Init +6 (+2 dex, +4 mythic)
HP 82/82 ([6 + (5x4) + (6x5) + 5 campaign + 5x3tier + 6FCB))
Fort +5 (5 base, +0 Con)
Lvl 0: (∞) DC20 - Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Resistance.
Lvl 0: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener's Chant, Spark, Touch of Fatigue.
Lvl 1: Alarm, Ear Piercing Scream, Grease, Liberating Command, Magic Missile (M), Obscuring Mist, Protection from Evil, Shield, Snowball, Summon Monster I, Vanish.
Lvl 2: Glitterdust, Invisibility (M), Mirror Image, Summon Monster II.
Lvl 3: Dispel Magic, Fly, Haste (M), Magic Circle against Evil, Summon Monster III.
Lvl 4: Enervation (M), Dimension Door, Summon Monster IV.
Lvl 5: Permanency, Teleport
Spd 30ft. 30ft fly (average).
Base Atk +7/+2 (+3 Arcanist, +4 Planes Walker)
Total Points: 161 [6x(2 Arcanist + 8 Int) + 6x(4 Planes Walker + 8 Int) + Full ranks in Appraise and Knowledge Religion (Headband) + 2 FCB + 1 campaign]
Wands of Confusion (8 charges) x4
120 platinum 10 gold 0 silver 0 copper
Counterspell (Level 1): By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Sonic Blast (Level 3): The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals an amount of sonic damage equal to 1d6 + the arcanist’s Charisma modifier, plus an additional 1d6 points of sonic damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also deafened for 1 minute. The target can attempt a Fortitude save to halve the damage and negate the deafness.
Quick Study (Level 5): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Favored Enemy (Demon): The Planes Walker gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Terrain (Abyss): The Planes Walker gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Planar Channel: At 2nd level, a Planes walker can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. The Planes walker deals damage as a cleric of a level equal to her highest caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy. A Planes walker can use this ability a number of times per day equal to 3 + her bonus for the relevant ability of the spellcasting class she selected.
Eradication (+2): At 3rd level, a Planes walker gains a +1 sacred bonus on saving throws against the spells and spell-like, supernatural, and extraordinary abilities of outsiders. In addition, she increases by 1 the save DC and caster level of any spell or spell-like or supernatural ability that she uses against outsiders, or that counters, dispels, or prevents planar travel or teleportation.
These bonuses increase by +1 for every three levels after 3rd.
Counterport: At 4th level, a Planes walker can ready an action to counterspell a teleportation effect that allows a creature to enter or exit an area within 30 feet of her. She can use Spellcraft to identify a teleportation effect immediately as creatures arrive and can counter the teleportation effect with an identical spell or with any conjuration spell of at least 1 spell level higher, returning teleporting creatures to their point of origin.
Planar Scourge: At 5th level, an extraplanar creature that fails its save against the Planes walker’s planar channel gains the panicked, sickened, or staggered condition, chosen by the Planes walker, for 1d4 rounds.
Wild Arcana: 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 Spellcasting [Tier 1]: You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Enduring Armor [Tier 2]: 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.
Flexible Counterspell [Tier 3]: Your mythic power enhances your ability to counter others’ spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
Eldritch Breach [Tier 4]: You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
Speedy Summons: When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you’re a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon.
Mythic Powers (non-class):
Hard to Kill: 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: 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: 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: 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: 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: 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.
Mythic Spell Penetration [Tier 1]: Add half your tier to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full tier instead.
Augment Summoning (Mythic) [Tier 3]: Any creature you summon using a summon spell is considered mythic for the purpose of interacting with other mythic creatures. It doesn’t gain any mythic abilities or power, but is affected by mythic spells and abilities as if it were a 1st-tier mythic creature. Additionally, if the creature summoned has damage reduction, its damage reduction becomes DR/epic.
Favored Prestige Class [Tier 5]: Choose one prestige class (Planes Walker) and one skill that is a class skill for that prestige class (Knowledge Planes). Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive).
The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options. You can have only one favored prestige class, but can still have a favored base class as well.
Magic came easily to Snow and it was she that managed to reactivate one of the ancient Elf Gates which could still be found on Triaxus's snowswept surface. Walking through the gate catapulted her into the stars and filled her with a power she had never known before. Her travels across the planes were long and fraught with dangers that even Snow, practised in evading the dragons of her world, was unprepared for. Fortunately for her she caught the attention of Desna's herald, and the Great Moth taught her much and guided her in her dreams across the planes.
The Abyss always held a terrible fascination for Snow, who never abandoned what she felt was her duty, to safeguard her planet and plane from the encroachment of outsiders. The Worldwound on Golarion drew her like a moth to flame and, confident in her own power, Snow decided to meet the challenge head-on. Inevitably she was captured and thrown into the dungeons below Drezen, where her Marilith captor placed the 'alien' next to her other favourite trophy - a heretical succubus.
Whispering between their cells Snow and Arushalae found that they had much in common, including a deep (and in Arushalae's case surprising) reverence for the Song of Spheres. Eventually Desna interceded, releasing her disciples, who promptly fled into the Worldwound together - relying on Arushalae's archery and Snow's demon-warding magic to survive...