Palaveen

Chamak's page

66 posts. Alias of AGM Lemming.


Race

Appraise+16, Acrobatics+10, Fly+18, Know-Arcana+19/Planes+18/Religion+16/Dungeon&Local&Nature+15/All Others+14, Spellcraft+19, Stealth+12 |

Classes/Levels

Prescience: 10/11 | MP: 15/15 | Arcane Pool: 11/11 | Can See Invisible/Incorporeal creatures (constant) |Temporary effects: N/A

Gender

Magus/Kensai, Wizard, ArchMage 6 | HP: 90/90 | Init: +30 | AC: 34-Max 30, FF: 22, Touch: 22 | CMB: +16, CMD: 31 | Fort: +14, Reflex: +12, Will: +14 | Perception +16 |

About Chamak

Basic Info:

Character Name: Chamak
Character Race: Tiefling
Alignment: Neutral Good
Deity: Korada

Current Moderator: GM Panic
Adventure: Power of 6
-----------------------------------
Gender: Male
Age: 30
Height: 5' 9"
Weight: 175
Eyes: Dark Red
Hair: Black
-----------------------------------
Character Level: 6

Known Languages
Common, Celestial, Abyssal, Infernal, Ignan, Aquan, Auran, Terran, Draconic, Sylvan, Feral Speech

Appearance:

Chamak is about average size for a human male. However, there is nothing human about his appearance. Aside from the reddish tan scaly skin, extremely thick black hair, and almost glowing red eyes, he has a long tail that frequently whips around if anyone gets too close to him. He wears a standard adventurer's outfit that doesn't disguise his looks, has a small pack on his back, a couple pouches on his belt, and a few short, thick sticks hanging from various locations. He wears a small silver pendant with a spiral and three circles on it, possibly a holy symbol but to who?

Statistics:

7d6 - 1 + 12 ⇒ (3, 6, 5, 1, 6, 6, 3) - 1 = 29
Mythic +2 x3
Race: +2 Dexterity, +2 Intelligence, –2 Charisma

Strength: 10
Dexterity: 20 (Points +7, Race +2, 4th level +1)
Constitution: 18 (Points +8)
Intelligence: 26 (Points +8, Race +2, Mythic +6)
Wisdom: 18 (Points +6, Mental prowess +2)
Charisma: 10 (Points +2, Race -2)
-----------------------------------
Hit Points: 90 (d8 +4)x6 +18 from Mythic

Defense & Saves:

Armor Class: 34-Max 30 (Base: 10, Dex +5, Enduring Armor +11, Kensai Canny Defense +6(Dodge) Armor attunement +1, Deflection +1)
Flatfooted Armor Class : 22
Touch Armor Class: 22

Special Armor Class Notes:
-----------------------------------
Save vs. Fortitude: +14 (Base: +5, Con: +4, Resistance +1, Feat +2, Luckstone +2)
Save vs. Reflex: +12 (Base: +2, Dex:+5, Resistance +1, Feat +2, Luckstone +2)
Save vs. Will: +14 (Base: +5, Wis: +4, Resistance +1, Feat +2, Luckstone +2)

Special Save Notes: cold resistance 5, electricity resistance 5, fire resistance 5

Initiative, Attack, & Weapons:

Initiative Modifier: +30 (Feat +4, Dex +5, Forewarned +3, Mythic +6, Mythic Feat +8, Familiar+4) : Use 1 MP to Take 20
Base Attack Bonus: +4
Melee Attack Bonus: +3/+5
Ranged Attack Bonus: +5

CMB: +16, CMD: 31 (10 +BAB(4), +STR(3) +DEX(5) +INT(8))

Special Combat Notes:
weapon attunement +1
Weapon Focus: Close Weapons/Dan Bong: +1 to hit
Arcane Strike +2 dmg
Spell Penetration +2 to caster level checks for spell resistance. Ring gives +1d10
-----------------------------------
Weapons:
Dan Bong: d3 | 19-20/x2 | 10'
2 MW Blackwood Dan Bongs 321 GP each
MW Wyroot Dan Bong: 3 life - 1 absorbed
MW Silver Dan Bong
MW Cold Iron Dan Bong

Skills:

Total skill points earned: 11+2/level (2 + Int(+8) + Favored Class(1)) +2 Background Skills

Wizard class skills: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), Spellcraft(Int)
Additional Magus class skills: Climb(Str), Intimidate(Cha), Profession(Wis), Ride(Dex), Swim(Str), Use Magic Device(Cha)
Traits: Acrobatics(Dex), Bluff(Cha), Perception(Wis), Sense Motive(Wis)

