Drow Priest

Commander Azal-Ki-Lin's page

39 posts. Alias of Johnny_Panic.


Full Name

Commander Azal-Ki-Lin

Race

Drow Noble Legendary Cleric/Investigator L20| Initi +14{+4d8 take best 2} | HP 220/220 | AC 35 T21 FF20 CMB21/CMD41 | Fort +20 Ref +22 Will +29 | Percep +52{+4d8 take best 2} | Intimidate +62/72*

Gender

Commander Azal-Ki-Lin

Size

9'6"

Age

Unknown

Alignment

LNLE

Deity

Diabolism

Strength 32
Dexterity 30
Constitution 30
Intelligence 40
Wisdom 40
Charisma 30

About Commander Azal-Ki-Lin

Commander Azal-Ki-Lin LN
Alt BLACK THORN KNIGHT - ARODEN's AVENGER LE

Descriptions
FEMALE DROW: [Outsider {native}] BLACK THORN KNIGHT
CLASSES LEGENDARY CLERIC+PLANAR ENVOY L20 -- CLASS LEGENDARY INVESTIGATOR L20 MYTHIC PATHBONDED T1 Path Of The Mystic T1

Description-Personality-Undercover
The Legendary Commander Azal-Ki-Lin sometimes called 'Azal The Damned'. 'Azal Mistress of Blades, Lady Azal-Ki-Lin. Standing some 9'6"' White Hair, blue grey Skin, red eyes, with a large number fine line magic tattoos. All make her as a Drow. She tends to wear a simple well made Noble uniform {Kn Noble DC40 to know that its black Rose insignia on it, Indicates she's is a Black Thorn Knight. Azal seems to have no Armor or weapons. Personality wise she tends to be very strong willed, practical, Deadpan, pragmatic and at times Grimly ruthless with her Dark humor.

If you have aura sight her's show as dark Drow. If you can see invisible, there is a large invisible 2H blade always close to her. If you have high KN skills +30 you may even know a little about her, that she is also known as the infamous Black Thorn Knight "Aroden's Avenger"

“Be polite, be professional, but have a plan to kill everybody you meet.”
Is a saying she uses.

Description-Personality-Alt Identity Aroden's Avenger:

Alt Identity, Azal The Damned AKA Aroden's Avenger, the infamous Black Thorn Knight. In this form her clothing change it covers her whole body, face mask to gloved hands, {In a very Hell Knight look}. Dark Contract her Bonded Hell Blade appears in her hands. Azal The Damned is known for fighting the destructive powers of Chaos. {Kn History DC20, To know its said that Azal The Damned was there when the world wound came into being and has spent years there. Working with the forces of law}. She is well know to the with in Black Thorn Knight and Hell Knights ranks, as well as Drow Cultures, Both with respectful renown and some amount of Infamy depending on who you talk to.
Secret: Before Aroden made Azlanti Diamond, he made a number of test swords, one such was The Bound Diamond, now know as the blade "Dark Contract" It was found in the underdark, came into the Azal possession.

Mythic Legendary bound Item: Dark Contract, Large HELLBlade - Mythic Possessed Item [Bound Outsider - Nemesis Devil (Advodaza)]

Mythic Imp Familiar -- Hector Ronick

CRUNCH-RACE-SKILLS:

INITI +14{4d8+10 take best two} Persepton +52{4d8 take best two} {SR31}
Dark vision 120',Low-light vision, Detect thoughts {Su}, See Invisibility/Aura Sight Constent, Detect magic[Race] Constant.
Speed 60', Fly 60'{Ex Incaparial at will} Teleport 60' at will {Constant freedom of movement Ex}
Nobel Drow, Feats: Detect magic {Su} Constant. Dancing lights, Deeper Darkness,Faerie Fire, Feather Fall,levitate {Su} at will.Permanency Spells,See InvisibilityTongues,Comprehend Languages,Read Magic,Aura Sight
**You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.
BARED MIND

Stats
[35 Point Buy] [+7 Levels]
STR[32][+11][14][5p][Race+0][Ts+04+6][APB+4][+2Capstone][+2 Levels][+2Size]
DEX[30][+10][14][05p][Race+4][Ts+4+0+4][APB+6][-2Size]
CON[30][+10][14][05p][Race-2][Ts+4+0+6][APB+2][+2Level][+2Capstone]
INT[40][+15][14][05p][Race+2][Ts+4+2+2][APB+6][+3Age][+5Level[+2Capstone]
WIS[40][+15][15][07p][Race+2][Ts+4+2+4][APB+4][+3Age][+5Level]
CHA[30][+10][15][07p][Race+2][Ts+4+2+4][APB+2][+3Age]

