Guardian's call: Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Arch-mage arcana: Mage Strike (Su): As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you’ve prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell’s or slot’s level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
Tier: 1st
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.
Path power: Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
Mythic feat: Dual path [Arch-mage]
Physical description:
Height: 6' 1"
Weight: 127#
Fur: Light sandy brown
Eyes: Blue / Red rims
Age: 21
Sporting light brown fur with bushy whiskers, this man-rat hybrid stands digigrade, sandals barely clinging to the oversized rat toes. A four-foot naked rat tail hangs behind him, dragging on the ground. Oversized incisors, flat and chisel-like, protrude from his upper jaw.
Racial abilities:
Human: [9rp]
+2 to one stat [Wisdom]
Bonus feat: See 'feats' section
Skilled: +1 skill point per level
Natural were-rat [20rp template]
+2 Wisdom / -2 Charisma
Low-light vision
Scent
Change shape (Move action; Human, hybrid, or rat)
Curse of lycanthropy (Fort-15)
Rat empathy (Use diplomacy @ +4 to influence rats)
Favored Class: Soulknife
Traits:
Psionic: Psionic knack [+2ML for Soulknife, up to character level]
Combat: Threatening defender [Penalty for Combat Expertise is reduced by 1]
Campaign: Hagfish hopeful [+2 Fort saves vs. poison & disease]
Class features:
Soulknife (Armored, gifted blade) 1st: BF(WF[mind blade]), Form mind armaments [1-handed], Shape mind blade [change damage type as full-round action], Throw mind blade [RI: 15'], BF[Wild talent]
2nd: Blade skill [Focused offense - As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier]
Inquisitor: 1st: Domain [Conversion – Charm of Wisdom (Ex): Use Wis instead of Cha w/Bluff, Diplomacy, & Intimidate], Judgment [1x/day], Monster lore [+wis to checks to know powers & weaknesses], Stern gaze [+½CL to Intimidate & Sense motive (+1)], Irori BF [Improved unarmed strike]
2nd: Cunning initiative [Add Wisdom modifier to Initiative in addition to Dex], Detect Alignment at will, Track [+1/2 IL to Survival rolls to find or follow tracks (+1)]