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So, I'm thinking of running a game on Fantasy Grounds using a limited amount of resources and incorporating a modified version of "E6" which uses Mythic for advancement beyond 6th level. But before I begin that campaign, I want to see how tough the characters will grow to be.
To that end, I'm looking to run a short play by post game with PCs at the highest end of what I'm looking to run, against some high EL encounters to test how broken PCs can get under the following system/restrictions.
PCs built with 20 Point buy
Max HP per level
6th Level
Mythic Tier 10
WBL equivalent to 16th level (325,000 gp) crafting costs 75% of market cost in wbl, max of 200,000 gp in crafted goods per character, crafters may use feats to have crafted for anyone in the party (but you must have all prerequisites for each item.)
The PCs may only use the following as sources for races, classes, feats, archetypes, etc. Nothing on the sheet may be from any other source: Core Rulebook, Advanced Player's Guide, Ultimate Magic, Mythic Adventures with the exception that PC races from Bestiary 2 and 4 are allowed (the races as statted for players in those sources only; no variant racial traits.)
I would be looking for 4 players, and would be pitting them in "arena"style combats against reskinned big bads from a few APs or other high EL encounters -- probably 2-4 combats at most.
Any interest?
[Edit: I should note that I do not consider the Undetectable Legendary Item ability to protect against senses, just divination magic, as I know using it as complete protection is a common tactic.)

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Not really. You could say it's inspired by E6/O6 but that I want to do the advancement past 6th level a little differently than "gain a feat".
I'll probably advance the PCs through levels 1-6 first and then start adding in Mythic Tiers.
This will limit spellcasting to some degree, and skills as well (although Mythic Abilities can mitigate this.)
I know that Mythic becomes a real force multiplier and that the idea of 2 Mythic Tiers per CR is basically absurd, but want to see what the limitations of 6th level do to the whole Mythic Power curve.

Madcaster |

Do you need a background, or since this is an arena-style test just crunch is enough?
Also, 16th lvl WBL is 315,000, not 325,000.
So far, my fighter looks good. Don't know how it plays in a real game, but +23/+23 full attack with 47,5 average damage each looks nice. And Sudden Attack adds a swift action attack for 1 MP, another 47,5 damage.
I fear what casters can do. Mythic is ridiculous.
A question about a Legendary weapon - Foe-Biting says: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage.
Does that mean, I can double the damage by spending MP, and then double it again by spending LP? Or it means, I can triple it by spending both MP and LP? Or that I can choose to spend either, but not both?

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Do you need a background, or since this is an arena-style test just crunch is enough?
Also, 16th lvl WBL is 315,000, not 325,000.
So far, my fighter looks good. Don't know how it plays in a real game, but +23/+23 full attack with 47,5 average damage each looks nice. And Sudden Attack adds a swift action attack for 1 MP, another 47,5 damage.
I fear what casters can do. Mythic is ridiculous.
A question about a Legendary weapon - Foe-Biting says: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage.
Does that mean, I can double the damage by spending MP, and then double it again by spending LP? Or it means, I can triple it by spending both MP and LP? Or that I can choose to spend either, but not both?
Thanks for the correction on WBL.
The Lvl 3 limit on (normal) spells will help to mitigate the danger of casters, maybe.
According to the general description of Legendary Items, you may spend Mythic Power instead of Legendary Power, so it's either not both.

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I could put together a wizard (archmage path) for maximum power, or a bard (trickster) for more fun. Either way, let me know what you'd be doing with consumable magic items - would we be limited to scrolls of 3rd level spells for example?
Whichever you'd prefer (although pushing power is what I'm looking for, there's different kinds of power.)
Scrolls will be limited to Level 3 spells, yes. Same with wands.

