When life gives you lemons, something something something fire.
Quote Originally Posted by Taliesin
Taliesin Pyrain
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Level Breakdown with references and tricks
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Chaotic Evil Lesser Aasimar (Players Guide to Faerun) from Thay. Hexblade 5 (CWar)/Pyrokineticist 10(XPH)/Blackguard 3(DMG)/Hexblade 2

1) Dreadful Wrath (Player's Guide to Faerun)
3) Wild Talent (XPH)
5) Bonus: Combat Casting
6) Imperious Command (Drow of the Underdark)
9) Power Attack
12) Cleave
15) Improved Sunder
18) Ability Focus (Heat Death) (MM)

Swearing to Elder Evil (Elder Evils) (Pandorym): Vile Feats:

1) Willing Deformity (Heroes of Horror)
5) Abominable Form (Elder Evils)
10) Deformity (Madness) (EE)
15) Reflexive Psychosis (EE)
20) Deformity (Face) (EE)

14 (6)
14 (6)
14 (6)
12 (4)
10
18 (10)

1) Hexblade 1: 4 ranks Concentration, 4 ranks Bluff, 4 ranks Intimidate. Hexblade's Curse 1/day, Dreadful Wrath, Willing Deformity
First level is fairly normal. You have 12 hp, decent accuracy and damage, and your AC is decent. You're no pure fighter, but you make up for it with Dreadful Wrath, which means opening battles with a Charge is amazingly good. Every enemy within 20 ft of the charge has to make a DC 14 will save or be shaken for a minute. Only works once per enemy, of course, but it's still a great debuff. Hexblade's curse synergizes nicely with it, with a similar DC, and debuffs pretty much everything. You also have amazing Bluff and Intimidate, thanks to high Charisma, and Willing Deformity. You also have a few resistances, daylight 1/day, and darkvision, which are all nice side benefits.

2) Hexblade 2: 1 rank Concentration, 1 CC rank knowledge (psionics), 1 rank Intimidate. Arcane Resistance.
Synergy bonus to intimidate will come in handy later. You keep doing what you did last level, only now you have +1 to all DC's from your level, and a pretty +charisma to saves against spells/spell-like abilities. Considering spells are the biggest threat that you make saves against, most of the time, this is welcome and awesome.

3) Hexblade 3: 1 rank Concentration, 1 CC rank knowlege (psionics), 1 rank Intimidate. Mettle, Wild Talent
Your Wild Talent lets you become Psionically Focused. At the moment, there isn't much practical application for it, but you need it to qualify for Pyrokineticist. More usefully, you have Mettle, which provides effective Evasion for Fortitude and Will saves. Very useful ability.

4) Hexblade 4: 1 rank Concentration, 1 rank Intimidate, 1 rank Craft(Alchemy), +1 Cha. Dark Companion
Ah! Here we go. Dark Companion is amazing. It debuffs an enemy with -2 to AC and saves, and can move to switch targets as a free action. Synergizes amazingly with your again boosted DC's on Curse and Dreadful Wrath. Dark Companion, followed by a charge activating Dreadful Wrath, forces a DC 16 will save with a -2 penalty against shaken. Following that with Curse forces a DC 16 will save with -4 penalty, for a total penalty to saves of -6. We also get a couple of Hexblade spells, 1/day due to Charisma. Protection from Good and Charm person aren't bad options, since with our decent melee and debuff presence, and poor spell selection, utility spells that expand our abilities are useful. Consider Undetectable Alignment in a mostly good game :D.

5) Hexblade 5: 1 rank Concentration, 2 CC ranks Know(psionics). Hexblade's Curse 2/day, Combat Casting, Abominable Form
Decent level. We finally qualify for Pyrokineticist, and get another use of Hexblade's Curse, which is quite nice for increasing debuff potential. Abominable Form forces more will saves against fear, and interacts nicely with Dreadful Wrath, albeit only on enemies with lower HD (Yaaay, frightens if they fail both saves!). It also gives a larger bonus to Intimidate, which will be amazing next level.

