Mutagened Health: 524 (+6 CON means 75 Temporary Health)
Raging + Mutagened Health: 624 (+14 CON means 175 Temporary Health)
AC 32 (+9 Armor, +3 DEX, +5 Amulet of Natural Armor, +5 Ring of Protection Deflection Bonus) 40 (Mutagened)(+8 Natural(Alcehmical))
Saves-
Fort +29 (+7 Barbarian,+9 Alchemist, +7 CON, +5 Cloak of Resistance,+1 Pale Green Prism) +31 (Mutagened) +32 (Raging) +35 (Mutagen+Raging)
Ref +21 (+3 Barbarian, +9 Alchemist, +3 DEX, +5 Cloak of Resistance, +1 Pale Green Prism)
Will +17 (+3 Barbarian, +4 Alchemist, +1 WIS, +5 Cloak of Resistance, +2 Iron Will, +1 Pale Green Prism+1 Magenta Prism Wayfinder Resonance) +20 (Raging)
Immune- Cold, Nonlethal Damage, Sleep, Paralysis (Pseudo Undead Traits gained from Mummification Alchemist Discovery)
75% Chance to avoid Precision Damage and Critical Strikes.
DR 5/- Fire Resist 3 (Invulnerable Barbarian Abilities)
Attack Bonus- +35/+30/+25/+20 (+11 BAB from Barbarian, +10 BAB from Alchemist, +13 from STR, +1 from Pale Green Prism)
Raging Attack Bonus- +38/+33/+28/+23
Mutagened Attack Bonus- +39/+34/+29/+24
Raging+Mutagened Attack Bonus- +42/+37/+32/+27
Tasathyl’s Horn (Weapon) Attack Sequence with Power Attack activated (Most likely attack sequence since I have Pounce and the Fleet Charge Mythic Power)- +41/+36/+31/+26 for 2d8+46 damage a hit.
Feats
Scarlet and Green Cabochon- Endurance
Level 1-Power Attack
Level 3-Raging Vitality
Level 5- Iron Will
Level 7-Combat Reflexes
Level 9-Extra Rage
Level 11-Extra Rage Power-Internal Fortitude
Alchemist Level 1 Bonus Feat- Throw Anything
Level 13-Raging Brutality
Level 15-Improved Iron Will
Level 17-Toughness
Level 19-Extra Rage
Level 21- Dual Path (Mythic)
Level 23- Quick Draw
Level 25-Two Fisted Drinker (Mythic)
Mythic Tier 1 Champion/Trickster (Trickster comes from Dual Path Feat, Champion is the main path)
Champion Strike-Fleet Charge
Trickster Attack-Sudden Attack
Trickster Path Ability-Assured Drinker
Essentially Palok was a particularly smart barbarian who was just starting to experiment with Alchemy and focusing on Mutagens and not much else when she went to Tasathyl, and so she only really leaves her combat heavy past in the later levels. She gains mythic tiers when she learned to synergize her alchemy and barbarian abilities. She can down roughly 3 extracts in a round, and she’s always ready willing and able to kick some serious ass. Her combat is essentially a buff round (Unless given a heads up in which case she drinks before combat.) then her diving straight into the enemy trusting her extracts and her sheer might to kill the enemy before her and survive anyone else who might strike her.
Invulnerable Rager Abilities:
Invulnerabiltiy= Half my barbarian levels are used as DR. 5 DR/- on Palok.
Extreme Endurance= Inured to Hot Environments as per Endure Elements spell. Fire Resist 3.
Barbarian Rage Powers:
Lesser Beast Totem
Animal Fury
Beast Totem