Madcaster |

Here's the fighter.
Gamlin
Race: Human
Class: Fighter 6
Mythic Tier: Champion 10
Init +11; Senses: Perception +9, Blindsense 30 ft.
Defense
AC: 29 =10 +13 armor, +1 dex, +2 dodge, +3 natural, +2 deflection
Touch: 15 =10 +1 dex, +2 dodge, +2 deflection
Flat-footed: 28 =10 +13 armor, +3 natural, +2 deflection
HP: 146 (6d10 +36 Con +50 Mythic)
MP: 23
LP: 8
CMD: 26 =10 +6(BAB) +1(Dex) +9(Str)
Fort: +15 =+5(class) +6(Con) +4(item)
Ref: +7 =+2(class) +1(Dex) +4(item)
Will: +11 =+2(class) +3(Wis) +4(item) +2(feat); +2 vs fear
Moderate Fortification: 50% to ignore crit hits
Offense
Speed:
60 ft. (40 in armor)
160 ft. (105 in armor) - boosted
CMB +15 =+6(BAB) +9(Str)
BAB: +6
Melee: +23 atk: +6 bab, +9 str, +2 foc, +3 train, +3 enh; dmg: +13 str, +3 ehn, +7 spec, +3 train
+3 Legendary Greatsword of Speed and Ghost Touch (2d6, 19–20/x2, S; 8 lbs.):
Standard: +23 atk, 2d6+26 dmg
Full: +23/+23/+23 atk, 2d6+26 dmg each
MPA Standard: +21 atk, 2d6+35 dmg
MPA Full: +21/+21/+21 atk, 2d6+35 dmg each
Crit: 4d6+88 dmg
Other:
Legendary:
Foe-Biting: spend 1 MP or LP, deal double dmg; spend 2 LP, double crit dmg
Perfect Surge: spend 1 LP, add 1d12 to any d20 roll, or 1d12+2 to atk roll or CM checks
Rejuvenating: spend 1 LP as standard action, heal 100 HP; spend 2 LP as standard action, remove a condition
Unstoppable Strike: spend 1 LP, your attack is made vs Touch AC; spend 2 LP, and it also bypasses any deflection bonus
Mythic:
Sudden Attack: spend 1 MP, make a single attack at full BAB as swift action
Surge: spend 1 MP as an immediate action after rolling a d20, add 1d12 to the result.
Amazing Initiative: spend 1 MP as free action, take an additional standard action
Force of Will: spend 1 MP as an immediate action, reroll any d20 you just made, or force non-myhic creature to reroll theirs
Unstoppable: spend 1 MP as a free action, end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, stunned
Aerial Assault: when charging, spen 1 MP, make an Acrobatic check, add 100 ft to the jump distance, take no falling damage. If attack hits, deal additional damage equal to the falling damage appropriate to the height. Or make a grapple check instead of an attack, and if successfull, bring down the grappled creature, and deal damage equal to the falling damage appropriate to the height.
Impossible Speed: spend 1 MP, increase your base land speed by 100 feet for 1 hour.
Fleet Warrior: move up to your speed before or after making full-attack.
Elemental Fury: spend 1 MP as a move action, picj an energy (acid, cold, electricity, fire), deal additional 1d6 (3d6 on a crit) damage of this energy for 10 rounds.
Shatter Spells: spend 1 MP, make an unarmed melee touch attack vs a creature or a magical effect, if it hits the creature or effect is subject to targeted greater dispel magic (CL 20). If you dispel an effect, you suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.
Feats:
MPA: -2 atk, +6 dmg (+9 if 2h)
Step Up: as an immediate action, follow adjacent foe 5 ft., when the foe takes a 5-ft. step. You must end adjacent to the foe. You cannot make a 5-ft. step on your next turn. When making a move on your next turn, subtract 5 ft. from the distance.