6) Hexblade 5/Pyrokineticist 1: 1 rank Intimidate, Never Outnumbered Skill Trick. Imperious Command (Drow of the Underdark), Flame Lash
Ah, Imperious Command abuse. Build gets pretty amazing here.
Fear effects stack in duration and potency. That is, a short duration fear effect that sets the target to frightened, followed by a long effect that would give shaken, stacks to Panicked for the entirety of the long duration. Imperious Command makes enemies Cower for a round when intimidated in combat, and then frightened for a round. Never Outnumbered lets you intimidate all enemies in 10 ft at once. Stack with Dreadful Wrath imposing a minute of Shaken?
Well. All enemies affected by both are Cowering for the next minute, and are pretty much dead. The problem with this trick is that it's so amazing, you're going to be fighting Undead and other fear-immune creatures, because it's so devastating. Of course, enemies who make their saves, or who you can't intimidate, ignore the effect, but with your solid charisma, that's not exactly easy. Flame Lash provides a short ranged option with serious accuracy, thanks to being a touch attack. Consider using it as an offhand weapon, to provide full-attack capability at a distance next level.

7) Hexblade 5/Pyrokineticist 2: 2 ranks Intimidate, 1 rank Bluff (5 ranks, synergy). Fire Adaption, Hand Afire
Yaay, BAB. With +6 BAB, you can now make iteratives with Fire Lash, which are quite likely to hit. Hand Afire isn't incredibly useful, but if you're using the lash two handed, it makes a good backup weapon to threaten. Alternatively, consider a reach weapon with Hand Afire threatening close range. Synergy bonus to Intimidate from Bluff is nice, and means Imperious Command is even more likely to work. Fire Adaption is a good bit of resistance, and applies to a good range of monsters. Sure, everything resists fire, but almost everything does fire damage, as well.

8) Hexblade 5/Pyrokineticist 3: 1 rank Intimidate, 2 CC ranks Hide +1 cha. Bolt of Fire
Cha boost is a nice bump to almost all your DC's, and gets another first level spell per day if you didn't already get a Cloak of Charisma (you should have). Bolt of Fire provides your mid to long(ish)-ranged option, though it's often outclassed by just attacking. 3d6 damage isn't bad, though, and it quickly scales into the effective range, especially with your strong BAB.

9) Hexblade 5/Pyrokineticist 4: 1 rank Intimidate, 2 CC ranks Hide. Weapon Afire, Power Attack
Weapon Afire and Power Attack mean nice boost to direct attacks. Wielding Flame Lash two-handed isn't a bad option, not when you can power attack for 8 BAB and get +16 fire damage. With your Dark Companion and Curse imposing AC penalties, this can actually remain fairly accurate. Weapon Afire is basically +2d6 fire damage on all attacks, which is pretty awesome.

10) Hexblade 5/Pyrokineticist 5: 1 rank Intimidate, 2 CC ranks Hide. Nimbus, Deformity (Madness).

Ah, Vile feats. Is there nothing you don't make amazing? Madness means you're immune to mind-affecting effects, at the cost of a permanent -4 wisdom. That's ok, you don't really need wisdom right now. If you want Blackguard spells later, buy some Wands or something. They aren't amazing to begin with. It also boosts the DC of Abominable Form to 21, though how often that applies, I am unsure.
Nimbus is an amazing boost for one fight/day. Charisma increase means the DC's on Dreadful Wrath, Hexblade's Curse, and your Intimidate attemps increases nicely, gives extra spells/day from Hexblade, and will later boost your Heat Death and Conflagration abilities.

11) Hexblade 5/Pyrokineticist 6: 1 rank Intimidate, 2 CC ranks Hide. Firewalk.
All right, Firewalk isn't that good. You can't use it more than 1 round a day without losing the ability to Psionically Focus, but it can come in handy on the rare occasion you need perfect aerial mobility, or just want to look really classy for a round.

