Until Thy Kingdom Come
Mortimer — Intelligent Sword
Male elf magus (bladebound, hexcrafter) 19/Archmage 8 (Pathfinder RPG Ultimate Magic 9, 47, 48)
N Medium humanoid (elf)
Init 9 armor, 43)
Fort 29, Will 38/33 (1d6+36/18-20) or
Special Attacks arcane pool (14; CMB 49 to jump), Appraise 35 to identify magic item properties), Stealth 2 Perception, 8 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Access (Su) Add 2 wizard spells of each spell level to magus spell list. Can ignore somatic components.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavy Armor (Ex) Heavy armor proficiency and no Arcane Failure chance in heavy armor.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Ice Tomb (DC 26) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+80 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Longevity (Su) You don’t take penalties to physical ability scores due to aging.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quickened Magic (1/day) (Su) 1/day, cast a spell as if Quickened without altering the level.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sanctum (48 20-ft. cubes, 8 unseen servants) (Su) Gain access to your own personal extradimensional sanctum.
Slumber (19 rounds, DC 26) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Summon Spirit (Sp) The witch calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but is willing to bargain with the witch, as if she had cast greater planar ally. To seal an agreement with th
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Sp) You can understand and speak any language, as the tongues spell.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn’t need to be known/mem).
I come from a group that have wandered the sands of ancient Osirion. We had been cast out long ago and here we are on our journey.
After some time I had decided to set out on my own. We had been wondering the same lands, always expecting to find something new, something the would let us stay. Nope. Always the same. Once every decade we stop for the festival in Sothis, it is here we would part ways. I hope to someday see them again and bring them great news. So far nothing.
adventure later I found myself in Oppara, in Taldor. So much splendor and squalor in these lands, much to be expected from the lesser races. Anyway, I hope to find a merchant heading north to Kyonin. I’d much rather work as a mercenary then do a magic show for noble children, like I did to pay for the boat trip.
After many laughing at me, thinking little of my prowess with the sword, enough to want to find out. I don’t think he was expecting magic when he said, “Give me all you got!”. I later realized I was being robbed, but the news of the event spread amongst the traders and I finally found a job taking me as far as the Mountain Kings.
Turns out those traders were less than truthful about where they were going and why they wanted me, but that is a tail for another time. Needlessly to say several years passed in land called Galt. It was a horrid and wretched place, the realm of the undead was much brighter and sunnier. At least some people were happy. Oh… , that’s right.
I was finally able to escape to Kyonin and made my way to Iadra, turns out there is more going on here then we had imagined. I can only speculate that we were the cause of the demon. While in the great city a meeting with a great oracle was secured. I learned many things and many things are yet to be revealed. This meeting is not by chance, this group will be my peoples key.