Blind Fight, mythic: every time you miss in melee because of concealment, reroll your miss chance roll one time to see if you hit. Don't lose Dex bonus to AC, and the attacker doesn't get the usual +2 bonus for being invisible, but only in melee. No Acrobatics checks to move at full speed while blinded.
Spend 1 MP as a swift action, ignore all miss chances due to concealment or total concealment for a 10 rounds.
Statistics
Str 28 (16, +2 race, +6 mythic, +4 item)
Dex 12
Con 22 (14, +4 mythic, +4 item)
Int 12
Wis 16 (13, +1 lvl, +2 item)
Cha 8
Traits:
Armor Expert - -1 ACP when wearing armor.
World Traveler - gain Sense Motive is a class skill and +1 trait bonus
Feats:
1[character]: Power Attack
1[human]: Dodge
1[fighter]: Weapon Focus (Greatsword)
2[fighter]: Step Up
3[character]: Lightning Reflexes
4[fighter]: Weapon Specialization (Greatsword)
5[character]: Iron Will
6[fighter]: Blind-Fight
[mythic 1]: Power Attack, mythic
[mythic 3]: Weapon Focus (Greatsword), mythic
[mythic 5]: Weapon Specialization (Greatsword), mythic
[mythic 7]: Blind-Fight, mythic
[mythic 9]: Dodge, mythic
Skills:
4 per level =2(class) +1(Int) +1(human)
+1 favored class @ lvl 1-6
30 total
+13 Climb* 1 +9(str) +3(class)
+4 Handle Animal 2 -1(cha) +3(class)
+5 Intimidate 3 -1(cha) +3(class)
+10 Kn. (dungeoneering) 6 +1(int) +3(class)
+5 Kn. (engineering) 1 +1(int) +3(class)
+9 Perception 6 +3(wis)
+5 Ride* 1 +1(dex) +3(class)
+12 Sense Motive 6 +3(wis) +3(class)
+9 Survival 3 +3(wis) +3(class)
+13 Swim* 1 +9(str) +3(class)
*ACP -4
Languages: Common, Dwarven
Racial features:
bonus feat
bonus skill point per level
Class Features:
1[fighter]: Bonus feat
2[fighter]: Bonus feat, bravery +1
3[fighter]: Armor training 1
4[fighter]: Bonus feat
5[fighter]: Weapon training 1
6[fighter]: Bonus feat, bravery +2
Mythic Features:
1[mythic]: Hard to kill, mythic power, surge +1d6, mythic feat
2[mythic]: Amazing initiative, ability score
3[mythic]: Recuperation, mythic feat
4[mythic]: Surge +1d8, ability score
5[mythic]: Mythic saves, mythic feat
6[mythic]: Force of will, ability score
7[mythic]: Surge +1d10, mythic feat
8[mythic]: Unstoppable, ability score
9[mythic]: Immortal, mythic feat
10[mythic]: Legendary hero, surge +1d12, ability score
Path Features:
1[mythic]: Champion's strike, path ability
2-9[mythic]: Path ability
10[mythic]: Legendary champion, path ability
Mythic Abilities:
Champion's Strike - Sudden Attack
1 - Aerial Assault
2 - Impossible Speed
3 - Fleet Warrior
4 - Elemental Fury
5 - Precision
6 - Shatter Spells
7 - Mythic Sight
8 - Legendary Item
9 - Legendary Item
10 - Legendary Item
Gear/Possessions
Gloves of Dueling (+4 to CMD vs disarm, sunder, effects that cause to lose his grip on his weapons. Can't drop if panicked or stunned. +2 to weapon training bonus) 15,000
+3 Legendary Greatsword of Speed and Ghost Touch (2d6, 19–20/x2, S; 8 lbs.) 98,050
Eternal Bond, Foe-Biting, Powerful (x3), Perfect Surge, Rejuvenating, Unyielding, Unstoppable Strike, Upgradable
+4 Full plate (AC+9, MDB+1, ACP-6, ASF 35%, Ghost touch, Moderate Fortification; 50 lbs.) 101,500
Belt of Physical Might +4 (Con, Str) 40,000
Headband of inspired wisdom +2 4,000
Cloak of resistance +4 16,000
Amulet of natural armor +3 16,000
Ring of Protection +2 8,000
Winged Boots (fly 3/day for 5 min) 16,000
Carrying Capacity: Light 0-400 lb. Medium 401-800 lb. Heavy 801-1,200 lb.
Current Load Carried 58 lb.
Money: 450 GP