Defence
Armor
AC [38] Tch 29 FF34] [10+4Armor+5Enchantment+5Dex+5Deflection+1Dodge+5NA+2Insight-1Size+2profane]
*Mythril Shirt {ABP+5} / back up, Magic Tattoos Braces of Armor +5
CMD 43[10+15BAB+5Str+5Dex+5Defection*+2Insight+1Size]
+4 Vs AoO's. Lose your Dex bonus to AC Lose this.
+2 bonus, bull rush, drag, overrun, or sunder combat maneuver. No AoO's when performing.

HP 20x{1d8+3Con} [220/220 HP]
Healed by both negative and positive Energy.

SAVES SR33
FOR {+20}{+12Base+03con+5enchantment}
REF {+22}{+12Base+05dex+5enchantment}
WIL {+29}{+12Base+10wis+5enchantment+2Trait}
Resistance
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Black Thorn Knights enjoy a +2 profane bonus on saving throws vs. spells and abilities that originate from chaotic beings, as well as a +2 profane bonus on saving throws vs. mind-affecting spells and abilities.
1 Fath point = remove 30'r confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
Constantly benefit from the freedom of movement and Detect magic {SU}s
Bared Mind +8 resistance bonus on saving throws against all mind-affecting spells and effects.
Resistance 5 Cold, Resistance 5 Sonic
Immunities
BARED+HIDDEN MIND Nothing can detect true aliment, if something trys can pick what response they Get {LN} Detect thoughts, Discern lies.
Immunity to FEAR, Sleep {sleep Effects} Illusions {within 30'}, Fear, Aging, Exhausted, Starvation, Thust, Fire/Electric/Poison/diseases even magic ones/harmful vapors and gases, and doesn’t suffer any ill effects from extreme heat or extreme cold.
Current Conditions:
DAMMED: Can not be returned from the dead by any method short of a wish or miracle, or Mythic Ability {See HELL BLADE}

Offence [Reach 10']
BAB: [+15/+10/+5]
MBA: [+21/+16/+11] [15+5Str+1competence]
RAB: [+21/+16/+11] [15+5Dex+1competence]
CMB: [+22] [+15BAB+5Str+1Size+1competence]
CMD: [+27] [+15BAB+5Str+5Dex1Size+1competence]

HELL BLADE Mythic Bonded Item=Inperveus UN-HOLY-HELL Blade - possessed magic item Possessed Evil Magic Item [Bound Outsider - Devil CR18]-AdamantineLarge Great Sword [+5 Enchantment] {+2 SUNDER}
TH[+30/+25/+20{3d6+5}][21/16/11/+5Ench+5Str+1Competence+4Profein][DMG 3d6+5En+5Str][18/20x2][+2D6 Bleed*][+2d6 Unholy]
If added [Channel Strike 12d6 force 1r]{Can use intimidation to demoralize opponents as a swift action, on hit.}
Special Attacks
** Special Range-Attack
TH+[+25/+20/+15 + {2d8+5}][DMG 3d6+5En+5Str][+2D6 Bleed*][+2d6 Unholy][18/20x2]Channel Smite 12d6 force 1r][Range line of sight/Greater Teleport]
*Weapons fashioned from Adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than [40] [SLA: Greater Invisibility, Greater Teleport Self only, Fly 60' at will self as a move action]
The weapon, leaves persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to stanch—a successful DC 30 Heal check is required to stop the bleeding, and anyone attempting to magically heal a creature suffering from an infernal wound must succeed at a DC 30 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. The Heal check DC and caster level DC are Constitution-based.

RANGE ATTACK V HELL BLADE
-:Scorching Ray RTA+30 3rays Range 115' {DMG4d6 each, Profine Fire damage {Saving Throw none; Spell Resistance yes} {Beats SR28}

NA Weapons
Unarmed {+21/+15/+11} DMG {1d8+5Str} 20 Critx2

Channel Negative Energy (Su)
30r 15/day DC32 NE Channelling {12d6+10} ALL objects in 30' {Class 10 Subjects as selective Channeling, These targets are unaffected by the channel}
Planar Channeling (Su) {See Feats}
1 faith point or an additional use of channel energy to use channel energy without affecting it with the Alignment Channel}.
1 faith point = alignment channel affect all creatures of the specified alignment, not just outsiders with the specified alignment subtype. Creatures that fail their saving throw against being damaged become sickened for a number of 10 rounds .