Unexpected Strike
Greater Beast Totem
Extra Rage Powers:
Internal Fortitude
Ragechemist Abilities:
Rage Mutagen- +2 when making STR Mutagens. Drawback is that the Will saves need to be made and the penalty for this ability is -2 to Will saves and INT
Sturdy Rage- +4 Natural armor in Mutagen form, but double penalty if Will save is failed.
Lumbering Rage- +2 CON when using any mutagen but -1 DEX if Will save is failed.
Alchemist Discoveries:
Spontaneous Healing
Preserve Organs
Infusion
Enhance Potions
Mummification
Greater Mutagen
Healing Touch
Skill Ranks: (275 (4+7 INT per Level for both Alchemist and Barbarian))
Appraise 35 (7 INT+25 Ranks+3 Class Skill)
Craft-Alchemy 54 (7 INT+25 Ranks+14 Alchemist Level++2 Circumstance from Alchemist Lab+3 Class Skill)
Fly 31 (3 DEX+25 Ranks+3 Class Skill)
Knowledge Arcana 35 (7 INT+25 Ranks+3 Class Skill)
Knowledge Geography 32 (7 INT+25 Ranks)
Knowledge Nature 35 (7 INT+25 Ranks+3 Class Skill)
Knowledge Planes 32 (7 INT+25 Ranks)
Perception +29 (1 WIS+25 Ranks+3 Class Skill)
Spellcraft +35 (7 INT+25 Ranks+3 Class Skill)
Swim +42 (+14 STR+25 Ranks+3 Class Skill) 49 (Raging+Mutagen)
Use Magic Device +29 (+1 CHA+25 Ranks+3 Class Skill)
Magic Items
Weapon: Tasathyls Horn (Just Flavor Texted Name)-+5 Nullifying Impacting Adamantine Heavy Flail (152,857 Gold and 5 Silver)
Armor: Tasathyl's Second Skin (Just Flavor Texted Name)-+5 Heavy Fortification Adamantine Chain Shirt (77,325 Gold)
Headband Slot: Headband of Aerial Agility +6 INT
Head Slot: Empty
Eye Slot: Truesight Goggles (138,000 Gold)
Necklace Slot: Amulet of Natural Armor +5 (37,500 Gold)
Shoulder Slot: Cloak of Resistance +5 (18,750 Gold)
Body Slot: Xorn Robe (15,000 Gold)
Chest Slot: Vest of Stable Mutation (15,000 Gold)
Wrist Slot: Seducers Bane Bracelet (7,425 Gold)
Belt Slot: Belt of Physical Perfection +6
Boots Slot: Boots of Teleportation (36,750 Gold)
Ring Slot: Ring of Regeneration (67,500 Gold)
Ring Slot: Ring of Protection +5 (37,500 Gold)
Ioun Stone: Scarlet and Green Cabochon Flawed in Wayfinder (6,375 Gold)
Ioun Stone: Pale Green Prism in Wayfinder (22,875 Gold)
Ioun Stone: Pale Orange Rhomboid in Wayfinder (150,375 Gold)
Ioun Stone: Magenta Prism in Wayfinder (12,375 Gold)
Mundane Items
Alchemist Lab- 200 Gold. (Roughly 50 pounds, carried on back.)
Pavillion Tent- 100 Gold. (Roughly 40 pounds, carried on back.)
Doctors Outfit- 150 Gold. (Roughly 6 pounds, carried on back.)
Total Gold Left- 189,567 Gold and 5 Silver Left.
Possible Mundane Transportation
(I am not entirely sure how it works, but I would like to own an Alchemical Dragon and/or some sort of massive transportation device. I can afford either the Dragon or the Zephyr. If this is not at all possible, I apologize for the bother. But if it is, subtract the cost from my total Gold left and call it the Emerald Express, chartered for the Pathfinder Society of which I’d like to be a member of.)