avr |

Almost finished the wizard. A couple of things - are staves also limited to 3rd level spells, and the Mythic Paragon feat - is it limited to making your tier for the potency of effects 10?

avr |

Assuming the answers to my questions were both yes, here's Geoffry
Str 16, Dex 16, Con 16, Int 36, Wis 12, Cha 7
Str 14+2 ioun stone=16, Dex 14+2 belt=16, Con 14+2 ioun stone=16, Int 15+1 level+2 race+6 headband+2 enhanced ability+10 mythic tier ability score=36 Wis 12 Cha 7
AC 33 (+13 armor, +3 natural armor, +3 deflection, +3 Dex, +1 insight) FF 30 T 17 CMD 26
HP 60
F +10 R +10 W +11
Mythic Power 25
Init +8, Perception +12 (blindsense 30', true seeing)
Evocation/Admixture arcane school, & powers from Divination/Foresight via Flexible School; Enchantment, Transmutation opposed.
Archmage path: Wild surge
Path Abilities
Enduring Armor
Elemental Bond (water: cold)
Energy Conversion (assuming that admixture changes damage type but not spell descriptors; if it changes both, then get Enhanced Ability (Dex) instead)
Mythic Spellcasting
Enhance Magic Items
Eldritch Breach
Arcane Metamastery
Enhanced Ability (Int)
Mythic Sight (blindsense 30’)
Mythic Sight II (true seeing)
Feats
L1: Quick Draw
Wizard 1: Scribe Scroll
Human: Elemental Focus (cold)
L3: Greater Elemental Focus (cold)
L5: Rime Spell
Wizard 5: Piercing Spell
Mythic Feats
Mythic Quick Draw
Two-fisted Drinker
Elemental Focus (Mythic)
Extra Path Ability (Flexible School: Divination/Foresight)
Extra Mythic Power
Spellbook
0: All
1: Detect Secret Doors, Ear-piercing Scream, Expeditious Retreat, Feather Fall, Floating Disk, Obscuring Mist, Silent Image, Unseen Servant, Vanish
2: Frigid Touch, Glitterdust, Unshakable Chill, Web
3: Elemental Aura, Dispel Magic, Haste, Lightning Bolt
Spells prepared (+4 DC w/cold spells)
0: Dancing Lights, Detect Magic, Message, Prestidigitation
1 (DC 24): Ear-piercing Scream, Expeditious Retreat, Floating Disk, Obscuring Mist, Silent Image, Vanish
2 (DC 25): Frigid Touch, Glitterdust, Unshakable Chill*2, Web*2, one slot open
3 (DC 26): Dispel Magic, Elemental Aura, Haste, Lightning Bolt, one slot open
Mythic Spells
1: Ear-piercing Scream, Expeditious Retreat, Floating Disk, Obscuring Mist, Silent Image
2: Unshakeable Chill, Web
3: Dispel Magic, Haste, Lightning Bolt
Skills
Acrobatics +9 (6 ranks, Dex +3)
Appraise +17 (1 rank, Int +13, Class +3)
Fly +9 (3 ranks, Dex +3, Class +3) (+28 when using Fly from a scroll)
Knowledge (all 10) +22 (6 ranks, Int +13, Class +3)
Linguistics +22 (6 ranks, Int +13, Class +3)
Perception +12 (6 ranks, Wis +1, Competence +5)
Spellcraft +22 (6 ranks, Int +13, Class +3)
Survival +2 (1 rank, Wis +2)
Swim +4 (1 rank, Str +3)
Languages
Common
Abyssal
Aklo
Aquan
Auran
Celestial
Cyclops
Draconic
Dwarven
Elven
Giant
Goblin
Ignan
Infernal
Necril
Orc
Sphinx
Sylvan
Terran
Undercommon
25000 Cloak of Resistance +5
18000 Amulet of Natural Armor +3
18000 Ring of Protection +3
2000 Handy haversack
3750 10*Scroll of Fireball
3750 10*Scroll of Heroism
3750 10*Scroll of Haste
3750 10*Scroll of Phantom Steed
7500 10*Potion of Fly
7500 10*Potion of Magic Circle vs. Evil
7500 5*each of Potion of Resist Energy (acid, fire, cold, electricity, sonic)
500 10*Potion of Cure Light Wounds
750 Wand of Shield
36000 Headband of vast intelligence +6
30000 Orange prism ioun stone (+1 CL)
42000 Pearls of Power (3 each 1st, 2nd, 3rd)
36000 Mirroring Belt (+2 Dex)
2500 Eyes of the Eagle
9000 Lesser Metamagic Rod of Empower Spell
1500 Lesser Metamagic Rod of Silent Spell
35000 Lesser Metamagic Rod of Quicken Spell
8000 Pink rhomboid ioun stone (+2 Con)
8000 Pale blue rhomboid ioun stone (+2 Str)
5000 Dusty rose prism ioun stone (+1 insight AC)
10 2*Spell component pouch
10 mirror
10 50' silk rope
5 10 days rations
2 2 waterskins
- Spellbook
- Monk's Outfit