RACE+TEMPLATES CR6
NOBLE DROW
ADVANCED{CR1}
DEVIL BOUND{CR3}
HELLFIRE-CREATURE{CR2}

::SKILLS:
**Can use intimidation to demoralize opponents as a swift action, on hit.
Mythic - You can always take 10 or 20 on checks using class skills, even if threatened or in a hazardous situation. You can’t use this ability with skill checks that don’t normally allow you to take 10 or take 20. Favered Class: +1/4 on all inspiration rolls.
Alls skills are class skills, Investigator Bonus on all Skills[roll 4d8 takes best 2 +5FC]
Unlocks
Devoted Skill (Ex) legendary cleric gains the skill unlocks for Knowledge (religion) and for their first domain’s divine skill.

Skill Points 20x{6+2+3+15}+{+40 Background skills}{+20 Ranks Kn Faith}=[580] [Can always take 10 as a free action]

Unlocked Acrobatics {55+4d8 take best 2} (+5dex,+20rank,+3Class+2Luck+take10+5FC+10 competence bonus item)
Appraise {26+{4d8+10 take best two}(+10int,+1rank,+3class+2Luck+take10)
Bluff {55+{4d8+10 take best two} (+5Cha +20Rank +3class+2Luck+take10+5FC+2Trait){Alt form +10 Competence}
Climb {30+{4d8+10 take best two} (+5Str +10Rank +3class+2Luck+take10+5FC)
Craft[Tattoo]{52+{4d8+10 take best two}(+16int,+20Rank,+3Class+2Luck+take10+5FC)
Fly {45+{4d8+10 take best two}(+5dex, +20Rank,+3Class+2Luck+take10+5FC)
Disable Device Unlocked {62+{4d8+10 take best two}(+16int,+20Rank,+3Class+6Feat+2Luck+take10+5FC)
Diplomacy {62+{4d8+10 take best two}(+10Int +20Rank +3Class+10Power+2Luck+take10+5FC+2Trait)
Disguise {55/75+{4d8+10 take best two}(+5Cha, +20Rank +3class+2Luck+take10+5FC){Alt form +20 Competence}
Escape Artist {35+{4d8+10 take best two}(+5dex,+10Rank,+3Class+2Luck+take10+5FC)
Heal {42+{4d8+10 take best two}(+10wis +10Rank,+3Class+2Luck+take10+5FC)
Unlocked Intimidate{62/72+{4d8+10 take best two} (+10Int+20Rank+3Class+10Feats+2traits+2Luck+take10+5FC){Alt form +10 Competence}
Perception {52+{4d8+10 take best two}(+10Int,+20rank,+3class,+2Luck+take10+5FC+2Trait)[AUTO +10 vs traps auto with in 30']
Ride {30+{4d8+10 take best two}(+5Str +10Rank +3class+2Luck+take10+5FC)
Perform {Sing}{40+{4d8+10 take best two}(+5Cha+5Rank+3Class+2Luck+take10+5FC)
Sense Motive {50+{4d8+10 take best two}(+10Int+20rank+3class+2Luck+take10+5FC)
Sleight of Hand {35+{4d8+10 take best two}(+5dex+10rank+3Class+2Luck+take10+5FC)
Spell craft {50+v(+10int, +20rank +3class+2Luck+take10+5FC)
Stealth {65/74+v(+5dex+20Rank+3Class+2Luck+take10+5FC){Alt form +10competence}{+20 Invisibility}
Survival {40+{4d8+10 take best two}(+10Wis+10Rank,+3Class+2Luck+take10+5FC)
Swim {30+v(+5Str +10Rank +3class+2Luck+take10+5FC)
Use Magic Device {50+{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC)

Kn(Arcana) {50+{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Dungeoneering) {50+{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Engineering) {50+{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Geography) {50+{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(History) {50+{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Local) {50+v(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Nature) {50+4v(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Nobility) {50+v(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Planes) {50+v(+10int, +20rank +3class+2Luck+take10+5FC)
Unlocked Kn {50+{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC) {always make Fath rolls]
Linguistics {50{4d8+10 take best two}(+10int, +20rank +3class+2Luck+take10+5FC)

languages: Telepathy + Common, Under Common, Drow, Drow Sign, Celestial, Abyssal, and Infernal {All good, chaotic evil, and lawful evil outsiders languages all} Elf, Gnome, Dwarf, Dronconic, Orc, Goblin, Fey.