Acrobatics: = +10 (Dex 5) 3 Ranks Luckstone+2
Bluff: = +5 (Cha 0) Race +2, Trait+1, Luckstone+2
Climb: = +6 (Str 0) 1 Ranks +3 [Class Skill] Luckstone+2
Diplomacy: = +8 (Cha 0) 5 Ranks Trait+1, Luckstone+2
Disguise: = +3 (Cha 0) 1 Ranks Luckstone+2
Escape Artist: = +10 (Dex 5) 3 Ranks Luckstone+2
Fly: = +18 (Dex 5) 2 Ranks +3 [Class Skill] Eldridge Flight Mythic +6, Luckstone+2
Heal: = +6 (Wis 4) Luckstone+2
Intimidate: = +12 (Cha 0) 6 Ranks +3 [Class Skill] Trait+1, Luckstone+2
Knowledge (arcana): = +19 (Int 8) 6 Ranks +3 [Class Skill] Luckstone+2
Knowledge (dungeoneering): = +15 (Int 8) 2 Ranks +3 [Class Skill] Luckstone+2
Knowledge (local): = +15 (Int 8) 2 Ranks +3 [Class Skill] Luckstone+2
Knowledge (nature): = +15 (Int 8) 2 Ranks +3 [Class Skill] Luckstone+2
Knowledge (planes): = +18 (Int 8) 5 Ranks +3 [Class Skill] Luckstone+2
Knowledge (religion): = +16 (Int 8) 3 Ranks +3 [Class Skill] Luckstone+2
Perception: = +18 (Wis 4) 6 Ranks +3 [Class Skill] Alertness +2, Trait+1
Ride: = +13 (Dex 5) 3 Ranks +3 [Class Skill] Luckstone+2
Sense Motive: = +7 (Wis 4) Trait+1, Luckstone+2
Spellcraft: = +19 (Int 8) 6 Ranks +3 [Class Skill] Luckstone+2
Stealth: = +12 (Dex 5) 3 Ranks Race +2, Luckstone+2
Survival: = +6 (Wis 4) Luckstone+2
Swim: = +6 (Str 0) 1 Ranks +3 [Class Skill] Luckstone+2
Use Magic Device: = +19 (Int 8) 6 Ranks +3 [Class Skill] Luckstone+2

Background Skills:
Appraise: = +16 (Int 8) 3 Ranks +3 [Class Skill] Luckstone+2
Artistry: = +10 (Int 8) Luckstone+2
Craft (Jewelry): = +15 (Int 8) 2 Ranks +3 [Class Skill] Luckstone+2
Knowledge (engineering): = +14 (Int 8) 1 Ranks +3 [Class Skill] Luckstone+2
Knowledge (geography): = +14 (Int 8) 1 Ranks +3 [Class Skill] Luckstone+2
Knowledge (history): = +14 (Int 8) 1 Ranks +3 [Class Skill] Luckstone+2
Knowledge (nobility): = +14 (Int 8) 1 Ranks +3 [Class Skill] Luckstone+2
Linguistics: = +16 (Int 8) 3 Ranks +3 [Class Skill] Luckstone+2
Perform: = +2 (Cha 0) Luckstone+2

Feats & Traits:

Feat tax & EiTR

1st Level: Improved Initiative

1st Level Wizard Bonus: Scribe Scroll

1st Level Kensai: Weapon Focus: Close Weapons/Dan Bong

Familiar: Alertness

2nd Level: Quick Draw

3rd Level: Spell Penetration

4th Level: Wanderer's Fortune: Freedom of Movement 2 rounds/day

5th Level: Knowledge Is Power (Ex) (People of the River pg. 9): Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

5th Level Magus Bonus: Craft Wand

5th Level Wizard Bonus: Arcane Discovery: Feral Speech (Su)

6th Level: Arcane Strike

Magus 1-6
Lightning Reflexes
Great Fortitude
Iron Will
Magical Aptitude: +2 Spellcraft and UMD
Endurance
Diehard

Traits:
Social: Seeker: +1 Perception & Class Skill
Region: Survivor: +1 Initiative & Sense motive. Sense Motive is Class Skill
Magic: Pragmatic Activator: Use INT instead of CHA for UMD.
Equipment: Extremely Fashionable: +1 to Bluff, Diplomacy and Intimidate. Bluff is a class skill.
Combat: Reckless: +1 to Acrobatics and it is a Class Skill
Faith: Fate's Favored: +1 to any Luck Bonus

Race:

Tiefling
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level).
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
**** Fiendish Sorcery: Replaced with Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Class: Magus/Kensai:

Spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook
At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level)
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Kensai
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Dan%20bong

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.