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Will the opponents we will be fighting be mythic?
The first few will not be Mythic, just high EL. They may have access to higher level spells or spell-like abilities than the PCs have access to.
Could the guardian gain 6 or 7 HP per tier instead of 5? As it stands they don’t really have better HP then the champion does and they are supposed to be focsed on being tanky.
Their Tanky-ness comes from their abilities to make attacks less effective or not effective at all. Block Attacks, DR, Fast Healing, True Defender.
In any case, the idea is to test the rules as they are (with interpretation as necessary), not to come up with a bunch of houserules before the test.
Mithral celestial armor?
+4000 gp since chainmail is a medium armor type, even though celestial armor is light because of it's "thinness" (it was originally thin mithral, iirc, but I see it doesn't say that.)

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Madcaster wrote:Here's the fighter.
** spoiler omitted **...Your damage should be 4 less for eack attack.
Nope, you forgot the extra 4 for 2 handed, I'm guessing, but he spelled out his attack and damage bonuses in his block and they're good.

Ancient Dragon Master |

Ancient Dragon Master wrote:Nope, you forgot the extra 4 for 2 handed, I'm guessing, but he spelled out his attack and damage bonuses in his block and they're good.Madcaster wrote:Here's the fighter.
** spoiler omitted **...Your damage should be 4 less for eack attack.
...You’re right.

avr |

Avr could you drop a feat for craft arms and armor? Or does your build need all the feats?
All, pretty much. Quick Draw because Mythic Quick Draw lets me get scrolls and potions out fast, Rime Spell & Piercing Spell are each important for my spellcasting, and dropping Greater Elemental Focus loses me 2 DC off my best offensive spells. I should probably swap Greater EF and Quick Draw to abide by the +1 BAB prereq for the latter.
Though that reminds me I have Scribe Scroll and buying a scroll, paying the 90 gp cost to put it in my spell book and paying for the other 9 at 75% cost should save a little cash.
Edit: if I could take the Extra Path Ability mythic feat twice, or if the Admixture subschool ability changed descriptors as well as the damage type, then I could spend a path ability to get Crafting Mastery aka All the crafting feats. But neither's the case as far as I know.

Madcaster |

Madcaster, Avr what are your combat strategies?
Standard fighter strategy - come close and beat it with a sword. Mythic adds options, like moving and full-attacking, or dispelling magic by beating it unarmed, or charging into air, but the main strategy remains the same - hit things in the face.

Ancient Dragon Master |

Could you allow Celestial Plate Armor? I know it’s outside of the books you allowed, but it would be really helpful.

avr |

As a wizard I've got a bunch of options. Blasting, blasting w/debuff, pure debuff, buffing (esp. Mythic Haste which is incredible), against a weak to melee spellcaster I can maybe even hit them with a scroll (preferably as an AoO). I expect the Mythic Haste will be an opener in many situations.
You?

Ancient Dragon Master |

The way i built them they are mostly useful against multiple enemies. With a 15ft reach for Aoo’s and functionally unlimited times per round they could literally take on a army before it is their turn. I expect their roll will either be hitting things worse than the fighter or standing in front of the wizard collecting Aoo’s from all who try and pass. Stand still stops them from passing.
When they are finalised i’ll include a section on how they should be used.

Alþórel |

@Reckless: Check out This Campaign for an M6 campaign. We're at L6/M3 at the moment, and I think there is a very Lord of the Rings feel. We have a great GM (GM Radiance)who has also thought about this a lot, so you may find a kindred spirit. I'm pretty impressed with how well it has held up so far, so if you do write up some thoughts at the end of your playtest I'd love to see them!