Concentration {47+4d8+10 take best 2} (20ML+10INT+2trait+take10+5FC)
** When you damage a creature with a melee attack, you may make an Intimidate check as a swift action to attempt to demoralize them. The target does need to be able to see you.
+2 bonus on Charisma checks or as part of casting any planar ally spell to reduce the cost of payment by 20%.
+2 racial bonus on Perception checks.
+2 bonus on Charisma-based checks when interacting with nobles or members of a noble court.
+1 circumstance bonus on Diplomacy and Intimidate checks made against any drow.
+2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
+6 bonus to Perception checks to avoid being surprised by a foe
+6 bonus to Perception checks Vs Traps
+20 Fast Disguise check, circumstance bonus to appear as his current identity, and not as his other identity.
+10 In alternate identity, you gain a competence bonus to your Bluff, Intimidate and Stealth skills equal to half your class level

FEATS-TRAITS-DRAWBACKS-OATHS-BOONS:

BackGround EiTR
*Improved Drow Nobility{Race Feat}
*Mythic Improved Drow Nobility{Race Feat}

<Combat Stamina{Combat}

Feats
01:$Versatile Channeler{Channeling Feat}
02:
03:*Drow Nobility{Race Feat}
04:>Fiendskin{Damnation Feat}
05:&Powerful Maneuvers{Combat}
06:$Channeling Force{Faith}
07:>Maleficium{Damnation Feat}
08:&Push the Limits{Combat}
09: Unarmed Combat* [LitR]{Combat}
10:>Soulless Gaze{Damnation Feat}
11:%Endurance{Combat}
12:&Extra Stamina{Combat}
13*Drow Noble Spell Resistance{Race Feat}
14>Mask of Virtue{Damnation Feat}
15:%Deft Maneuvers{Combat}
16:*Greater Drow Nobility Drow[{Race Feat}
17:Dodge{Combat}
18:Improved Familiar{Familiar}
19:Inscribe Magical Tattoo{Craft}
20:Emboldening Familiar{Familiar}

CLASS Bonus Feats
-:Improved Familiar {See Imp Hector}.
-:Augment Summoning Summoned Devils +4 Stt and Con
-:Bonded Holy Symbol-Hell Blade 1/Day cast any one spell from Cleric list.
-:Expanded Domain Magic +3 Domain Spells.
-:Sacred Summons
Summon LE {Devils} as a standard action
-:Alignment Channel{see Attacks}
*Noble Scion{Scion of War} {Class}

ITEMS
HELL BLADE
-:Improved Sunder{Combat}
-:Greater Sunder{Combat}

Mythic Feats
1:Mythic Spell {Bind Outsider}
2:-
BOON
1:Mythic Spell {Mythic Miracle}
2:Mythic Legendary heirloom item

Damnation Feats
1:Mask of Virtue (Damnation)
Four Damnation Feats: You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. You can choose any alignment as the result returned by the spell or ability.
2:Maleficium (Damnation)
Four Damnation Feats:+2 to the DCs of all saving throws against spells with the evil descriptor that you cast. When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal {to a minimum of 1 level above the spell’s actual level}. Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.
3:Soulless Gaze (Damnation)
Four Damnation Feats: +4 bonus on Intimidate checks. You can use Intimidate to demoralize opponents as a swift action. When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.
4:Fiendskin (Damnation)
Four Damnation Feats: Immunity Fire/Electricity / Resistance 5 Sonic/Cold

>>>Unarmed Combatant*
You are skilled at grappling and fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Traitsx4
-:Child of the Crusades (Mythic Marshal Trait): +2 trait bonus on Will saves. Whenever he successfully saves against a mind-affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC’s mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs’ mythic tier + the PC’s Charisma modifier). The PC will learn about a secret cache of gear and weapons his parents left behind in the Worldwound in the third adventure.
1:Fate’s Favored{Faith Traits}
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
2:Fiendish Confidence{Religion Traits}
Benefit(s) You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
3:Bruising Intellect
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
4:Lesser Noble {Social Trait}
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.
5:Heirloom Weapon{Equipment Traits}
Benefit: When you select this trait, choose one of the following benefits: proficiency with that specific weapon
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon. SUNDER

Drawbacks
1: Light Blindness: Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
2: Infamous DROW You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. Drow culture. Effect(s): You and your apparent allies take a –4 penalty on Diplomacy checks to interact with Drow culture (except enemies of the authority that accused you).

