Azrael, aka Corinalas, Chrysanthalas
Male moon elf Ftr2/Sha16/Swa3 PrstgRngr2/Tmplr1/Tmpst1: CR 23; ECL 25; BN 0; Medium humanoid; HD 16d6+2d8+7d10+50; hp 207+1d10; Init +12; Spd 40 ft., swim 60 ft., fly 40 ft.(perfect); AC 44/2 (touch 27/2, flat-footed 44/1); BAB/Grapple +20/+26; Atk +31/+26/+21/+16 melee (1d8+17/15, +4 adamantine elven thinblade), +27/+22 melee (1d8+5/17, +2 evil outsider bane longsword) or +32/+27/+22/+17 melee (1d3+15/20, +4 unarmed strike); SA insightful strike, turn undead 6/day, favoured enemy; SQ elven traits, grace, spontaneous casting, animal companion, spirit sight, spirits’ favour, woodland stride, tempest defense, mettle; AL N; SV Fort +18/14, Ref +10/21, Will +13/17/6; Str 16/6, Dex 20/6, Con 14/1, Int 15/5, Wis 17/4, Cha 14/2. Height 5 ft. 5 in. Xp 300,000. [17,856]
Skills and Feats: Appraise +1/5, Balance +0/18, Bluff +0/3/2, Climb +7/6, Concentration +12/2, Craft (calligraphy) +2/5, Diplomacy +4/7, Escape Artist +3/23, Handle Animal +2/3, Heal +3/5, Hide +15/23, Intimidate +2/3, Jump +7/8, Knowledge (arcana) +6/5, Knowledge (nature) +2/5, Knowledge (psionics) +1/5, Knowledge (religion) +13/5, Listen +12/11/2, Move Silently +15/23, Perform (weapon drill) +3/21, Ride +3/8, Search +1/7, Sense Motive +8/5/2, Sleight of Hand +2/8, Speak Language (Chondathan, Common, Elven, Giant, Kozakuran, Undercommon), Spellcraft +16/7, Spot +8/11/2, Survival +4/5/2, Swim +10/6/4, Tumble +15/10, Wild Empathy +2/3; Additional Favoured Class (shaman)[?], Blind-Fight, Combat Expertise, Dodge, Endurance, Epic Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Improved Weapon Familiarity[CW], Initiate (Ankursa)[web], Mobility, Spring Attack, Stunning Fist, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (longsword), Weapon Specialization (longsword).
Special Attacks: Insightful Strike (Ex): add Int bonus to damage with Light or Finesse weapons, treat as Sneak Attack damage for purposes of immunity. Turn Undead (Ex): 14th-level. Favoured Enemy (Ex): +2 bonus to Bluff, Listen, Sense Motive, Spot, Survival, and damage against humans. Stunning Fist: 6/day, DC 27.
Special Qualities: Immunities: sleep; +2 on Will saves versus Enchantment effects; low-light vision; +2 racial bonus to Listen, Search, Spot; automatic Search check within 5 feet of secret doors; immune to sleep. Grace (Ex): +1 competence bonus on Ref saves. Spontaneous Casting (Ex): cure spells; Animal Companion (Ex): 18th-level; Spirit Sight (Su): see Ethereal creatures; Spirits’ Favour (Su): add Cha modifier to saves. Woodland Stride (Ex): move through undergrowth without impediment. Tempest Defense (Ex): +1 bonus to AC when fighting with two weapons; Mettle (Su): no effect on successful Will or Fort save. Inherent Bonuses: Con +1, Int +5, Wis +4. Items: acid, cold, electricity, fire, and sonic resistance 30; immune to death, energy drain, magic missile, negative energy; half damage from cold (none on save) and massive blunt; 25% fortification; 50% miss chance; etherealness 1/day; breath water; freedom of movement, mind blank, spell turning (6). Spells: +4 insight bonus to saves against mind-affecting, Listen, and Spot; retains Dex bonus to AC if flat-footed; roll attacks against miss chance twice; +15 insight bonus to 1 skill check; +4 enhancement bonus to unarmed strike and armour; +5 natural AC; +4 morale bonus to saves; DR 10 adamantine (150 hp) and 50% (100 hp); heal upon death; scent, tremorsense 30 ft., darkvision 60 ft.; fly 40 ft.(perfect).; immune to critical hits, flanking, paralysis, poison, sleep, stunning; airborne creatures take -1/-1 att/dmg against you; make Concentration check to avoid attack once.