Ancient Dragon Master |

Missing the aforementioned 6 990 GP. Suggestions for what i should buy? Anything i should change?
Race: Nagaji
Class: Paladin (Sacred Shield) 2/Fighter (Phalanx Soldier) 3/Oracle (Nature Mystery) 1
Mythic Tier: Guardian 10
Init: +?; Senses: Perception +11; Low-Light Vision, Blindsense 30ft
Defense
AC: 44 =10 +16 Armor, +7 Charisma, +2 Dodge, +1 Natural, +8 Shield
Touch: 27 =10 +7 Charisma, +2 Dodge, +8 Shield
Flat-Footed: 35 =10 +16 Armor, +1 Natural, +8 Shield
HP: 156 (5d10 +1d8 +48 Constitution +50 Mythic)
MP: 23
LP: 8
CMD: 30 [ooc]=10 +5 BAB, +8 Strength, +7 Charisma
+1 vs. Bull Rush, Drag, Overrun, and Trip attempts.
Fortitude: +26 =+6 Base, +8 Constitution, +7 Charisma, +5 Resistance
Reflex: +14 =+1 Base, +1 Dexterity, +7 Charisma, +5 Resistance
Will: +18 =+6 Base, +0 Wisdom, +7 Charisma, +5 Resistance
Other: +2 on saves vs. Poison and mind-affecting effects
Offense
Speed:
30 ft. (20 in Armor)
CMB: +13 =+5 BAB, +8 Strength
BAB: +5
Melee: Attack: +8 Strength, +5 BAB, +5 Enhancement; Damage: +8 Strength, +5 Enhancement +5 Guisarme of Ghost Touch (2d4, x3, S; 12lbs; Reach, Trip):
Standard: +18 (2d4+13)
Hasted: +18/+18 (2d4+13)
AOO +28 (2d4+23)
Celestial Armor: Fly 1/day
Class Features:
Tongues Curse: In combat you can only speak Celestial
Divine Grace: A paladin gains a bonus equal to her Charisma bonus on all saving throws.
Lay on Hands: a paladin can heal wounds by touch. 8/day. With one use of this ability, a paladin can heal 1d6 hit points. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 damage. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Smite Evil:
Aura of Good: The power of a paladin's aura of good is equal to her paladin level.
Phalanx Fighting:
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Natures Whispers: You may add your Charisma modifier to your AC and CMD.
Legendary:
Everlasting: When touching my shield, I don’t need to breathe, eat or drink. I also don’t suffer ill effects from extreme heat or cold.
Unyielding: Double hardness and triple hit points. Immunity to sundering from non-mythic creatures.
Powerful: +6 LP. (Included above)
Rejuvenating: Standard Action: Spend 1 LP to heal 100 HP; Spend 2 LP to remove any one affliction.
Upgradable: Half Price Upgrades
Returning: Spend 1 LP to teleport the shield to your hand as if using teleport object.
Legendary Fortification: Spend 1 LP to negate a Critical Hit or sneak attack.
Mythic:
Hard to Kill (Ex): Stabilise Automatically. Only die when below 2x Constitution Score
Mythic Power (Su): Have 23 MP
Surge (Su): Spend 1 MP to roll a d12 and add it to a die roll after the result (of said die) is revealed
Amazing Initiative (Ex): +10 on initiative (included). 1 MP to gain a standard action 1/turn.
Recuperation (Ex): Full HP after 8 hours of rest; 1 MP & a hour of rest heals ½ of HP and restores any limited use abilities
Mythic Saving Throws (Ex): Take no damage on a succeeded saving throw from a non-mythic source.
Force of Will (Ex): 1 MP to reroll any die roll; 1 MP to force a non-mythic creature to reroll
Unstoppable (Ex) 1 MP to end one of bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned.
Immortal (Su): If you are killed you come back to life in 24 hours unless you are killed by a coup de grace by or critical hit by a mythic creature or a coup de grace or critical hit made by a artefact.
Legendary Hero (Su): You regain Mythic Power 1/hour in addition to regaining all 1/day.
Legendary Item (Ex): Gain a greater Artifact.
Armoured Might (Ex): Your armour bonus is 50% higher.
Lesson Learned (Ex): Whenever you fail a saving throw against a supernatural or spell-like ability, you gain a +5 bonus on all further saving throws against that ability, including subsequent saves against an ongoing effect, or against the same effect produced by a different source or creature.
Sacrificial Shield (Ex): 1/round you can block a weapon attack with your shield. Subtract the shields hardness & HP from the weapons damage. You can choose to apply this effect after the damage is rolled.
Ever Ready (Ex): You gain a +10 to Attack and Damage on Aoo’s.
Mythic Sight (Sp): You gain Blindsense 30ft
Retributive Reach (Ex): +5 ft range for the purpose of determining Aoo’s. If a creature provokes you can spend 1 MP to add +10 to the Attack and Damage rolls.
Cage Enemy (Ex): Spend 1 MP as a immediate action to activate. When this ability is active any creature leaving one of your threatened squares (Even by a means that would not normally provoke) provokes. If the attack hits the creature ends his movement in their current square; Alternatively you may spend 1 MP as part of a charge if it hits the creature cannot move from their square until the beginning of their next turn.