CLASS LEGENDARY PLANAR ENVOY CLERIC L20:

LEGENDARY PLANAR ENVOY CLERIC
Weapon and Armor Proficiencies
All simple weapons, light armor, and bucklers, plus one weapon appropriate to their faith {great Sword}.
martial tradition
black-thorn-knight.
+2 profane bonus on saving throws vs. spells and abilities that originate from chaotic beings.
+2 profane bonus on saving throws vs. mind-affecting spells and abilities.
Faith (Su) 20/20 Faith Pool Day -- 1 point = +1 effective caster level or by +1 DC of the spell
Aura (Ex){LAWFULL}{Strong}{see detect evil for details}
Knowledge of the Faith (Ex) +20 Ranks Fath - Automatically succeed at any Knowledge check related to their faith.
Channel Energy (Su) {See Attacks}
Planar Channeling (Su) {see Attacks}
Bonus Feats {See Feats}
Devoted Skill (Ex) {see Skills}
Planar Envoy (Legendary Cleric Archetype)
Planar Alliance (Su) Gains a familiar {see Imp Hector} All Summon monster spells are domain spells CL20
FEAT: Improved Familiar {see Imp hector}
SPELL Guardian Spirit Template CL10 Standard Action 1 faith Point = 20mins on imp Hector
FEAT: Augment Summoning 1 faith point = summon monster spell becomes a standard action.
SPELL: Addlesser planar binding, planar binding, and greater planar binding 1 faith point = +2 bonus on Charisma checks or as part of casting any planar ally spell to reduce the cost of payment by 20%.
SPELL 1 faith point Summon one additional creature of the same kind {Devil}
Domains
Travel Domain
Skill: Unlock = Acrobatics
Agile Feet (Su) 1 faith point = all allies within 30 feet to ignore all difficult terrain and not take any penalties for moving through it for 1 round.
Blessed Alacrity (Su) +10' Speed. 1 faith point = + 20' 1r
Dimensional Hop (Sp) {Dimensional hop} Teleport 200'/Day move action. In 5' increments, movement does not provoke AoO's. {line of sight}{Others paid for with move from 200'/day.
Doctrine of Gateways
Portal (Su) 1 faith point {Dimensional hop} Teleport Make 5' diameter portals 1r, Link space you teleported from to current space. Creatures of any size can step move through either, using 5 feet of movement to exit from the other portal. Can spend additional faith points as a free action to extend the portals’ duration by 1 round.
Master of Dimensions (Su) Do not expend distance pool for {Dimensional hop} Teleport for moment less than 60'. In addition, you may spend 20 feet of movement from dimensional hop to transport a willing creature between planes (as per plane shift) instead of teleporting it.
Domain Spells, {See Spell Casting}
Freedom Domain
Skill: Unlocked Escape Artist
Breaker of Chains (Su) 1 faith point = {immediate action}, 1 round, +10 Sacred bonus to 1 ally within 30' to Acrobatics checks, Escape Artist checks, CMD, and saving throws against effects which would restrict their movement for 1 round.
Freedom’s Call (Su) 1 faith point = {immediate action} 6 rounds 30' aura of freedom. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.
Forever Unbound (Su) Constantly benefit from the freedom of movement spell.
Doctrine of Transcendence
Free of Necessity (Ex) No longer need to drink, or breathe and become immune to poisons and diseases.
Shed Body (Su) Can become incorporeal as a move action and remain incorporeal as long as you wish. You may choose to have your equipment become incorporeal with you. Unlike other incorporeal creatures, you do not gain a deflection bonus to Armor Class from your Charisma modifier. During this time, your body fades into an immaterial form that retains your basic likeness. While incorporeal, you gain a fly speed equal to your land speed (perfect maneuverability).
Domain Spells: {See Spell Casting}
Bonus Languages {see Skills Languages}
True Faith (Su)
At 20th level, the legendary cleric chooses a third domain. They gain the benefits of all domain powers offered by all of their domains as if they had selected them as primary domains, although they only gain the benefit of one doctrine per domain.
SPELL CASTING {As Cleric + Faith Point Casting}
Orisons:{As Cleric}
Spontaneous Casting {As Cleric + Faith points*}
Domain Spells: 1st-abjuring step,2nd-extreme flexibility,3rd–gaseous form,4th-litany of escape,5th-break enchantment,6th–getaway,7th–ethereal jaunt,8th-protection from spells,9th–freedom
Domain Spells, 1st–longstrider, 2nd–knock, 3rd–haste, 4th-dimension door, 5th–teleport, 6th–getaway, 7th–greater teleport, 8th–phase door, 9th-interplanetary teleport
Planar Envoy {Three spells, Planer Travel, Detect Thoughts, Mind blank} + ALL Summoning Spells + Gate + When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura {LE}, you may cast the spell as a standard action instead of with a casting time of 1 round.
Damnation Feat: Add 2 to the DCs of all saving throws against spells with the evil descriptor that you cast.When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell’s actual level). Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.