12) Hexblade 5/Pyrokineticist 7: 1 rank Intimidate, 2 CC ranks Hide, +1 cha. Fear No Fire, Cleave.
Cleave may come up once or twice, but it's mostly a Blackguard prerequisite. Fear No Fire is nice, but not amazing, and means you're almost certainly immune to any fire effect offering a save (between Arcane Resistance and +8, mettle, and fire resistance, you can shrug off fireballs, and block any applicable fort or will saves).

13) Hexblade 5/Pyrokineticist 8: 1 rank Intimidate, 2 CC ranks Hide (6 total). Greater Weapon Afire.
Greater Weapon Afire offers another great boost to your basic melee capabilities, and is combined with a shiny +11 BAB, for another iterative. Huzzah for Flame Lash dealing 1d8+str+4d6 on three attacks!

14) Hexblade 5/Pyrokineticist 9: 1 rank Intimidate, 2 CC ranks Knowledge(Religion). Heat Death.
Heat Death is siiiick. You have amazing Charisma. You have save debuffs. You have a save-or-die that bypasses Fire Immunity, and lets you kill people with your mind (even if 1/encounter, given that recharging Psionic Focus is a full-round action). Stacking your save debuffs yields -6 to saves (Curse, Shaken, Dark Companion), which makes the save against Heat Death effectively 20+charisma modifier (likely around 8 now, buffable with Nimbus), which has an amazing chance at downing low-fort enemies (for example, Astral Devas, who have all good saves, have a mere +14 to fort saves. 65% chance of failure). However, such enemies are likely to make the will save, so we'll keep stacking penalties.

15) Hexblade 5/Pyrokineticist 10: 1 rank Intimidate, 2 CC ranks Knowledge(Religion) (2 total). Conflagration, Improved Sunder, Reflexive Psychosis.
Again with the Vile feats. Reflexive Psychosis is hilarious, as it gives DR 5/- as a swift action, in return for being confused for a round... but wait, we're immune to confusion due to Deformity (Madness), the prerequisite for Reflexive Psychosis. So, free DR 5/-, as long as we have a swift action? SCORE.
Conflagration is decent, even if only 1/day. Reflex save against a lot of fire damage, which if failed, results in a fort save vs death. Not bad, and a neat capstone. We now have the prerequisites for Blackguard, barely (6 ranks hide, 2 ranks Knowledge (religion), Cleave, Improved Sunder, Power Attack)

16) Hexblade 5/Pyrokineticist 10/Blackguard 1: 1 rank Intimidate, 2 ranks Concentration, +1 charisma. Aura of Evil, Detect Good, Poison Use.
Blackguard opens with not much. Aura of Evil doesn't really help, Detect Good is minimally useful, and Poison use is, again, of limited potential application. Poisons aren't bad, given your save debuffs, but aren't exactly amazing at this level. You get a Charisma bonus to an even number, +1 to DC's. Yaaay.

17) Hexblade 5/Pyrokineticist 10/Blackguard 2: 1 rank Intimidate, 2 ranks Concentration. Dark Blessing, Smite Good 1/day.
Smite Good scales better than Smite Evil, since it's based on Character level, but Dark Blessing is a gem here. Charisma to saves? Stacks with Arcane Resistance? Don't expect to fail saves against spells ever again.

18) Hexblade 5/Pyrokineticist 10/Blackguard 3: 1 rank Intimidate, 2 ranks Concentration. Commad Undead, Aura of Despair, Ability Focus(Heat Death)
So, command and rebuke as a 1'st (16'th?) level cleric? Mediocre, still, since it's too late to get feats making use of it. The star here is Aura of Despair, which debuffs enemy saves in 10 ft by -2, stacking with Dark Companion, Curse, and Shaken, for -8 to saves. Oh, and Ability Focus boosts Heat Death to DC 16+cha. So your opponents get DC 25 fort save with a -8 to saves? Yeah, that's not very likely.

19) Hexblade 6/Pyrokineticist 10/Blackguard 3: 1 rank Intimidate, 2 ranks Concentration. Forced Omens (See Dead Levels article, http://www.wizards.com/default.asp?x=dnd/cwc/20070227x)
All right, fine. You get a first level spell per day, Prestidigitation 1/day, another spell known, and +1 to the DC of hexblade's curse. It's not that good, all right?

