Telepathically, to Levinson (and Wormwood and Kepler):I hope you weren't thinking of cheating me of my prize by becoming immortal on the path of undeath, my sweet Circe.... That would make our bargain rather.... Stagnant.... Hollow.... I would indefinitely be delayed in receiving what you have signed over to me.... How is that fair, my sweet lady?
"Relax, Mephy, a deal is a deal. And frankly, I would have expected you to be pleased over this arrangement. You still get my soul, only in a nice gift-wrapped box now. And I can continue being amazing all the while for all eternity. Really, it's a win-win."
Levinson spent much of her time in the home of the elves reading through ancient tomes and trying to uncover any more information she could about the construction of a phylactery. One night though, she vanished without a trace along with her imp and her possessions...
For simplicity, I'm thinking maybe Levinson will head out on her own for a bit after flowing some leads on Lich creation found in the elf libraries. This would give me a chance to try the new character for the Loki dungeon. And then decide if she goes evil or if she comes to her senses and returns.
Ok, here is the build I am thinking of for at least a trial thing (and if it is easier I can e-mail MJ or Ruladin my HeroLab character porfolio to double check everything).
HeroLab Sheet:
Unnamed Hero
Female Archon-Blooded Aasimar (Lawbringers) Cleric of Sivanah 1/Mystic Theurge 9/Sorcerer (Wildblooded) 2/Hierophant 4
LN Medium outsider (human, native)
Init +11; Senses darkvision 60 ft.; Perception +27
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Defense
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AC 26, touch 16, flat-footed 24 (+5 armor, +2 shield, +2 Dex, +3 natural, +4 deflection)
hp 92 (1d8+11d6+40)
Fort +11, Ref +9, Will +25; +2 vs. [evil]
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5; SR 18
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Offense
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Speed 30 ft., fly 30 ft. (average)
Melee bladed scarf +4 (1d6-1)
Ranged masterwork light machine gun, madsen +8 (2d6/×4)
Special Attacks channel positive energy 4/day (DC 11, 1d6), heavenly fire, mythic power (11/day, surge +1d8)
Spell-Like Abilities (CL 12th; concentration +13)
. . 1/day—continual flame Domain Spell-Like Abilities (CL 12th; concentration +23)
. . 14/day—copycat (1 rounds), vision of madness (+/-1) Sorcerer (Wildblooded) Spells Known (CL 12th; concentration +23):
5th (6/day)—icy prison (DC 26), lightning arc (DC 26)
4th (8/day)—arcane eye, black tentacles, fire shield
3rd (13/day)—fireball (DC 24), haste, slow (DC 24), stinking cloud (DC 24)
2nd (13/day)—burning arc (DC 23), glitterdust (DC 23), invisibility, mirror image, web (DC 23)
1st (13/day)—charm person (DC 22), color spray (DC 22), enlarge person (DC 22), protection from evil, snowball (DC 22)
0 (at will)—acid splash, dancing lights, detect poison, flare (DC 21), ghost sound (DC 21), open/close (DC 21), prestidigitation (DC 21), scrivener's chant, touch of fatigue (DC 21) Cleric Spells Prepared (CL 12th; concentration +23):
5th—breath of life (DC 26), flame strike (DC 26), nightmare [D] (DC 26), slay living (DC 26), summon monster v
4th—aura of doom, confusion [D] (DC 25), spiritual ally, summon monster iv, terrible remorse (DC 25), terrible remorse (DC 25)
3rd—animate dead, dispel magic, magic circle against evil, prayer, rage [D], stone shape, vision of hell (DC 24)
2nd—desecrate, gentle repose (DC 23), ghostbane dirge (DC 23), grace, lesser restoration, lesser restoration, remove paralysis, silence (DC 23), spear of purity (DC 23), spiritual weapon, surmount affliction, touch of idiocy [D]
1st—abundant ammunition, bless, detect chaos, detect evil, detect good, detect law, disguise self [D], divine favor, obscuring mist, protection from chaos, sanctuary (DC 22), sanctuary (DC 22)
0 (at will)—detect magic, light, read magic, stabilize [D] Domain spell; Domains Madness, Trickery
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Statistics
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Str 8, Dex 14, Con 14, Int 20, Wis 32, Cha 12
Base Atk +5; CMB +4; CMD 20
Feats Angel Wings, Angelic Blood, Craft Wondrous Item, Dual Path [M], Eschew Materials, Extra Path Ability [M], Forge Ring, Improved Initiative, Spell Penetration
Traits magical knack, seeker
Skills Fly +18, Heal +17, Knowledge (arcana) +15, Knowledge (dungeoneering) +6, Knowledge (history) +9, Knowledge (nature) +6, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +13, Perception +27, Sense Motive +27, Spellcraft +20, Use Magic Device +16
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Ignan, Infernal, Protean, Sylvan, Terran
SQ amazing initiative, aura, combined spells, domains (madness, trickery), mutated bloodlines (empyreal), recuperation, scion of humanity, truespeaker
Combat Gear robe of the archmagi (gray); Other Gear masterwork light machine gun, madsen, metal cartridge (320), bladed scarf, amulet of natural armor +3, headband of mental prowess (int & wis +6), ioun stone (dusty rose prism, cracked), ioun stone (orange prism), ring of force shield, ring of protection +4, 540 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combined Spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Copycat (14/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (30 feet, Average) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (14/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.