aceDiamond |

The only thing I see about this that I'm not sure of is that the Vest of Stable Mutation only prevents losses of mental stats while mutated. So I think you take the -1 to Dex still.
Also, I'm not sure if you can take Mythic feats due to progression, but that may just be me not knowing. If we can, I may retrain a feat or two down the line.

Contatio |
I am really sorry, I missed the literal first line of mythic feats. Changing the Feat list and Tier list to what follows.
Feats
Scarlet and Green Cabochon- Endurance
Level 1-Power Attack
Level 3-Raging Vitality
Level 5- Iron Will
Level 7-Combat Reflexes
Level 9-Extra Rage
Level 11-Extra Rage Power-Internal Fortitude
Alchemist Level 1 Bonus Feat- Throw Anything
Level 13-Raging Brutality
Level 15-Improved Iron Will
Level 17-Toughness
Level 19-Extra Rage
Level 21- Extra Rage Power-Auspicious Mark
Level 23- Quick Draw
Level 25- Stunning Assault
Mythic Tier 1 Champion/Trickster (Trickster comes from Dual Path Feat, Champion is the main path)
Mythic Feat-Dual Path
Champion Strike-Fleet Charge
Trickster Attack-Sudden Attack
Trickster Path Ability-Assured Drinker

DM Fnord |
mythic feats may not be taken from class level progression, only from mythic rank progression.
The tomes do not have a price break for being crafted (well it's like 2k).
Why take the flawed scarlet and green carbochan ioun stone? it's only another 2k to get rid of the penalties. Would an epic world renown individual carry flawed anything? IS that part of your background to have something like that?
You have not listed which wayfarer you are using. (Keep in mind that multiple wayfarers with Ioun stones interfere with each other.) While all wayfinders will hold one stone, only a few hold more than one, and I am not aware of any that hold four. You may consider embedding the extra ioun stones. You would need to be able to meet the skill requirements yourself, and the wayfarer doesn't augment the stones.
Alchemical Dragon? I don't see leadership feat, so you will need to be paying wages to the crew of 10, and good wages if you are wanting them to go into dangerous situations. I don't have a problem with you owning one.
Ditto with the Zephyr. Crew of 5.
Are you considering this as a mobile home for you?
Have you picked a deity?
Since you weren't here for the fight against storm what great deed have you recently done that would attract the attention of a god? (Or at least their herald)

aceDiamond |

I was talking through some of his build so I can answer a bit of those.
For one, the flawed stone prevents exhaustion or fatigue by turning those failed saves into sickened or nauseated instead. I remember he mentioned having an ability to mitigate those. As a barbarian, one could see why fatigue and exhaustion would be disadvantageous, leading to the flawed stone instead. On a tangent, I remember a few flawed stones that do situationally better than their perfect counterparts. It's all about what you need it for.
I was the one who brought up the Wayfinders, but I did not know they didn't stack. My bad.
We already went over Mythic feats and the build has been changed for it.
And as for wages, it all seems like the gold is still faring well.
Anyway, he's got to finish a paper, so he'll probably be back in a few hours to cover what I missed.

DM Fnord |
In severity we have:
Fatigued>exhausted. (-2 str/dex>-6 str/dex)
Sickened>Nauseated. (-2 attacks/saves/skill/ability>no attacks/actions other than 1 move/turn)
He is using the stone to go from fatigued>sickened, and exhausted>Nauseated. This is a penalty and meant to be such.
I can see where Internal Fortitude makes him immune to sickened and nauseated, which effectively extends to fatigued and exhausted as well.
He rages in a battle for 8 rounds. He stops raging, for the next 16 rounds he is fatigued>sickened. I will have to consider if I would allow an exploit of him re-raging for one round to remove the 16 rounds of sickened and then only be sickened for 2 rounds. I'm inclined to not allow the second rage cycle, but will consider discussion on it. The exploit is that a barbarian can't rage while fatigued/exhausted, which is avoided by the flawed stone.
The magenta prism is 16k for a +2 enhancement bonus that can be moved. Only his wisdom and charisma can benefit form this as all his other stats have enhancement bonuses greater than this. Adding +2 Wis and Cha to his headband of Aerial Agility would only cost 12000 (8000 crafted).

DM Fnord |
I've done a little extra reading on rage cycling.
At level 17 a barbarian gets immunity to fatigue, allowing them to re-rage after stopping a rage.
I think that I am going to go with this:
Starting rage is a free action.
Stopping rage is a free action.
Attempting to do these two things in the same round cancel's each other and the rage is continued.
Waiting one turn after stopping a rage before starting a rage is acceptable.
This ruling would also extend to other types of free actions that "could" occur in a single round. More than likely, even as a free action, they would need to be in different rounds.