20) Hexblade 7/Pyrokineticist 10/Blackguard 3: 1 rank Intimidate, 2 ranks Concentration, +1 charisma. Greater Hexblade's Curse, Defomity (Face).
Greater Hexblade's curse is quite nice, doubling the penalty from Curse to -4. Still admittedly 2/day, and with a DC of just 13+charisma (+1 if you have Hexbands, +2 with Veil of Allure), but nonetheless useful, stacked with all your other debuffs. Facial scars provide another +2 intimidate.


Items
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Cloak of Charisma +x, Belt of Giant Strength +x, Amulet of Health +x, Gloves of Dexterity +x

Standard stat boosters improve your melee and save DC's. Magic Item Compendium lets you add properties to other items at no additional cost, so slap them on other items if possible.

Hexbands (MIC) add 1 to the DC of hexblades curse, and minor action activation (5/day!) adds charisma to damage against Hexed target on all attacks for one round. At 3100 gp, a bargain.

Gauntlets of Energy Transformation (MIC), for a mere 1000 gp, let you change the element of Weapon Afire and Flame Lash to Acid, Cold, or Electricity as a swift action 3/day, letting you bypass resistances and immunties. Excellent item to get.

Sudden Stunning (DMGII) weapons of any sort. Add 2000 gp onto the price of your magic weapon of choice. cha/day, swift action activation on hitting, your opponent makes a reflex save (DC 10+1/2 level+cha) or is stunned for 1d4+1 rounds. Absolutely ridiculous, and amazingly powerful. Especially with your save debuffing capability.

Fearsome (Drow of the Underdark) armor is godly as well. +5 enhancment bonus to intimidate (normal items give competence bonuses), and you can intimidate in combat as a MOVE action. At 5000 gp tacked onto the price, also cheap, and very effective.

Fearsome (MIC) isn't bad, but isn't amazing. 3/day, swift action, all enemies in 20 ft burst make DC 16 will save vs panic. If they succeed, they are shaken for a round. Enemies who failed saves against Fearsome Wrath are thus auto-frightened for a minute, but at 15000 gp, not exactly cheap.

Hat of Disguise, at 1800 gp, is a good deal for something that keeps people from noticing that you're a mutilated monstrosity.

Veil of Allure (MIC) is also pricey, at 14000, but +2 to charisma based DC's is AMAZING. Curse, Fear effects, and Heat Death all benefit significantly.

You can use a few good Wands and Eternal Wands (MIC). Faith Healing is nice for backup healing when you get Blackguard, Undetectable Alignment might not be a bad investment, and other nice spells on your list, like Whirling Blade, are great offensive options. Hound of Doom (Complete Warrior) is pretty pimp as an Eternal Wand, letting you summon a Dire Wolf with your health, BAB, and a nice deflection bonus to AC. At 10800 gp, it's not cheap, but it's a very nice backup beatstick option for enemies immune to fear and/or fire.



Background/Stats at 6, 10, and 18

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Fire. It was their weapon against him. Ice and acid, he could endure, but the crackling flames... the brands. Those scarred. They left their mark on a child, twisted him against the world.

The child of an unknown father, Taliesin Pyrain was sold into slavery as a young adult by his mother. Growing up in Thay, Taliesin's unusual heiritage was mostly concealed, but was ultimately irrelevant. When he was infected with the plague, his mother was left with a simple choice: Her son could die of plague, or he could be cured, and live a slave. She had no more means, and thus options than that.

As a young adult, Taliesin didn't take to slavery well. He was branded with the name of his new owner, and punished brutally for transgressions. Fire, manacles, whips, and menial labor were his lot in life, until he finally learned his place.

After he was trained (and thoroughly scarred), Taliesin was sold to a Red Wizard as a menial assistant. From there, they travelled to an ancient Imaskaran ruin, the mage searching for some sort of weapon.

During that time, greatly daring, Taliesin served as a scribe to the Wizard's ramblings, as well as a manual servant. Greatly daring, he remembered and duplicated the Wizard's notes. Together, they spoke of an ancient power, a weapon brought to Faerun to destroy the gods. A power only referred to as "Pandorym".

