Hellknight

AM Dark Knight's page

6 posts. Alias of Michael Riter.


Full Name

Bruce "G!+*%$n Batman" Wayne

Race

Half-Orc. When being transported to Golarion, something went wrong.

Classes/Levels

Rogue (He has to sneak around) Vivisectionist Alchemist (The stuff on his toolbelt? Obviously made by an alchemist that loves more sneak attack) Paladin (Duh.) Assassin (Training with the League of Assassins) Oracle (Sarenrae's Personal Touch)

Gender

Male

Special Abilities

Nonlethal Damage. Batman doesn't kill.

Alignment

Above Morality

Deity

Sarenrae

Location

Gotham

Languages

English (Common) and German (Orc)

Occupation

He's Batman

About AM Dark Knight

Awesomely Cool Backstory:

Sarenrae stared into the Abyss, but this time, the Abyss stared back. She sighed and pondered for a minute before speaking. "I am loathe to admit it, but I may need your power. A darkness is coming like nothing the Planes have ever seen before. Asmodeus. Torag. Abadar. Iomedae... and so many more have come together in order to face this threat. However we need you amongst our number... and the other have agreed that we would rather risk the chance that you go free than the Planes be ripped to shreds by this darkness."[/b}

A low rumbling laughter shook the entire Abyss. "You are desperate. I have not had the pleasure of your company since you locked me in this prison."[b] The voice radiated pure evil, filling the entire plane with such a foulness that it birthed a thousand new demons. [b]"I know of this force of which you speak. I might even be convinced to help you. The right to destroy is mine and mine alone."

Sarenrae narrowed her eyes and conjured a lance made of white wood and tossed it into the Abyss. "Rovagug, I will not release you completely but know you won't help us of your own volition, so here are my terms. You place your entire essence within that lance, and it will be wielded by a Champion of my choosing... in return, I will give you a chance to be released from that lance."

The Rough Beast cackled. "Interesting. Do tell, how would I be able to free myself?"

"First, the lance must be used to destroy this new God who is threatening these realms... the second condition is that it must be used by one of your Anti-Paladins to strike a fatal blow to myself. Once we have succeeded, I will cast the lance off into the material realm for fate to decide what happens."

"I accept you terms... but tell me, who will be wielding this lance, this weapon of fused holy and unholy power?"

Sarenrae smiled. "A Paladin from a different realm entirely. He is known as The Dark Knight... but his name is Bruce Wayne."

Alchemist Features:
Alchemist:

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Sneak Attack
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

Poison Use (Ex)
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Torturer’s Eye
At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Cruel Anatomist
At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Beastform Mutagen
At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
This ability replaces swift alchemy.

Improved Beastform Mutagen
At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen.
This ability replaces swift poisoning.

Torturous Transformation
At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.
At 9th level, a vivisectionist adds awaken and baleful polymorph to his formula book as 3rd-level extracts. When he uses the awaken or baleful polymorph extract, he injects it into the target (not a plant) as part of a 24-hour surgical procedure. He can make anthropomorphic animal permanent on a creature by spending 7,500 gp.
At 15th level, a vivisectionist adds regenerate to his formula book as a 5th-level extract.

Bleeding Attack
A vivisectionist may select the bleeding attack rogue talent in place of a discovery.

Crippling Strike
At 10th level or later, a vivisectionist may select the crippling strike rogue talent in place of a discovery.

Greater Beastform Mutagen
At 10th level, a beastmorph’s mutagen grants him three of the abilities listed in the beast shape II spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen.
This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.

Grand Beastform Mutagen
At 14th level, a beastmorph’s mutagen grants him four of the abilities listed in the beast shape III spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen.
This ability replaces persistent mutagen.

Discoveries:
Discoveries(9)

Elemental Mutagen (Fire)
Benefit: The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses: grand mutagen, greater mutagen, and true mutagen. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim).

Preserve Organs (Ex)
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.

Lingering Spirit (Ex)
Prerequisite: Alchemist 4
Benefit: The alchemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks).

Combine Extracts
Prerequisite: Alchemist 8
Benefit: When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.

Mummification (Ex)
Prerequisite: Alchemist 10, preserve organs discovery
Benefit: The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.

Greater Mutagen
Prerequisite: Alchemist 12
Benefit: The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.

Extend Potion
Benefit: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.

Eternal Potion
Prerequisite: Alchemist 16, extend potion discovery
Benefit: If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.