Spells
Level0[4][DC21](at Will)[DC22]{DC+2 if evil}
1: create-water 2: Mending 3: >stabilize 4: spark

1st[4+1*+2wis][4+1Day][DC23]{DC+2 if evil}
*: Inflict Light Wounds
1: Divine Favor 21 mins, 2: Shield of Faith 5 mins [+2AC], 3: hidden-diplomacy, 4: Infernal Healing 21mins, 5: Comprehend Languages, 6: Remove Fear]
-: Summon Monster I {Devils Only}
>Devil Nupperibo

2ed[4+1*+2wis][4+1Day][DC24]{DC+2 if evil}
*: Inflict Moderate Wounds
1: Align Weapon [Lawful]2: Visualization of the Body 24 hours [Dex] [Used]3: Summon Monster II [Devils Only]4: Shackle 21 hours 5: Ironskin [21mins +5 AV NA]
6: Detect Thoughts
-: Summon Monster II {Devils Only}
>Devil-Imps

3ed [2+1*+2wis][4+1Day][DC25]{DC+2 if evil}
*: Inflict Serious Wounds
1: Infernal Challenger 21min 2: Cure Serious Wounds 3: Meld into Stone 4: Deadly Juggernaut 21min 5: - 6: -
-: Summon Monster III {Devils Only}
>Devil-accuser
>Devil-host-lesser

4ed [4+1*+2wis][4+1Day][DC26]{DC+2 if evil}
*: Inflict Critical Wounds
1: Divine Power 2: Freedom of Movement
3: Infernal Healing Greater 4: Planar Adaptation 5: - 6: -
-: Summon Monster IV {Devils Only}
>Advanced Devil-accuser

5ed [4+1*+1wis][4+1Day][DC27]{DC+2 if evil}
*: Mass Inflict Light Wounds
1: Darkvault 2: Breath of Life 3: True Seeing [21r] 4: Spell Resistance SR33 5: teleport
-: Summon Monster V {Devils Only}
>Devil-Bearded

6ed [4+1*+1wis][4+1Day][DC28]{DC+2 if evil}
*: Harm
1: Hellfire Ray 2: Blade Barrier 3: Invoke Deity 4: Forbiddance 5: hold monster
-: Summon Monster VI {Devils Only}
>Devil Lilin

7ed [4+1+1wis][4+1Day][DC28]{DC+2 if evil}
*: Mass Inflict Serious Wounds
1: Plundered Power[Flight] 42days 2: - 3: Regenerate 4: Blasphemy 5: -
-: Summon Monster VII {Devils Only}
>Devil-Domination

L8 [4+1+1wis][4+1Day][DC29]{DC+2 if evil}
*: Mass Inflict Critica Wounds
1: Cure Critical Wounds Mass 2: Frightful Aspect 3: Nine Lives 21hours 4: Planar Ally Greater [Devils only] 5: Mind blank[24hours]
-: Summon Monster VIII {Devils Only}
>Devil-Erinyes

L9 [4+1+0wis][4+1Day][DC30]{DC+2 if evil}
*:Cursed Earth
1:Gate [Calling can only be form The 9 Hells] 2: Miracle 3: Overwhelming Presence 4: 5:- 6:-
-:Summon Monster IX {Devils Only}
>Devil-Marzach-Flayer
>Devil-Castigas-Automata
>Devil-Barbed

-:Mythic Deeper Darkness
-:Mythic SpellMythic Miracle
Legendary Cleric: 1 Fath Point to cast lesser planar binding, planar binding, and greater planar binding As standered action.

CLASS LEGENDARY INVESTIGATOR L20:

Class Skills: The legendary investigator treats all skills as class skills.
Skill Ranks per level: {6+2+15} Intelligence modifier
Course of Study (Ex) = Theatrics
Focus Skill: {Unlocked Intimidate}
Dual Identity (Ex)
Dual identity {As vigilante}
Seamless Disguise Ex {As vigilante}
Friend of Darkness (Ex) {See Skills}
Frightening Display (Ex) {see Skills}
Perfect Stealth (Sp) When in Alt identity, Gain Invisibility Su {Move action}
True Fear (Su) When in Alt identity, creatures within 30' lose immunity to fear. If they leave this area, fear effects continue, but they regain their immunity against any new fear effects.
Shocking Appearance (Ex) When in Alt identity, As standard action, make an Intimidate check to demoralize all enemies that can see you that are within 30 feet of you. If you are invisible, you become visible, but resume your invisibility at the end of your turn.
Inspiration (Ex) 26/26 Pool
Power Source:Occult Source {as Psychic}
0 Level [Known 6][Per Day 6][DC22]{DC+2 if evil}
1:Prestidigitation 2:Telekinetic Projectile 3:Sift 4:Read Magic 5:Detect Psychic Significance 6:Mending
1st Level [Known 6][Per Day 6+2][DC23]{DC+2 if evil}
1:Comprehend Languages 2:Cultural Adaptation 3:Detect Secret Doors 4:detect-thoughts 5:Shadow Weapon 6:Hidden Diplomacy
2ed Level [Known 6][Per Day 6+2][DC24]{DC+2 if evil}
1:Anticipate Thoughts 2:Speak with Animals 3:Protective Penumbra[200mins] 4:Detect Mindscape 5:Instigate Psychic Duel 6:Mirror Hideaway
3ed Level [Known 6][Per Day 4+2][DC25]{DC+2 if evil}
1:Analyze Aura 2:mindscape-door 3:Heroism 4:Haste 5:Nondetection 6:Shadow Enchantment
4th Level [Known 5][Per Day 4+2][DC26]{DC+2 if evil}
1:Create Mindscape 2:Out of Sight 3:Phantasmal Killer 4:Planar Adaptation 5:Greater Invisibility
5th Level [Known 4][Per Day 3+2][DC27]{DC+2 if evil}
1:Secret Chest 2:Telepathic Bond 3:Permanency 4:Retrocognition
Studied Combat (Ex)
Swift action, 15 rounds +10TH/+10DMG precision damage [24 hours cool down]
Studied Strike (Ex) 10D6 DMG precision damage
They cannot use a studied strike against a creature with concealment.
Quick Wits (Ex) Ues Intelligence modifier for Perception, Sense Motive, Diplomacy.
Danger Sense (Ex) +6 dodge bonus to AC against attacks by traps, +6 bonus on Reflex saves to avoid traps,+6 bonus to Perception checks to avoid being surprised by a foe

Investigator Talent (Ex)
Level 03 Quick Study Benefit: Studied combat as swift action.
level 05 Amazing Inspiration(investigator now d8s at 20th rolls 2d8 and adds both dice to the result}
Level 07 empathy Roll twice on Sense Motive checks; spend inspiration to detect thoughts
Level 09 Tenacious Inspiration (Ex)Whenrolling inspiration die, roll an additional inspiration die and take the higher result, {at 20th Roll 4D8 takes best two}
Level 01 Combat Inspiration (Ex)[Use inspiration on attacks 4d8+take best 2]
Level 13 Inspired Intimidator 1Ip = +5 Intimidate result.
Level 15 Eidetic Recollection Can Always two 10 on ALL skill rolls, 1IP = take 20
Level 17 studied-defense +10AC 18 Rounds
Level 19 Greater Combat
Inspiration - Add Inspiration to Attack rolls no Inspiration cost
Keen Recollection (Ex) {As Investigator}
Piercing the Veil (Ex) Auto succeed Will saves Vs illusion {that grants a saving throw}. Will save against any glamer or figment present within 10 feet regardless of it having a saving throw.
Stimulate the Mind (Ex) 4/Day +1d8 regain points of inspiration
Slippery Mind (Ex) Can reroll failed saving throw Vs enchantment or mind-affecting spells or effect, next round same DC.
Master Intellect (Ex) A legendary investigator’s powers of reason and deduction become almost superhuman, and they are able to use them in nearly all aspects of life. At 20th level, a legendary investigator can use inspiration on all skills (even ones they are not trained in) and all ability checks (including initiative checks) without spending inspiration. If you already may use the check without inspiration, you may roll your inspiration die twice and take the higher result.

