Zolerim

Yvegni Pekar's page

12 posts. Alias of BinkyBo.


Race

Human Wizard+Mindchemist 11/Archmage 3

Classes/Levels

AC 19(25), tch 16, ff 15(21) ~ hp 130/130 ~ CMD 22 ~ Fort+13 Ref+14 Will+10 ~ Init+7 ~ Perc+12 (Darkvision 60', See Invis) ~ Sense Motive+0

About Yvegni Pekar

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Background:

Yvegni was born over a hundred years ago. He was a member of a group of adventurers who were tasked with cleansing evil from a young noble’s ancestral home in Varisia. They had no idea how outmatched they were in their quest. The estate had been claimed by a high priest of Alazrha the Dream Eater, and a coterie of night hags. Though Yvegni and his comrades cut through the minions inhabiting the outer grounds, they fell one by one to the more powerful denizens. Invoking the power of his patron, the high priest banished the few surviving adventurers to hostile planes… pocket dimensions.

Yvegni spent years within a dark world, but persevered. In time, he fought his way to the lair of the demonic ruler. With strategic strikes and retreats, he thinned the vile lord’s defenses. With the aid of those he freed from the tower cells, he defeated the evil lord. Though they’d won the day, there was no clear way out. Within the grim tower was a vast library - hoarded knowledge from all planes. He searched and learned.. gleaned what he could. For years they held the tower, and fought off horrors who came to claim it and their souls. Until one day they discovered a way.. a way to dissolve the pocket dimension entirely. Yvegni had grown confident they would be spit out back into the prime material plane. And they were.

They appeared in their home world (right where he'd left), but though he’d been gone for less than a decade, more than seventy years had passed on Golarion. A regiment of forces was now occupying the estate. They were on their way to support a greater army under the Xin Shalast banner. He knew that name from his studies... a forgotten city in the Kodar mountains. Once told of the dire situation in Golarion, he informed the commanders of his vast knowledge and abilities. For years I've fought for myself.. to survive, but I will lay down my life for a cause such as this.

It did not take long for Yvegni to earn a command. He led a force which specialized in learning the enemy and exploiting their weaknesses. Strategic strikes against enemy leaders and their champions... annihilating the keystones to their defenses. He was dubbed the amethyst knight due to the lavender glow of his arcane armor and devastating arcane assaults.

Personality:
Yvegni certainly has presence. He naturally exudes a aura of power and command. He is not, however, terribly charismatic in the typical sense. He has difficulty reading social cues, has no skill in romantic endeavors, and subtext often goes over his head.
Yvegni is generally considered to be overly didactic - often passing on knowledge unsolicited. He also tries to inspire others.. spouting speeches with mixed results. He has the best intentions, but his timing is often off, and he tends to carry on.
That said he is kind-hearted, and when someone is in need (and it's clear "life-coaching" will not suffice), he will act.

Appearance:
Yvegni is a bit stocky, and would be taller than average if not hunched. He is not an attractive man though he does regularly groom and strives to keep clean more than most adventurers. He tends to wear warm bulky garb considering flying through the air gets chilly. He is often seen scribbling into his journals.. putting together his own bestiaries and travelogue.

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Yvegni the Chronicler
NG Human Exploiter Wizard+Mindchemist 11/Archmage 3
Init +7; Senses Perception +12; Darkvision 60', See Invisible
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AC 19(25), touch 16, flat-footed 15(21) (+4 Dex, +2 attunement, +2 deflection, +1 natural) (+4 force armor, +2 shield ring)
hp 130 (11d8+33+9)

Str 10, Dex 18, Con 16, Int 24, Wis 10, Cha 14
Base Atk +8/+3; CMB +8; CMD 22

Fort +13, Ref +14, Will +10 (+3 resistance) (immune to poison)
Speed 30 ft. Fly 30 ft. (Mythic Floating Disk)

Force Bombs +12(6d4+7 force damage) 20' (DC22 reflex or target knocked prone) 18/day
Arcane Reservoir 8/14
Mythic Power 9/9

Traits and Feats:

Traits Magical Lineage (magic missile), Arcane Graduate (+2 to concentration checks)
Feats
1) Improved Unarmed Strike
1) Spell Focus (Evocation)
(b)Scribe Scroll
(b)Brew Potion
3) Acrobatic
5) Craft Wondrous Item
(b)Toppling Spell (CMB +18)
7) Kirin Style: While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity.
9) Careful Flyer
11) Kirin Strike: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage
(b)Spell Focus(Enchantment)
(My1) Mythic Spell Lore (Mythic Floating Disk - see Mythic spoiler)
(My3) Mythic Feat (Extra Path Ability - Arcane Metamastery)