Grand Mutagen
Prerequisite: Alchemist 16, greater mutagen discovery
Benefit: The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.

Rogue Features:
Rogue:

Class Skills
A skulking slayer does not gain Disable Device, Linguistics, and Sleight of Hand as class skills.

Skill Ranks per Level
A skulking slayer gains skill ranks per level equal to 6 + Int modifier.

Weapon and Armor Proficiency
The skulking slayer gains proficiency with greatclubs and whips, but loses proficiency with rapiers and hand crossbows.

Pass for Human (Ex)
At 1st level, when trying to conceal her half-orc heritage, a skulking slayer gains a bonus on Disguise checks equal to half her level. When using disguise to appear as a specific individual, skulking stalkers ignore the normal –2 penalty to appear as another race.

Underhanded Maneuvers (Ex)
At 1st level, when she could normally make a sneak attack, a slayer may instead make a dirty trick or steal combat maneuver with a bonus on her roll. This bonus is equal to her number of sneak attack dice for a dirty trick combat maneuver, or 1-1/2 × her number of sneak attack dice for a steal combat maneuver.
This ability replaces trapfinding.

Bonus Feats
At 2nd level, a skulking slayer can select the Surprise Follow-Through feat in place of a rogue talent.
At 10th level, she can select the Improved Surprise Follow-Through feat in place of an advanced rogue talent.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Bold Strike (Ex)
At 3rd level, when a skulking slayer charges and makes a sneak attack with a two-handed weapon, she rolls d8s instead of d6s for her sneak attack damage.
This ability replaces trap sense +1 and +4.

Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.

Shifty (Ex)
At 6th level, a skulking slayer gains a bonus on Bluff checks to feint equal to half her level.
This ability replaces trap sense +2.

Skirmisher (Ex)
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
This ability replaces improved uncanny dodge.

Unexpected Charge (Ex)
At 9th level, a skulking slayer can make a Bluff check to feint as a swift action before a charge.
This ability replaces trap sense +3.

Talents:
Rogue Talents(8)

Offensive Defense (Ex)
Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

Slow Reactions (Ex)
Benefit: Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Stem the Flow (Su)
Benefits: When making a successful sneak attack against a creature with the ability to channel energy, the rogue may forgo 3d6 points of sneak attack damage to instead prevent the target from channeling energy for a number of rounds equal to half her rogue level.

Combat Trick
Benefit: A rogue that selects this talent gains a bonus combat feat (see Feats).

Sacred Sneak Attack (Su)
Prerequisites: Good alignment
Benefits: When making a sneak attack against an undead creature or evil outsider, the rogue's sneak attack damage is considered good-aligned for the purpose of overcoming damage reduction. Normal weapon damage is unaffected for this attack.

Entanglement of Blades (Ex)
Prerequisite: Advanced talents
Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning of the rogue’s next turn.

Improved Evasion (Ex)
Prerequisite: Advanced talents
Benefit: This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Feat
Prerequisite: Advanced talents
Benefit: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Paladin/Oracle Features:
Paladin/Oracle:

Aura of Courage (Su)

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.
*Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity (see FAQ.)

Curse of Black Blood (Su)
All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead—positive energy harms her, while negative energy heals her (this aspect of the curse has no effect if the oracle is undead). The curse also dulls the oracle’s coordination somewhat, imparting a –4 penalty on all Dexterity-based skill checks. At 5th level, she gains cold resistance 5. This increases to cold resistance 10 at 10th level, and immunity to cold at 15th level.
This ability replaces the oracle’s curse.

Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su)

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Mythic Features:
Mythic:

Hard to Kill (Ex)
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 (Su)
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 (Su)
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 (Ex)
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 (Ex)
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 (Ex)
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 (Ex)
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 (Ex)
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 (Su)
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 (Su)
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.

Mythic Powers:
Legendary Item (Ex)
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

Fickle Attack (Ex)
Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you can treat any natural 1s on the damage dice as if they were the highest possible number on those dice. You can select this ability up to three times. The second time you select it, treat 1s and 2s as the highest value. The third time, treat 1s, 2s, and 3s as the highest value.

Mirror Dodge (Su)
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.

Beyond Morality (Ex)
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.

Enhance Magic Items (Ex)
Your mythic presence enhances the power of certain magic items. Add half your tier to the caster level of potions, scrolls, staves, and wands you use. When using a staff or wand, you may activate the item by expending one use of mythic power instead of one of the item's charges.

Enduring Armor (Su)
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.