If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall.

Magus Arcana:

Broad Study (Ex) (Ultimate Magic pg. 11): The magus selects another one of his spellcasting classes. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class's spell list without suffering the normal chances of arcane spell failure, unless the spell lacks somatic components. The magus must be at least 6th level and must possess levels in at least one other spellcasting class before selecting this arcana.

Familiar (Ex) (Ultimate Magic pg. 12): The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Familiar:

Jerboa Familiar: Name: 'Rat'
Rat is a Figment Familiar.
- He has the skilled Evolution for +8 to stealth.
AC 19, touch 19, flat-footed 16 (+3 Dex, +4 size, +2 familiar)
hp 1/4 of mine
Fort +4, Ref +8, Will +7
Str 1, Dex 16, Con 8, Int 8, Wis 15, Cha 3
Feats Improved Initiative
Skills Acrobatics +13, Perception +15; Stealth +29 (Dex+3) 3 Ranks, Class Skill +3, Diminutive +12, Evolution +8
Racial Modifiers +4 Acrobatics, +4 Perception

Class: Wizard:

- Arcane Bond: Ring: Cast one unprepared spell that is in book.

- Arcane School: Divination/Foresight - Opposition Schools: Necromacy & Illusion
- Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
- Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Equipment, Gear & Money:

Explorer's Outfit

Spellbook stored on etherial plane with Secluded Grimoire spell.

Weapons:
2 MW Blackwood Dan Bongs 321 GP each: 642 GP
MW Wyroot Dan Bong: 3 life: 4,301 GP
MW Silver Dan Bong: 321 GP
MW Cold Iron Dan Bong: 302 GP

Alchemical Weapons: 215 GP
Blanch bomb (silver): 100GP 1/2 lb
Congealer spray: against Ooze: 15 GP

Mirroring Belt: 36,000 GP -4,000 GP enhancement bonus
Spectral Shroud: 26,000 GP
Wayfinder: 500 GP
Ioun Stone Orange Prism: +1 CL: 30,000 GP
Luckstone: 20,000 GP

Pearl of Power:
1st Level: 5: 5,000 GP - used: 1
2nd Level: 2: 8,000 GP
3rd Level: 1: 9,000 GP

Ring of Invisibility: 20,000 GP
Ring of Wizardry type 1: 20,000 GP

Handy Haversack: 2,000 GP
Blanket
Silk Rope, 50'
Book, Quill & Ink
Traveler's Any-Tool: 250 GP

Wands: 13,500 GP
Fallback Strategy
Cure Light Wounds
Blend
Align Weapon, Communal (Cleric spell)

Rods:
Metamagic(Lesser): Piercing: feat: 3,000 GP
Metamagic(Lesser): Reach: feat: 3,000 GP
Metamagic(Lesser): Rime: feat: 3,000 GP
Metamagic(Lesser): Blissful: feat: 3,000 GP
Metamagic(Lesser): Ectoplasmic: feat: 3,000 GP
Metamagic(Lesser): Elemental: feat: 3,000 GP
Metamagic(Lesser): Extend: feat: 3,000 GP
Metamagic(Lesser): Toppling: feat: 3,000 GP
Metamagic(Lesser): Persistent: feat: 9,000 GP
Metamagic(Lesser): Dazing: feat: 14,000 GP
Scabbard of Many Blades:(x2) 10,000 GP, 6 lbs

Spell Component Pouch

Total weight carried:

Carrying capacity : Light -> 66, Medium -> 133

Starting Gold: 250,000gp No single Item may cost more than 50,000gp

Weapons: 5,566 GP
Spells in Book: 300 GP
Equipment: 236,000 GP

Remaining Gold: 769 GP

Movement:

Base Speed: 30 ft.