Filled with anger against the gods who let such tragedy as his own life occur, and against the people who allowed such horror, Taliesin swore an oath to help unleash that weapon, to destroy civilization and possibly the world. There are worse things than death.

As he did so, his latent psionic capabilities awoke. He focused his fear and anger, and formed a flaming whip, a symbol of his oppression. With it, confidence reawoke. He WOULD be free. Dissolving the blaze, he stepped out of the tent towards his "master". With a fierce cry, he leapt at his captor, cursing him, and anticipating death to shortly follow. To his surprise, the wizard was almost... fearful, and his return casting of Blindness was utterly ineffective. Taliesein immediately seared the wizard with a blow to his side, igniting his robes and causing him to fall, rolling to put out the flames. Slowly, and in great detail, Taliesein began to detail what had been done to him as a new slave. The wizard, wracked with too much pain to focus, began to pale as he realized what was about to happen to him.

After dismembering and thoroughly burning his "master"'s body, Taliesein set fire to the encampment, to see it burn, and left.

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Taliesein Pyrain, Level 6
Chaotic Evil Male Aasimar Hexblade 5/Pyrokineticist 1
Humanoid(Planetouched, Psionic)
HP 5d10+1d8+12 (49)
Init +2
Speed 30 ft
AC 16, Touch 12, FF 14
BAB +5/Grapple +7
Attack or Full Attack: +1 Sudden Stunning Longsword, +8 melee, 1d8+3, or Flame Lash, +7 ranged touch, 1d8+2 (range 15 ft).
Stats: Strength 14, Dexterity 14, Constitution 14, Intelligence 12, Wisdom 10, Charisma 21
Special Attacks: Daylight 1/day, Hexblade's Curse 2/day, Flame Lash
Special Qualities: Arcane Resistance, Mettle, Resist 5 Cold, Electricity, and Acid, Darkvision 60 ft, Dark Companion,
Feats: Dreadful Wrath, Willing Deformity, Wild Talent, Combat Casting, Abominable Form, Imperious Command
Saves: Fort +5, Ref +5, Will +4 (+5 to all saves vs spells/spell-like abilities)
Skills: Intimidate +18, Bluff +9, Concentration +10 (+14 casting defensively), Spot +2, Listen +2, Knowledge (Psionics) +3, Craft (Alchemy) +2
Items: Cloak of Charisma +2, Masterwork chain shirt, +1 Sudden Stunning Longsword (DC 18, 5/day), Hexbands, Hat of Disguise

Spells: 2 (DC 16)

1) Protection From Good, Charm Person

PP: 2/day

Hexblade's Curse: Twice per day, as a free action, Taliesein may curse an enemy within 60 ft. The target takes a -2 penalty on attacks, saves, skill checks, ability checks, and damage rolls for 1 hour. A sucessful will save (DC 18) negates the effect.

Dreadful Wrath: When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 18) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect.

Abominable Form: Living creatures with fewer Hit Dice than you that can see your undisguised form are afflicted by disgust. Each such creature must succeed on a Will save (DC 19) or become shaken for 2 rounds.

Imperious Command: Enemies you demoralize in combat cower for a round, then are shaken for a round.

Level 6 is a serious breakpoint for this build, since its stacking fear effects really come into play.

Fear effects stack in duration and potency. That is, a short duration fear effect that sets the target to frightened, followed by a long effect that would give shaken, stacks to Panicked for the entirety of the long duration. Imperious Command makes enemies Cower for a round when intimidated in combat, and then frightened for a round. Never Outnumbered lets you intimidate all enemies in 10 ft at once. Stack with Dreadful Wrath imposing a minute of Shaken?

Well. All enemies affected by both are Cowering for the next minute, and are pretty much dead. The problem with this trick is that it's so amazing, you're going to be fighting Undead and other fear-immune creatures, because it's so devastating. Of course, enemies who make their saves, or who you can't intimidate, ignore the effect, but with your solid charisma, that's not exactly easy. Flame Lash provides a short ranged option with serious accuracy, thanks to being a touch attack.

