HP 428/428 AC:91 T:74 FF:91
Init: +15 Perception: +16 Spot, +11 Listen, LLx6, Darkvision 90, Blindsight 90, Tremorsense 60ft, See in Magical Darkness
Speed: 85ft Land, 115ft Swim, 85ft Hover
Buffs: Greater Mage Armor [27 Hours], Haste, Freedom of Movement, Impenetrable Disguise Self, Magic Circle Against All Alignments, Superior Globe of Invulnerability [Level 10 spells and under]
Condition: N/A
Immune: Acid, Cold, Electricity, Exhaustion, Disease, Petrification, Poison, Ability Damage/Drain, Energy Drain, Mind-Affecting, Blind, Dazzle,
Resistances: DR 23/-, ER 13 (Fire, Sonic)
Passive: Fast Healing 13, Evasion Know the Mind (know what every creature within 1 mile of you is thinking, Immune Surprise, act in surprise rounds, Improved Uncanny Dodge), Water Breathing, Sustenance, Needs no Air, Pass Without Trace, No Scent
Str: 20 Dex: 32 Con: 32 Int: 22 Wis: 32 Cha: 44
Fort: +50 Ref: +51 Will: +55
Class Features:
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Psychic Masqueade: Disguise Self @ Will, only broken by Death. True Sight does not penetrate.
Master of the Mind: 1/encounter treat a saving throw as Natural 20
Might of the Mind: gain Mettle until next turn after using Psychic Power
Prescient Reflex: gain Evasion until next turn after using Psychic Power
Take 10 on all Cha checks and Cha based skill checks
Mass Suggestion SLA 3/day with a DC 37
Proficient in all weapons.
All Attacks treated as Chaotic, Evil, Good, Lawful
Breath Weapon: 27d4 Force Breath (95ft Cone) Ref DC 34 Half
Quicken Breath, Clinging Breath, Lingering Breath
SLAs (CL 27, DC 10+1/2HD+Cha or 40)
At Will: Guidance, Resistance, Virtue, Bless, Prayer
6/day: Shield of Faith, Consecrate, Atonement
8/day: Aid
Free Action to create 20ft radius bright light. Acts as Magic Circle against [All] and Globe of Invulnerability that affects spells of (1/2HD)-3 [10th] levels or lower.
Saintly Touch: Extra 1d6 vs [All]. Righteous Hammer: +1d6/2HD to [All].
No longer has any alignment for any purpose. Not True Neutral, but no alignment whatsoever.
Bane against Alignment. +2 to attack and +2d6 against creatures with one neutral component. +4 to attack and +4d6 against creatures with an extreme alignment.
Any spell cast that would affect only a single alignment affects all to full effect
Alignment restrictions for magic items or advancing in a class are irrelevant
Telekinesis at Will as a Supernatural Ability (Caster Level = Character Level). No concentration needed, manipulate 100lbs/CL. Create up to Charisma Modifier in Spiritual Weapons. Uses Cha to attack.
Any foe damaged by Mind-Hand Manipulation takes an additional 20 points of damage reduction that ignores all damage reduction.
[17/17] Cha/day reduce damage from one source by half.
Soul Binding: Naberius: Can use [Decipher Script, Disable Devise, Open Lock, +8] skills untrained and Standard Action Diplomacy/Bluff with no penalty.
Item Notes:
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3 charges per day to gain move/standard/full action
Take 10 on Balance/Climb/Jump/Swim/Tumble and take 20 1/day
When attacked in melee, attacker takes half of damage dealt rounded up and wearer takes half rounded down
1/day Immune to all damage for 1 round
Continuous Haste
Continuous Pass Without Trace/no scent
3/day swift action to take a free 5ft step
Dex to Jump instead of Str and Swift to Stand from Prone (no AoO)
Two Handed always readied vs Charge
1/day Swift action to get 2 rounds of free time as per Time Stop
1/day Rusting Grasp, Self and Gear immune to Rusting attacks
Ignore Miss Chance for attacking Incorporeal with anything. +1d6vsIncorporeal
Standard At Will view a remote location that is familiar or obvious (ie, behind a door in front of you or around a corner).
5/day Immediate Action to counter Confused, Dazed, Fascinated, or Stunned