Skills:
(121+11fco+11skilled = 143) +22 background

+19 Acrobatics 11(+0,+4)+4
+16 Appraise 6(+3,+7)
+30 Craft(alchemy) 9(+3,+7)+11
+8 Disable Device 1(+3+4)
+22 Fly 11(+3,+4)+4
+28 Knowledge (arcana) 11(+3,+7,+7)
+28 Knowledge (dungeoneering) 11(+3,+7,+7)
+28 Knowledge (engineering) 11(+3,+7,+7) (background skill)
+22 Knowledge (geography) 5(+3,+7,+7)
+22 Knowledge (history) 5(+3,+7,+7)
+28 Knowledge (local) 11(+3,+7,+7)
+28 Knowledge (nature) 11(+3,+7,+7)
+22 Knowledge (nobility) 5(+3,+7,+7)
+28 Knowledge (planes) 11(+3,+7,+7)
+28 Knowledge (religion) 11(+3,+7,+7)
+21 Linguistics 11(+3,+7) (background skill)
+12 Perception 9(+3,+0)
+20 Spellcraft 10(+3,+7)
+5 Swim 5(+0)

Languages: Common, Abyssal, Aklo, Polyglot, Draconic, Dwarven, Elven,
Giant, Gnome, Infernal, Orc, Sylvan, Thasillonian, Undercommon, Auran, Aquan,
Ignan, Terran, Celestial.

Magic:
CL 11 concentration check 1d20+20

Prepared Spells
0 - Detect Magic, Disrupt Undead, Message, Read Magic
1 - Disguise Self, (M)Floating Disk, Liberating Command, Magic Missile, Shield, Vanish.
2 - Arcane Disruption, Glitterdust, Hideous Laughter, Invisibility, Scorching Ray, Telekinetic Volley.
3 - Battering Blast, Force Anchor, Force Punch, Haste, Hold Person, Lightning Bolt.
4 - Control Summoned Creature, Emergency Force Sphere, Stoneskin, Terrible Remorse
5 - Hold Monster, Hold Monster, Wall of Force.
6 - Forceful Hand, Mass Bear's Endurance.

Known Spells (needs no spellbook)
0 - Detect Magic, Detect Poison, Disrupt Undead, Light, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Resistance, Spark.
1 - Charm Person DC19, Crafter's Fortune, Identify, Disguise Self, Enlarge Person, Floating Disk, Liberating Command, Magic Missile, Mount, Shield, Vanish, Animate Rope.
2 - Admonishing Ray, Arcane Disruption DC20, Communal Endure Elements, Communal Protection from Evil, Glitterdust, Hideous Laughter DC20, Invisibility, Knock, Scorching Ray, Telekinetic Volley.
3 - Battering Blast, Fireball, Force Anchor, Force Punch, Haste, Hold Person DC21, Lightning Bolt, Pellet Blast, Water Breathing.
4 - Charm Monster DC22, Control Summoned Creature DC22, Remove Curse, Stoneskin, Terrible Remorse DC22, Emergency Force Sphere, Dimension Door
5 - Elemental Body II, Hold Monster DC23, Permanency, Teleport, Wall of Force.
6 - Forceful Hand, Mass Bears' Endurance

Extracts:
Extracts Prepared
1 - Cure Light Wounds x5, Enlarge Person, Shield
2 - Cure Moderate Wounds x3, Barksin, Lesser Restoration x2
3 - Cure Serious Wounds x3, Burrow, Gaseous Form, Communal Resist Energy
4 - Cure Critical Wounds, Greater Invisibility, Restoration, Stoneskin

Formula Book
1 - Cure Light Wounds, Detect Secret Doors, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Touch of the Sea, Shield
2 - Cure Moderate Wounds, Alter Self, Barkskin, Darkvision, Invisibility, Lesser Restoration.
3 - Cure Serious Wounds, Burrow, Fly, Gaseous Form, Communal Resist Energy
4 - Cure Critical Wounds, Greater Invisibility, Restoration, Stone Skin

Exploiter Wizard:

Arcane Reservoir (Su) At 1st level, the exploiter wizard gains
the arcanist's arcane reservoir class feature. The exploiter wizard
uses his wizard level as his arcanist level for determining how many
arcane reservoir points he gains at each level.
This ability replaces arcane bond.

The arcanist's arcane reservoir can hold a maximum amount of magical
energy equal to 3 + the arcanist's level. Each day, when preparing
spells, the arcanist's arcane reservoir fills with raw magical energy,
gaining a number of points equal to 3 + 1/2 her arcanist level. Any
points she had from the previous day are lost. She can also regain
these points through the consume spells class feature and some arcanist
exploits. The arcane reservoir can never hold more points than the
maximum amount noted above; points gained in excess of this total are
lost.