Imagine, if you will, an ordinary human surrounded by bandits who suddenly transforms into a terrifyingly scarred angel, summons a whip of fire to his hand, and commands them to bow down. And they do so. He then proceeds to burn them to death with the whip.

Socially, you lack many tricks other than absurdly high intimidate, charm person, and a bit of bluff. Other out of combat capabilities are similarly limited in scope.



Taliesin proceeded to deliver justice to the Red Wizards and slavers. Searching through towns, he burned down many Thayan trading outposts, and the charred remains of the wizards were only occasionally found. Occasionally, there were stories by slaves of a flaming angel that annihilated their captors, but it was never collaborated by any living slavers.

Taliesin fights for what he believes is right. He especially hates slavers and anyone associated with the trade, and won't abide torture of innocents. However, against those he judges guilty, or who oppose, he shows no remorse, maybe even delight, in inflicting unspeakable horrors on them. A quick death is the best you can hope for at his hands.

Over time, however, the horrors he had endured, and those he had inflicted, began to take their toll. Slowly, Taliesin began to slip into insanity.

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Taliesein Pyrain, Level 10:
Chaotic Evil Male Aasimar Hexblade 5/Pyrokineticist 5
Humanoid(Planetouched, Psionic)
HP 5d10+5d8+30 (85)
Init +3
Speed 30 ft
AC 19, Touch 13, FF 16
BAB +8/Grapple +11
Attack: +1 Sudden Stunning Longsword, +12 melee, 1d8+4 and 2d6 fire damage, or Flame Lash, +9 ranged touch, 1d8+3+2d6 fire (range 15 ft) or Bolt of Fire, +9 ranged touch, 60 ft, 5d6
Full Attack: +1 Sudden Stunning Longsword, +12/7 melee, 1d8+4 and 2d6 fire damage, or Flame Lash, +7/2 ranged touch, 1d8+3+2d6 fire (range 15 ft).
Stats: Strength 16, Dexterity 16, Constitution 16, Intelligence 12, Wisdom 6, Charisma 22
Saves: Fort +10 Ref +10 Will +5 (+6 on saves vs spells/spell-like abilities. Immune to Mind Affecting effects)
Special Attacks: Daylight 1/day, Hexblade's Curse 2/day, Flame Lash, Nimbus, Hand Afire, Weapon Afire, Bolt of Fire
Special Qualities: Arcane Resistance, Mettle, Resist 5 Cold, Electricity, and Acid, Darkvision 60 ft, Dark Companion, Fire Adaption.
Feats: Dreadful Wrath, Willing Deformity, Wild Talent, Combat Casting, Abominable Form, Imperious Command, Power Attack, Willing Deformity (Madness)
Skills: Intimidate +31, Bluff +11, Concentration +10 (+14 casting defensively), Spot +0, Listen +0, Hide +5, Knowledge (Psionics) +3, Craft(Alchemy)+2
Items: Cloak of Charisma +2 and resistance +2, Gloves of Dexterity +2 and Energy Transformation, Amulet of Health +2, Belt of Giant's Strength +2, +2 Fearsome chain shirt, +1 Sudden Stunning Longsword (DC 21, 6/day), Hexbands, Hat of Disguise, Eternal Wand of Hound of Doom

Spells: 2 (DC 17)

1) Protection From Good, Charm Person

PP: 2/day

Hexblade's Curse: As previous. DC 19
Dreadful Wrath: As before, DC 21
Abominable Form: As before, DC 21

Hound of Doom makes an alarmingly awesome backup. With 20 AC, your hit points, and a bite at +15 to hit, this minutes/level unique 3rd level spell on your list, castable from a wand, is one of your best bets for dealing with enemies immune to fear and/or fire.
Power Attack is beautiful with Fire Lash, and your solid BAB. Also, your lash can be configured to other elements using the effect of Gauntlets of Energy Transformating, which let you deal Cold, Acid, and Electricity damage.