Fly: 60'

Magic:

CL7 from Ioun Stone

Wizard Prepared Spells:
Cantrips: 4: Detect Poison, Mending, Message, Scrivener's Chant
Level 1: (3 + INT(2) + Divination) x2 for Ring of Wizardry
- Adhesive Spittle
- Comprehend Languages
- Longshot
- Lucky Number
- Lucky Number
- Magic Missile
- Magic Missile
- Obscuring Mist
- Sure Casting
- Sure Casting
D: Planar Orientation
Level 2: (3 + INT(2) + Divination)
- Burst of Radiance
- Resist Energy
- Resist Energy
- Flurry of Snowballs
- Flurry of Snowballs
D: See Invisibility
Level 3: (2 + INT(1) + Divination)
- Unflappable Mien
- Excruciating Deformation
- Haste
D: Clairaudience/Clairvoyance

- Plus 1 from Wizard list from Ring

Magus/Kensai Prepared Spells:
Cantrips: 5: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation
Level 1: (4 + INT(2) -1) x2 for Ring of Wizardry
- Fallback Strategy
- Fallback Strategy
- Magic Missile
- Magic Missile
- Returning Weapon
- Returning Weapon
- Secluded Grimoire
- Shocking Grasp
- Silent Image
- Snowball
Level 2: (3 + INT(2) -1)
- Blur
- Glitterdust
- Page-Bound Epiphany
- Stone Call

Save DC: 10 + Spell Level + INT(8)

Character History/10 Minute Background:

This took significantly more than 10 minutes!

1: 5 Background concept elements important to the character image.
What he is, what he was, why he acts certain ways.
- I was born in Absalom to a mother that I couldn't care less about. I was the very obvious spawn of my father and she hated me. Somehow I survived my childhood, probably because I'm a genius. Well, most wizards would say that and I was trained early to be magi. I never pretended to be other than I was, and the folk of Absalom mostly just accepted that.
- I spent a couple of years trying to figure out who, or what my father was, other than the demon that impregnated my mother and let her survive. Maybe he thought I'd kill her in child birth. My horns and tail weren't as big when I was born, but they could have ripped her open. My research in demonology only led me to dead ends though. It did teach me to never trust a demon. Good lesson there.
- I was classically trained as a wizard, but also learned to channel my magic through a weapon. Most wizards stay away from anyone with a weapon, but Magi get in close to deliver their magic with a touch. Either way works for me.
- Once I learned enough magic I traveled a little. I made it to the World Wound and felt an event, a wave of power that flowed through everyone in the area, empowering an extremely rare group. I was one of those. Over time I learned to integrate that power into my magic, greatly enhancing it.
- I'm very happy to be my own man. I could have hidden my face, embarrassed with how I look because of what my parents were. But I didn't. Before I even learned a single cantrip I met a ratfolk cleric, Temerith. He wore a really strange pendant. Now, I didn't know anything about other planes or gods, or really much of anything. And this strange symbol, a spiral with three circles on it.... Well, it wasn't Pharasma. It was Korada. I listened to this strange little ratfolk, preaching forgiveness and peace.... It was my life's inspiration.

2: List at least two goals, one for the character and one for the player.
Related to the background if possible.
- Chamak wants a masterwork Wyroot Dan Bong to help keep his arcane pool topped off.
- I want Chamak to gain another Mythic Path Ability.... I want Sanctum so he always has a home.

3: List at least two secrets, one that the character knows but guards, and one that he doesn't know that the GM might use.
- Known: Chamak's mother became a priestess of Calistria. She's still alive in Absalom, which is why he can never return there.
- Unknown: Chamak's father was an Incubus, summoned to Absalom by an incompetent mage that found a scroll. Loosed on the material plane he acted more like a succubus, enchanting and impregnating dozens of women, until he tried the wrong one and was destroyed when she resisted his charms and gathered a group of powerful adventurers.

4: Describe at least three people that are tied to the character. Two friendly, one hostile.
- Hostile is easy. His mother. She knows that he is/was alive and successful.
- Friends? Previous adventurers on successful tasks. Chamak hasn't been greedy with any treasures that he couldn't use.

5: Describe three memories, mannerisms, or quirks that your character has.
- One of his fondest memories was in his childhood with Temerith. The ratfolk lived his faith, even to the point of healing a thief that had tried to rob him. They had eaten together afterwards as Temerith tried to convert the thief. Temerith had very few possessions and the thief his last gold coin after the meal hade been paid for. When I asked why he said, "I don't need it. My faith will provide anything I need."
- And my worst/most hated memory: While I travelled in the area of the Worldwound I encountered many paladin types that didn't like me. That was the only time in my life that I actually considered cloaking myself. Even though there are whole companies of tieflings battling the demon invasion, there are still paladins too short sighted to realize that we don't want Golarian to be annexed by the Abyss. Returning to Kenabres from a particularly hard battle our company was attacked by a group of knights led by one of these paladins. It was a hard and stupid battle with several casualties on both sides. We finally put the paladin leading the stupidity to the ground, routing the rest. His dying word was 'demon-spawn'. We were tempted to raise him from the dead just so we could kill him again!
- Hmm.... Something in between? Later.