Draw Fire (Su): As a immediate Action when a creature within 30 feat gets attacked by a ranged attack you can Spend 1 MP and have the attack target you instead. If you would normally be out of range the attack is able to hit you as if you were at maximum range.
Absorb Blow: As a immediate Action when you take HP damage you can spend 1 MP to reduce the damage by 50. This damage reduction is applied first. For every 10 points of damage blocked gain DR 1/Epic and energy resist 5. This stacks with any other you may have.
True Defender: The final damage from non-mythic melee or ranged attacks is halved. 1/round when a creature critical hits you, regain 1 MP.
Feats:
Mythic Missile Shield: You can use Missile Shield 5 extra times/round. Spend 1MP as a immediate action to deflect a ray attack.
Missile Shield: You may deflect a arrow attack that you are aware of 1/round.
Dodge: Gain a +1 Dodge Bonus to AC
Mythic Dodge: Gain another Dodge bonus to AC. As an immediate action, you can spend 1 MP to grant yourself an additional +10 dodge bonus to AC against one attack.
Shield Focus: +1 Shield bonus to AC when using a shield
Combat Reflexes: You can make attacks of Opportunity while Flat-Footed
Mythic Combat Reflexes: You can make infinite AOO’s per round. As a swift action, you can expend 1 MP to, until the start of your next turn, make AOO’s against foes you’ve already made AOO’s against this round if they provoke a AOO from you by moving.
Noble Scion (Scion of War): Use Charisma instead of Dexterity for initiative
Extra Mythic Path Ability: Gain Retributive Reach
Mythic Shield Focus: Add your shields bonus to AC against Touch AC
Statistics
Strength 26 (14, +2 Race, +4 Mythic, +6 Enhancement)
Dexterity 13
Constitution 26 (15, +4 Mythic, +6 Enhancement, +1 Level)
Intelligence 8 (10, -2 Race)
Wisdom 10
Charisma 24 (14, +2 Mythic, +2 Race, +6 Enhancement)
Traits:
Trait:
Dangerously Curious: +1 on UMD, UMD is a class skill
Feats:
1 [Character]: Noble Scion
1 [Fighter]: Dodge
3 [Fighter]: Shield Focus
3 [Character]: Missile Shield
5 [Character]: Combat Reflexes
[Mythic 1]: Mythic Missile Shield
[Mythic 3]: Mythic Combat Reflexes
[Mythic 5]: Mythic Dodge
[Mythic 7]: Extra Mythic Path Ability
[Mythic 9]: Mythic Shield Focus
Skills:
14 = 4 (Class), 6 (Class), 4 (Class)
+8 Perception 6 Skill Ranks, +0 Wisdom, +2 Racial
+12 Climb 1 Skill Rank, +8 Strength, +3 Class Skill
+12 Swim 1 Skill Rank, +8 Strength, +3 Class Skill
+5 Ride 1 Skill Rank, +1 Dexterity, +3 Class Skill
+11 Handle Animal 1 Skill Rank, +7 Strength, +3 Class Skill
+13 vs. Reptiles 1 Skill Rank, +7 Strength, +3 Class Skill, +2 Racial
+4 Sense Motive 1 Skill Ranks, +0 Wisdom, +3 Class Skill
+14 Use Magic Device 3 Skill Ranks, +7 Charisma, +1 Trait, +3 Class Skill
Languages: Common, Draconic, Celestial
Racial Features:
1 Natural Armor
+2 racial saving throw bonus against mind-affecting effects and poison.
+2 racial bonus on Handle Animal checks against reptiles
+2 racial bonus on Perception checks.
Low-Light Vision
Class Features:
1 [Fighter]: Bonus Feat
2 [Paladin]: Aura of Good, Detect Evil, Smite Evil 1/Day
3 [Fighter]: Bonus Feat, Stand Firm
4 [Oracle]: Curse (Tongues), Mystery (Nature), Revelation (Natures Whispers), Orisons, Spellcasting
5 [Paladin]: Divine Grace, Lay on Hands (1d6)
6 [Fighter]: Phalanx fighting
Mythic Features:
1 [mythic]: Hard to kill, mythic power, surge +1d6, mythic feat
2 [mythic]: Amazing initiative, ability score
3 [mythic]: Recuperation, mythic feat
4 [mythic]: Surge +1d8, ability score
5 [mythic]: Mythic saves, mythic feat
6 [mythic]: Force of will, ability score
7 [mythic]: Surge +1d10, mythic feat
8 [mythic]: Unstoppable, ability score
9 [mythic]: Immortal, mythic feat
10 [mythic]: Legendary hero, surge +1d12, ability score
Path Features:
1 [mythic]: Guardians Call, path ability
2-9 [mythic]: Path ability
10 [mythic]: True Defender, path ability
Mythic Abilities:
Guardians Call – Absorb Blow
1 – Legendary Item
2 – Armoured Might
3 – Legendary Item
4 – Draw Fire
5 – Lesson Learned
6 – Legendary Item
7 - Mythic Sight
8 – Cage Enemy
9 – Sacrificial Shield
10 - Everready
Feat – Retributive Reach
90 000: Belt of Physical Might (Constitution, Strength) +6
36 000: Headband of Alluring Charisma +6
34 000: Mithral Celestial Full Plate Armor (0 ACP, DEX +8, Arcane Spell Failure 10%, 12.5lbs)
12 500:+5 Shield
27 000: Ring of Freedom of Movement
11 500: Gauntlet of Rust
72 000: +5 Guisarme of Ghost Touch
25 000: Cloak of resistance +5
2 500: Golembane Scarab
10: Locked Gauntlet
Total:308 010