As he fell deeper into insanity, Taliesin's thinking became focused on the peace of oblivion. Rather than free slaves, he instead killed them. The afterlife awaiting them was better than the life as a human without means. Farmers barely ekeing a living off the land? Their lives were full of meaningless toil. Better that it end. Rumors of villages disappearing in flames, charred ruins of towns, and other catastrophic conflagrations swept the land like wildfire. People began to live in fear, not understanding the peace of the life after.

Taliesin remembered his oath, to free the Godslayer. He has begun searching out sages, and even demons, to learn more about how he can bring about a final end to things.

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Taliesein Pyrain, Level 18:
Chaotic Evil Male Aasimar Hexblade 5/Pyrokineticist 10/Blackguard 3
Humanoid(Planetouched, Psionic)
HP 8d10+10d8+90 (184)
Init +5
Speed 30 ft, 60 ft Fly (good)
AC 21, Touch 15, FF 16
BAB +15/Grapple +20
Attack: +1 Sudden Stunning Longsword, +21 melee, 1d8+6 and 2d6 fire damage, or Flame Lash, +20 ranged touch, 1d8+5+4d6 fire (range 15 ft) or Bolt of Fire, +20 ranged touch, 60 ft, 10d6 fire
Full Attack: +1 Sudden Stunning Longsword, +21/16/11 melee, 1d8+6 and 4d6 fire damage, or Flame Lash, +20/15/10 ranged touch, 1d8+5+4d6 fire (range 15 ft).
Stats: Strength 20, Dexterity 20, Constitution 20, Intelligence 12, Wisdom 6, Charisma 30
Saves: Fort +31 Ref +29 Will +21 (+10 on saves vs spells/spell-like abilities. Immune to Mind Affecting effects)
Special Attacks: Daylight 1/day, Hexblade's Curse 2/day, Flame Lash, Nimbus, Greater Weapon Afire, Bolt of Fire, Firewalk, Heat Death, Conflagration, Aura of Despair, Smite Good 1/day, Detect Good
Special Qualities: Arcane Resistance, Mettle, Resist 5 Cold, Electricity, and Acid, Darkvision 60 ft, Dark Companion, Fear No Fire, Dark Blessing, Aura of Despair, Poison Use
Feats: Dreadful Wrath, Willing Deformity, Wild Talent, Combat Casting, Abominable Form, Imperious Command, Power Attack, Willing Deformity (Madness), Reflexive Psychosis, Cleave, Improved Sunder, Ability Focus (Heat Death)
Skills: Intimidate +43, Bluff +11, Concentration +19 (+23 casting defensively), Spot +0, Listen +0, Hide +11, Knowledge (Psionics) +3, Craft(Alchemy)+2

Items: Wings of Flying of Charisma +6 and resistance +5, Gloves of Dexterity +6 and Energy Transformation, Amulet of Health +6, Belt of Giant's Strength +6, +2 Fearsome Mithral chain shirt, +1 Sudden Stunning Longsword (DC 31, 10/day), Hexbands, Hat of Disguise, Eternal Wand of Hound of Doom, Veil of Allure, Tome of Leadership and Influence +1, Ring of Freedom of Movement, Ring of Evasion,

Spells: 3/day (DC 21)

1) Protection From Good, Charm Person

PP: 2/day

Hexblade's Curse: As previous. DC 26
Dreadful Wrath: As before, DC 31
Abominable Form: As before, DC 23
Heat Death: DC 28
Conflagration: DC 27

Combining stacking save penalties with Heat Death results in instakill capacity on many enemies. That DC 28 Heat Death can be combined with a -6 save penalty (shaken, Dark Companion, Aura of Despair), without even cursing, making a very difficult save for even a Balor. Stacking Dark Blessing and Arcane Resistance is utterly brutal, and Ring of Evasion + Mettle rounds out the immunity to most spells. Reflexive Psychosis is effectively DR 5/- any round you have a swift action, and improves survivability a fair bit. Intimidate, of course, is so high that you might be able to scare the Tarrasque.

With about 400000 gold left over, boosting AC and utility capacity shouldn't be difficult, especially since you can use wands of Blackguard and Hexblade spells.