Mythic Archmage Abilities:

Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Mythic Power (Su): 15

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.

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.

Surge (Su): +1d8: 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 1d8 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.

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.

Path Abilities and Feats:
- Ability Tier 1: Legendary Item Basic

- Feat: Mythic Paragon
Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

- Ability Tier 2: Enduring Armor - AC 11: 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.

- Ability Tier 3: Legendary Item Minor Artifact

- Feat: Extra Path Ability: Eldritch Flight (Sp, Su) (Mythic Adventures pg. 18): You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).

- Ability Tier 4: Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1.

- Ability Tier 5: Competent Caster (Ex) (Mythic Adventures pg. 15): You automatically succeed at concentration checks to cast arcane spells. This ability doesn’t apply to spells of the highest spell level you can cast.

- Feat: Improved Initiative
Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

- Ability Tier 6: Legendary Item Major Artifact

Legendary Item:

Ring of Invisibility: Surge to concentration checks and caster level checks
LP: 6
Surge +1d10

- Rejuvenating: The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action she can expend two uses of legendary power to remove a single condition affecting her.

- Powerful: An item with this ability has two additional uses of legendary power per day.

- Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

- Eternal Bond: When this ability is taken, the item becomes intimately tied to the creature that gave it this ability. This item can't be bonded to another creature as long as the creature that gave it this ability is alive and mythic.

- Powerful: An item with this ability has two additional uses of legendary power per day.

- Everlasting: This ability grants its bearer limited immortality. While in contact with this item, the bonded creature doesn't age; doesn't need to eat, drink, or breathe; and doesn't suffer any ill effects from extreme heat or extreme cold.

- Perfect Surge: d8/d10: This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it.

- Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function.

Spellbook:

Cantrips: Magus
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Grasp: Retry a Climb check as an immediate action
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.

Additional: Wizard
Bleed: Cause a stabilized creature to resume dying.
Detect Poison: Detects poison in one creature or object.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Resistance: Subject gains +1 on saving throws.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Touch of Fatigue: Touch attack fatigues target.
Vacuous Vessel: Make a single container appear empty.

Level 1: Magus 11
Blend: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fallback Strategy: Gain a free re-roll while this spell is active.
Grease: Makes 10-ft. square or one object slippery.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Returning Weapon: Grants a weapon the returning special weapon quality.
Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image: Creates minor illusion of your design.
Snowball: Throw a conjured ball of snow at a target

Level 1: Wizard 9
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Alarm: Wards an area for 2 hours/level.
Comprehend Languages: You understand all languages.
Crafter's Fortune: Subject gains +5 on next Craft check.
Endure Elements: Exist comfortably in hot or cold regions.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Obscuring MistY: Fog surrounds you.
Planar Orientation: Locate places of power on your current plane
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Touch of Blindness: Coat a creature’s eyes in darkness, blinding them.

Level 2: Magus 6
Blur: Attacks miss subject 20% of the time.
Fire Breath: Exhale a cone of flame at will.
Glitterdust: Blinds creatures, outlines invisible creatures.
Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world.
Stone Call: 2d6 damage to all creatures in area.
Telekinetic Volley: Touch a group of items, launching them as ranged attacks.

Level 2: Wizard
Book Ward: Protect a book from fire, acid, and water.
Burst of Radiance: Fill the area with a blinding light.
Create Treasure Map: Creates treasure map out of a creature's corpse.
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.

Level 3: Wizard
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Clay Skin: Grants DR 5/Adamantine
Fireball: 1d6 damage per level, 20-ft. radius.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Excruciating Deformation
Unflappable Mien
Resist Energy, Communal: Ignores 10 (or more) points of damage/attack from specified energy type.

Notes:

https://paizo.com/campaigns/v5748p75j7ev1/gameplay&page=4#154
"young ones!!, the big ones took Millon, Wilt and Drez... just screams, look I don't have long I ask you take a part of me back to Sigil, go back get out of this hell hole, take me with you, my family will pay for the resurrection. The Family Millonron, ask around in sigil you will find them. Take my pack as part payment."

https://paizo.com/campaigns/v5748p75j7ev1/gameplay&page=4#159
In the pack you find 8 flasks of CMW healing 2d8+10
A wand of CLW 23/50 charges left, and 10 flasks of ant tocxin and 3 flasks of remove poison
And 18 days of hard rations / want of creat water 48/50 carges