Shaman Spells Per Day: 6/6+2d/5+2d/5+2d/5+2d/5+d/4+d/3+d/2+d/1+d. Base DC = 15 + spell level. Caster Level 17th. Domains: Balance[SC] (1/day as free action add Wis modifier to AC for 17 rounds), Celerity[SC] (Spd +10), War (Weapon Focus: longsword). Spells Prepared: detect magic****, mending*, read magic*/attraction[OA]*, conviction[SC](*), expeditious retreat{d}*, incite[SC]*, instant search[SC]*, jump, magic weapon{d}, make whole {d}*, martial master[web](*), moon lust[SC], scent[SC](*)/augury, barkskin(*), bear’s endurance, burrow[SC], calm emotions{d}, cat’s grace{d}, close wounds[SC]*, deific vengeance[SC], divine insight[SC](*), embrace the wild[SC], flight of stars[web], ghost touch armour[SC], owl’s wisdom, rebuke[OA], spiritual weapon{d}**, tremorsense[SC](*), warning[OA](*)/blade thirst[MoF], blindsight[SC], blur{d}, castigate[SC], clarity of mind[SC]{d}(*), decoy image[MoF], ethereal blink[web]*, ghost touch weapon, greater magic fang*, invisibility to enemies[OA], know opponent[SC], know vulnerabilities[SC]*, magic vestment{d}(*), mass burrow[SC], neutralize poison*, remove blindness&deafness, repel vermin, safe clearing[SC], substitution[OA](*), water walk/animal growth*, blinding beauty[BoED]*, deeper darkvision[SC], delay death[SC]*, dismissal{d}, divine power{d}*, dream sight[SC], greater blindsight[SC], haste{d}*, lesser spirit ally[OA], moon bolt[SC]*, negative rain[web], polymorph, remove fatigue[OA](*), sustain[OA]/Ankursa’s blessing[web](*), bite of the weretiger[SC]*, blood of fire[OA]*, flame strike{d}*, heal animal companion[SC]*, mass sanctuary[SC]{d}, possess[OA], slay living, tree stride{d}, true seeing*/banishment{d}, bite of the werebear[SC], blade barrier{d}, energy immunity[SC], find the path, greater dispel magic*, harm, heal*, plane shift*, stoneskin(*), wind walk{d}*/aura of vitality[SC]*, blood to water[SC]*, fortunate fate[SC](*), greater restoration, mass cat’s grace{d}, power word blind{d}*, word of balance[SC]{d}/antimagic field*, elemental body[SC](*), ghostform[SC], greater blink[SC]{d}*, greater spirit ally[OA], power word stun{d}, protection from spells{d}/cast in stone[SC], gate, heart of stone[SC], miracle*, power word kill{d}, time stop{d}*, true resurrection, weighed in the balance[SC]{d}.
Templar Spells Per Day: 2. Base DC = 15 + spell level. Caster Level 1st. Spells Commonly Prepared: bless*, cause fear, command, divine favour*, entropic shield, magic weapon, mount, shield of faith
Signature Possessions [1,474,850 gp value]: +4 adamantine elven thinblade[CW], +2 evil outsider bane longsword, cowl of warding[MoF], brooch of shield, belt of giant strength +6, cloak of resistance +5, bracers of armour +8, gloves of dexterity +6, power’s skin*, ring of regeneration, ring of protection +5, boots of levitation, ioun stone of warm shield, pale lavender ioun stone (20), vibrant purple ioun stone (2 body adjustments), pink and green ioun stone (Cha), 3 dull gray ioun stones[EPH], rod of flame extinguishing, pearl of the sirines, scroll (resurrection), serpent ring[?], masterwork longsword, 26 gems.
Daily Spells in Effect (included above): Ankursa’s blessing, clarity of mind, divine insight, elemental body (air), greater magic fang, magic vestment, remove fatigue, substitution (100). Cast before danger (3 hours, included above): barkskin, conviction, fortunate fate, scent, stoneskin, termorsense, warning. Cast before combat (17 mins): animal growth, expeditious retreat, martial master (defensive throw, improved trip, combat reflexes), true seeing. Cast during combat: aura of vitality, bite of the weretiger, bless, blinding beauty, divine favour, divine power, ethereal blink, greater blink, haste, spiritual weapon.
Animal Companion (Dire Tiger): Large Animal; Init +3; HD 18d8+54 (135 hp); AC 20 (touch 12, flat-footed 17); Space/Reach 10 ft./5 ft.; Atk +22/+22 melee (2d4+9, claws), +16 melee (2d6+4, bite); SV Fort +14, Ref +14, Will +12; SA improved grab, pounce, rake; SQ low-light vision, scent; Spd 40 ft.; Str 28, Dex 16, Con 17, Int 2, Wis 12, Cha 10. Hide +9/4, Jump +17, Listen +6, Move Silently +13, Spot +7, Swim +11, Tumble +7; Acrobatic, Alertness, Improved Natural Attack (bite, claw), Run, Stealthy, Weapon Focus (claw). Rake (Ex): +20, 2d4+4. Animal Companion: +2 natural AC, link, share spells, evasion. +4 racial bonus on Hide and Move Silently, +8 to Hide in tall grass. Spells in effect: remove fatigue; all spells affecting Azrael if remaining within 5 feet (not included).