Construction
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Spell Resistance (18) You have Spell Resistance.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Truespeaker Learn two languages for each rank you put in Linguistics.
Vision of Madness (14/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Skill Points:
2 +Int Mod per level = 50
Headband bonus: HD skill points in Spellcraft, UMD, and Perception
Trait: Seeker for +! and class skill to Perception
OK, I made a pretty solid Mystic Theurge and everything checks out as RAW according to the best of my knowledge plus HeroLab. For money I just used standard gold for level 12 plus the 20k we just got assuming that's good with you MJ.
I'll work on my backstory and such. If I could try out the character in this Loki maze that would be awesome especially since it is somewhat disconnected to the rest of the plot.
Using the Paizo ruling that SLAs count for casting requirements, I could build an Aasimar Cleric 1/Sorcerer (Emphyreal) 2 / Mystic Theurge X / Mythic Heirophant-Archmage.
Archon-blooded gives 2nd level arcane SLA and wis boost, and trickery domain gives 2nd level divine SLA both at level one. Two more levels to get the skill requirement. And Emphyreal bloodline changed sorcerer casting stat to wisdom for single stat casting.
Munchkin like crazy though.
I was just looking at ideas for fun, and fell in love with the Theurge. Seems very versatile.
But I would love a Ruladin double-check for me. Continual Flame is on both divine and arcane spell lists, so it should default to arcane. And trickery gives mirror image which should count as divine since it was granted by a divine class.
Levinson spends a day crafting a wayfinder and clear spindle ioun stone removing her need for food and drink and granting her protection from possession and mental control.
The rest of the her funds have been put towards crafting her robe of the archmagi (26,000 of 37,500gp).
Well I'm just trying to think of more mythic spins on the Lovecraftian which seems to be going for space or non-Euclidian planar travels. I'm totally down for Fairyland though.
Levinson has Kepler crush the box, but she makes sure to save all of the pieces to better understand the device later as the temptation to create her own continues to rise...
Levinson frantically searches the corpse and the remains of Wilbur all while reaching out trying to detect magic in hopes that the phylactery is close at hand.
Wormwood, Mahatma, Kepler, Cornugon: quickly, scan the area and find any clues."
Levinson was torn between wanting the knowledge of the book and knowing it would be safer back in the tomb. Finally, she handed over the Book of Thoth to Neferkaptah's ghost.
Levinson chanting takes on tones of power beyond the Alko written on the page. Phonemes of Hebrew and Infernal lace her pronunciation and as she poors more arcane might into the sealing spells.
Hey guys! Sorry for missing, crazy huge grad school papers/presentations took up my life the last couple of days. Back though and I'll get some posts in once I have a chance to read everything. :)
Levinson casts mage armor, shield, barkskin, and enlarge person on Kepler.
She casts mage armor on Wormwood.
She cast mage armor, shield, and Barkskin on Mahatma, and she asks Mahatma to cast greater magic fang on himself +5 to his gore, not +1 to all.
She casts shield and Barkskin on herself.
She readies a casting of haste for the team as soon as trouble pops up.
She and Wormwood take advantage of the see invisibility and invisibility buffs.
Levinson wakes up drenched in cold sweat once more from another night of horrific dreams. She would have to quickly finish preparing herself and her Mystic Menagerie for whatever vileness was happening had to be stopped swiftly.
Levinson prepares a Necklace of Fireballs (Type IV) for Wormwood, and saves the rest of the gold.
"Well... I was going to offer my monster charming services, but it seems that Koran is handling the problem with his own form of charisma..."
As they gathered around and waited to teleport, Levinson sat watching her wings as the wind lightly blew her feathers. Silky white feathers with motes of silver and gold were clearly a gift from Ein Sof just like Kepler, and not her more nefarious benefactor.
I think I found the problem: 105,000 is the experience needed for level 11, but you had it stated as the experience needed for level 12. Either way, we are not too far off from level 12.
Levinson felt a bizarre surge in power as her link to Kepler grew even stronger. She toppled over in brief pain as the back of her shirt and coat ripped open allowing the newly formed giant bird of prey wings to extend out fully.
After a brief moment of disbelief and testing her control over them, the professor seemed confident that they could easily support her for flight as they matched the shape and pattern of her Eidolon's own wings, only scaled to her frame.
She leaped off the back of Mahatma and quickly took flight: Fly:1d20 + 15 ⇒ (6) + 15 = 21
"Well, this is kind of cool... So how about we take care of the rest of those weresquatches?"
Maybe I missed something, but I think Level 12 should be 145,000 XP on fast track. And after the experience gained from that battle we are at 144,777 (or 223 shy of twelfth level).
"Cornugon, Quickly, attack the beast!" Levinson levels Faust at the Wind-Walker launching a Flamestrike, and relying on Mahatma's magical tusks orders, "Charge!"