Nymph Sorcerer 6/Mystic Theurge 10 CR 20
AC 51, touch 34, flat-footed 40 (+8 armor, +13 deflection, +10 Dex, +1 dodge, +5 natural, +4 shield)
hp 378 (24 HD; 8d6+6d6+10d6+294)
Fort +32, Ref +35, Will +41
Defensive Abilities evasion, protection from decapitation; DR 10/cold iron; SR 20
Druid Spells Prepared (CL 18th; concentration +31)
9th—quickened cure critical wounds, quickened death ward
8th—quickened cure serious wounds, finger of death (DC 29), reverse gravity
7th—quickened cure moderate wounds, fire storm (DC 28), heal (2), summon nature’s ally VII
6th—antilife shell, greater dispel magic (2), summon nature’s ally VI, wall of stone (2)
5th—cure critical wounds (4), quickened cure light wounds, wall of thorns
4th—cure serious wounds (4), flame strike (DC 25), rusting grasp
3rd—cure moderate wounds (5), poison (DC 24), speak with plants
2nd—barkskin, flame blade, gust of wind, lesser restoration (4)
1st—cure light wounds (5), produce flame, speak with animals
0—create water, guidance, light, stabilize
Sorcerer Spells Known (CL 17th; concentration +30)
7th (7/day)—greater teleport, prismatic spray (DC 30)
6th (8/day)—chain lightning (DC 29), geas/quest (DC 29), greater dispel magic
5th (9/day)—dismissal (DC 28), dominate person (DC 28), sending, telekinesis (DC 28)
4th (9/day)—bestow curse (DC 27), charm monster (DC 27), dimension door, greater invisibility
3rd (9/day)—displacement, haste, lightning bolt (DC 26), suggestion (DC 26)
2nd (9/day)—detect thoughts (DC 25), glitterdust (DC 25), hideous laughter (DC 25), resist energy, scorching ray, spectral hand
1st (10/day)—charm person (DC 24), disguise self (DC 24), entangle (DC 24), magic missile, ray of enfeeblement (DC 24), shield
0 (at will)—acid splash, detect magic, dancing lights, ghost sound (DC 23), mage hand, mending, message, prestidigitation, read magic
Str 14, Dex 30, Con 32, Int 22, Wis 32, Cha 36
Base Atk +12; CMB +22; CMD 48
Feats Ability Focus (blinding beauty, stunning glance), Agile Maneuvers, Combat Casting, Craft Wondrous Item, Defensive Combat Training, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Quicken Spell, Silent Spell, Toughness, Weapon Finesse
Skills Acrobatics +38, Bluff +41, Climb +10, Diplomacy +41, Fly +43, Knowledge (nature) +34, Knowledge (planes) +31, Perception +39, Sense Motive +23, Stealth +38, Swim +30
Languages Aklo, Common, Draconic, Elven, Giant, Gnome, Skald, Sylvan, +1 additional
SQ bloodline arcana, contingency, inherent bonuses, inspiration, unearthly grace, wild empathy +21, resist nature’s lure
Combat Gear rod of maximize metamagic; Other Gear belt of physical perfection +6, bracers of armor +8, headband of mental prowess +6 (Acrobatics, Fly, Swim), ioun stones (orange prism, pale green prism), ring of evasion, ring of freedom of movement, scarab of protection (fully charged), wings of flying, fancy anklet worth 10,000 gp, 500 gp
This ability affects all humanoids within 30 feet of her. Those who look directly at her must succeed on a DC 29 Fortitude save or be blinded permanently. She can suppress or resume this ability as a free action. The save DC is Charisma-based.
Whenever she casts a spell of the compulsion subschool, the DC is increased by +2.
She can prepare and cast spells from one of her spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. She can prepare 5th-level spells using 6th-level spell slots. The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. With her sorcerer slots, she can only select spells that they have prepared that day using her druid slots for this ability, even if the spells have already been cast.
If she is brought below 0 hit points, a cure critical wounds spell heals her of 4d8+16 points of damage.
She can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as she retains her favor for this creature and as long as the creature carries her token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has her for a muse in this way can use his bardic performance for an additional 13 rounds per day. She retains a link to her token and its carrier as if she had cast a status spell on the carrier. She can end this effect at any time as a free action. She may only inspire one creature at a time in this manner.
She can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. She can use this ability 16 times per day.
She has used a wish from a ring to gain a special defense against beheading – the first time she is beheaded by any effect (including a vorpal weapon), the wound immediately heals after it is dealt, effectively inflicts no damage, and does not decapitate her. A second decapitation effect inflicted before she can secure another wish to replenish this defense can kill her normally.
She casts divine spells as a druid, but cannot swap out prepared spells to cast summon spells.
She can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. She can make any decisions concerning the spells independently. Any target affected by both of the spells takes a -2 penalty on saves made against each spell. She receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. She may use this ability once per day.
This works like the druid’s wild empathy class feature, except she has a +6 racial bonus on the check. Her effective druid level is equal to her racial HD for determining her total modifer to the check.
She can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Environment first world
Pathfinder 36: Sound of a Thousand Screams. Copyright 2010, Paizo Publishing LLC. Author: Richard Pett