Points from the arcanist reservoir are used to fuel many of the
arcanist's powers. In addition, the arcanist can expend 1 point from
her arcane reservoir as a free action whenever she casts an arcanist
spell. If she does, she can choose to increase the caster level by 1
or increase the spell's DC by 1. She can expend no more than 1 point
from her reservoir on a given spell in this way.

Exploiter Exploit At 1st level and every 4 levels thereafter,
the exploiter wizard gains a single arcanist exploit. The exploiter
wizard uses his wizard level as his arcanist level for determining the
effects and DCs of his arcanist exploits.
This ability replaces arcane school.

>Quick Study: 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.

>See Magic: The arcanist can see magical auras. If she expends 1
point from her arcane reservoir, for 1 minute she instantly recognizes
magic item auras and spell effects (as detect magic). During this
time, she is treated as if she had studied each aura for 3 rounds and
she treats her Knowledge (arcana) skill check as if she had rolled a
15 on the d20. In addition, if she touches a magic item during this
time, she can immediately identify its properties using Spellcraft
without needing to spend 3 rounds examining the object. If an enemy
possesses the object, the arcanist must first succeed at a melee touch
attack to identify the item.

>Energy Shield: The arcanist can protect herself from energy
damage as a standard action by expending 1 point from her arcane
reservoir. She must pick one energy type and gains resistance 10 against
that energy type for 1 minute per arcanist level. This protection
increases by 5 for every 5 levels the arcanist possesses (up to a
maximum of 30 at 20th level).
(resistance 20, 10 minute duration)

Mindchemist:

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

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.

Cognatogen (Su)
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

Perfect Recall
At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.

This ability replaces poison use.

Bonus Feats
A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery.

Languages
A mindchemist may learn three languages in place of a discovery.

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.

Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

>Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
>Force Bomb When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
>Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
>Glimmering Infusion The alchemist can expend any prepared extract to produce a cube of glowing motes that act as per glitterdust. The area must be adjacent to the alchemist and covers one 5-foot square per level of extract sacrificed, and the effect’s save DC is calculated using the level of the sacrificed extract.
>Dispelling Bomb When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist’s level as the caster level. This cannot be used to target a specific spell effect.

Poison Resistance (Ex)
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items.

Mythic:

Wild Arcana
As a swift 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 and must be of a level that you can cast with that arcane spellcasting class.

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.

Eldritch Breach (Su)
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.

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.

Perfect Preparation (Ex)
You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

Arcane Metamastery (Su)
As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 or 1 levels. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the spell slot used or casting time.

You can also use this ability on an arcane spell you cast from a scroll, staff, or wand. You can’t have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though this doesn’t affect spells already cast).

Ability Score
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.

Mythic Feat
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

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 Floating Disk
The disk created by this spell lasts for 2 hours per caster level and can carry up to 200 pounds of weight per caster level.

The disk accompanies you regardless of your speed, always catching up no matter how far you move. If you stand or sit on the disk, as a move action you can direct it to travel up to 30 feet in any direction.

Any objects resting on the disk count as weightless parts of your gear for the purpose of teleportation effects (allowing these items to go with you when you teleport despite the weight limit of the teleportation spell).

As a free action, you can transform the plane of force from a concave disk into a bucket-like shape that holds up to 4 gallons (or transform it from the bucket-like form back to its normal disk form).

Gear:

Worn Gear +2 Staff of the Amethyst Knight (Admonishing Ray-1, magic missile-1), +2 Robe of Needles, Ring of Force Shield, Cape of the Mountebank, Compass, Noble's Outfit, Amethyst Signet Ring.
Handy Haversack Alchemy Crafting Kit, Rations (20), Rope of Knots, Bedroll, Blanket, Formulae Book, Grooming Kit, Scrivener's Kit, Mess Kit, Antivenom (4), Antiplague (4), Journals (5).
Wealth 336gp 2sp

12,440 staff
8500 ring
1000 robe
6000 rope
10800 cape
2000 haversack
5000 perm see invis
5000 perm darkvision
4250 scrolls (used)
=54,990

75 Noble's Outfit
100 Amethyst Signet Ring
25 Alchemy crafting kit
2 scrivener's kit
1 grooming kit
0.2 mess kit
0.6 bedroll+blanket
10 rations (20)
200 antivenom (4)
200 antiplague (4)
10 compass
50 journals (5)
=673.8 + 54,990 = 55,663.8/56000

Party Role
Knowledge (all +22 or +28... +30 to identify any creature; 19 languages)
Battlefield Control (Force spells with knockback and/or knockdown, Enchantment for holds and other debilitating effects)
Utility (Switch prepared spells as a full round action via Exploiter archetype)
Extracts for party (Infusion discovery... he keeps very few for himself)
Effective against invisible and ethereal (Sees invisible and force works well against insubstantial foes)