avr |

Forget the Gut-Stone, it's outside the list of sources. Feather Tokens are generally safe though.
Also, checking your stats - your hasted attack doesn't include the +1 bonus from haste, you should have a mercy to go with your lay on hands, with Noble Scion (scion of war) you'd have +17 initiative - but that feat I think isn't in the list of sources. Improved Initiative would get you to +15.

Ancient Dragon Master |

Also, checking your stats - your hasted attack doesn't include the +1 bonus from haste
Added
you should have a mercy to go with your lay on hands,
Mercy is a level 3 ability. I’m level 2.
with Noble Scion (scion of war) you'd have +17 initiative - but that feat I think isn't in the list of sources. Improved Initiative would get you to +15.
How would i get that high?

avr |

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.
+10 initiative from that, either Cha +7 from noble scion, or Dex +1 & another +4 from improved initiative
I have plenty of that limit left, I'd need someone to provide the spells for any not on my list.

Ancient Dragon Master |

0: All
1: Detect Secret Doors, Ear-piercing Scream, Expeditious Retreat, Feather Fall, Floating Disk, Obscuring Mist, Silent Image, Unseen Servant, Vanish
2: Frigid Touch, Glitterdust, Unshakable Chill, Web
3: Aqueous Orb, Elemental Aura, Dispel Magic, Heroism, Haste, Lightning Bolt, Phantom Steed, Sleet Storm
Not exactly the most expansive spellbook, but the good news is that you have 183gp left to spend. Hopefully you'll spend it on expanding your spellbook.
25000 + (18000 x 2) + 2000 + (2906 × 5) + (7500 × 3) + 500 + 750 + 36000 + 30000 + 42000 + 36000 + 2500 + 9000 + 1500 + 35000 + (8000 × 2) + 5000 + (250 × 2) + (10 × 3) + 5 + 2 =
314 817