Greater Spirit Ally (Li Lung, Mature Adult): Huge Dragon (earth, spirit); Init +0; HD 24d12+120+30 (306 hp); AC 31 (touch 8, flat-footed 31); Space/Reach 20 ft./10 ft.; Atk +32 melee (3d8+10, bite), +30/+30 melee (2d6+5, claws), +30/+30 melee (1d8+5, wings), +30 melee (2d6+15, tail slap); SV Fort +19, Ref +18, Will +17; SA frightful presence, earthquake 1/day, stone shape 3/day, wall of stone 3/day, roar, crush; SQ tunneling, DR 10/magic and 3/-, blindsight 210 ft., darkvision 700 ft., detect thoughts, invisibility/will, alternate form; SR 25; Spd 60 ft., fly 150 ft.(poor), swim 40 ft., burrow 45 ft.; Str 30, Dex 10, Con 21, Int 14, Wis 17, Cha 16. Concentration +32, Diplomacy +32, Hide +27, Knowledge (dungeoneering) +29, Listen +30, Move Silently +27, Sense Motive +30, Speak Language (Draconic, Spirit Tongue), Spot +30; Damage Reduction, Epic Reflexes, Epic Toughness, Improved Bull Rush, Improved Natural Attack (bite), Improved Sunder, Multiattack, Power Attack, Quicken Spell-like Ability (wall of stone). Frightful Presence (Ex): 210-ft.-radius, DC 25; Earthquake (Su): 105-ft.-radius, 14th-level caster; Roar (Ex): deafness within 60 ft. Tunneling (Ex): 5 ft.; Immunities (Ex): earthquakes, paralysis, sleep; Detect Thoughts (Su): continuous to 35 ft.; Alternate Form (Su): as polymorph into Small, Medium, or Large humanoid. +8 racial bonus to Hide.
*Power’s Skin: This +1 anti-impact balance displacement ease greater energy resistance etherealness grace reinforcement greater shadow greater silent moves greater slick soulfire spellcasting strength glassteel breastplate is the ultimate in low-cost protection for the stealthy (low-cost by epic standards). Power’s skin gives resistance 30 to all forms of energy, grants a +15 circumstance bonus to Escape Artist, Hide, and Move Silently checks, a +8 circumstance bonus to Balance checks, 25% resistance to critical hits and sneak attacks, a +4 enhancement bonus to Strength, immunity to death effects, energy drain, and negative energy effects, a 50% miss chance against attacks, halves damage from massive blunt sources (such as falling), and allows the wearer to become ethereal 1/day as long as desired. Power’s skin is light armour with no armour check penalty, no maximum Dexterity bonus, no chance of arcane spell failure, a weight of 15 lbs., an armour bonus of +5, and an enhancement bonus of +2; as well, Spot checks to notice the armour are made at –4. A magic vestment spell is often used in conjunction with power’s skin. In areas of dead magic, power’s skin has the following statistics: Light Armour, Armour +5, Enhancement +2, Max Dex +5, Armour Check 0, Spell Failure 15%. Power’s skin takes 1 round to remove, 5 rounds to put on, and can be slept in without penalty.
Stored Possessions: belt of giant strength +4, cloak of elvenkind, belt of giant strength +6, bracers of armour +8, boots of elvenkind, bracers of armour +6, money in Waterdhavian account. Credit: 1,082,377 gp –purchases -10 gp/day.
Future Feats: Alertness, Armed Deflection[EIC], Bonus Domain[ELH], Combat Casting, Dire Charge[ELH], Epic Weapon Specialization[ELH], Exceptional Deflection[ELH],Greater Two-Weapon Fighting (PrstgRngr), Improved Combat Expertise[CW] (Ftr), Improved Spell Capacity[ELH], Pain Touch[CW] (Sha), Power Attack (Ftr2/Tmplr2), Practiced Spellcaster[CD], Whirlwind Attack (Tmplr).
History: Finished 2nd Edition as 18/14 Custom Fighter/Oloth, coverted as Ftr1/Sha13/Swa3 PrstgRngr2/Tmplr1/Tmpst1 (Level 21).
Updates: Change Templar[DotF] to Pious Templar[CD]. Requires True Believer[CD] instead of Endurance feat to qualify, but Endurance is still required for Prestige Ranger[UA]. Lose Weapon Specialization; not gained until 3rd level. Change spell list from Templar[DotF] to Blackguard. However… now that Weapon Specialization is no longer gained and is fairly essential to the character, consider removing Templar and Tempest and adding two levels of Fighter. This sucks: lose Mettle, Templar spells, and Tempest defense just to keep Weapon Specialization. Alternatively, remove Tempest and add a 2nd level of Pious Templar; this would mean losing Tempest defense and Spring Attack, in exchange for Smite 1/day and True Believer[CD]… and still not having Weapon Specialization, but gaining it next level. Any option that removes Tempest adversely affects skills as well, but more levels of Pious Templar improves Blackguard spells.