MYTHIC PATH OF THE BONDED T1:

MYTHIC PATH BONDED TI
BONDED (Ex)
Eldritch Wish
Hard to Kill (Ex)
At 0 hit points, automatically stabilize, Only die when negative hit points is equal 2x Constitution score.
Mythic Power (Su) 5/Day
Mythic Surge (Su) 1MP = {1d6}
Mythic Feats
1Mythic Spell
Benefit: Gain a mythic spell, {Can change with INCARNATION} Mythic Miracle
Path Abilities
INCARNATION

MYTHIC PATH OF THE MYSTIC T1:

MYTHIC PATH BONDED TI
PATH OF THE MYSTIC ABILITY (Ex)
MIND WALK
Hard to Kill (Ex)
At 0 hit points, automatically stabilize, Only die when negative hit points is equal 2x Constitution score.
Mythic Power (Su) 5MP/Day
Mythic Surge (Su) 1MP = {1d6}
Mythic Feats
1Mythic Spell
Benefit: Gain a mythic spell, {Can change with INCARNATION} Mythic Bind Outsider
Path Abilities
Heirloom (Ex) {BONDED HELL BLADE}

Gear/Possessions:

Starting Gold = 440,00gp
Spent miracle +5IB 125,000gp

Weapons: [Forged] [Total=56,000gp]
Epic Item HELL BLADE 'Dark Contract'[/url] [Great Sword] Adamantine [3000gp]
Impervious[3000gp]
Possessed Magic Item [50,000gp]

ARMOR/CLOTHING [Total=13,700gp]
Black Rose Knight - Noble Uniform, Slamered[5700gp]
EMBEDDED Impervious[3000gp]
*Back of uniform, Sheath of Bladestealth, Holds Hell Blade in place[5000gp]

slots
Belt: Magic Tattoo of Cord of Stubborn Resolve {15100gp}
Body: Magic Tattoo Unholy Symbols {1,000gp}
Chest: Magic Tattoo of Immortality{50,100gp}
Eyes: Lenses of Darkness {21,00gp}
Feet: Magic Tattoo of Striding-and-Springing {5,600gp}
Hands: Magic Tattoo ofGloves of Reconnaissance {2,100gp}
Head: Magic Tattoo of Telepathy {27,500gp}
Headband: Magic Tattoo of phylactery {negative-channeling}{8600gp}
Neck: Magic Tattoo of Everwake {8,100g}
Shoulders: Magic Tattoo of Pauldrons Juggernaut {40,100gp}
Wrists: Magic Tattoo of Greater Many Garments {8,350g}
Ring L: Magic Tattoo of Mind Shielding{8100gp}
Ring R: Magic Tattoo of Sustenance {2600gp}

Wayfinder Ebon {18,000gp}
The exterior of this wayfinder is constructed of panels of darkwood with ebony inlays.
The panels slide apart to reveal platinum meshwork capable of holding one or two ioun stones. An ebon wayfinder grants the bearer darkvision with a range of 60 feet, and with a command word it can create darkness (as per the spell) once per day, centered on itself.
When one ioun stone is slotted into the device, its darkness ability no longer functions. When a second stone is placed in it, the darkvision ability no longer functions.
Slotted STONE POWER

Handy Belt of Holding [2500gp] 5lb [6x20lb Pouches inside]
As a handy-haversack but in the form of 6x belt bouches each holding 2 cubic feet in volume or 20 pounds in-weight.

Pouch 1 20lb [Faith]

-:UnHoly book 1lb ___gp -:Cold Iron UnHoly Symbol[40gp] -:Air crystals x4 1lb [200gp] -:Manacless [Cold Iron] 15gp -:Sunrod x4 8gp 4lb -:Oil, Alchemist’s Fire 4x 4lb [100gp] -:Rope, spider’s silk (50 ft.) 4lb

Pouch 2 [Healing]
[healers] kit/Anti Taxin/-:Wand of CSW/Water Purification Sponge/Antiplague/Smelling salts/Troll Styptic/elixir-of-the-thundering-voice 2,500gp
Pouch 3 20lb [Investigator stuff]
-:MW Thieves’ tools, masterwork 200gp
Pouch 4 {writing}
-:MW Writing Kit /Maps and map making kit/Signal Whistle/Silent Whistle
-:Hell Wine [flasks]/ Cigars/ Whiskey, Oldlaw [flask]
Pouch 6 20lb [Grooming]
Grooming Set/perfume/

>>>>>Secret Chest<<<<<
Torturers Kit/Kit, survival kit, masterwork/Winter cloak/Spear Uniforms/Drow Nobles outfits/Fine Coffee Set and coffee/Large tent with Bedding/Medical bag and outfit.

PATHFINDER POUCH
Pocket Watch [250gp], 100,000gp in coins and gems, Office Petty cash forms.

-=Carrying Capacity=- .
Light0-133 lbs. or lessMedium134–266 lbs.Heavy267–400 lbs
-=Current Load Carried=- 128lb [light]
Starting cash

Permanency Legandery MindScape:

IMAGE1 HERE
IMAGE2 HERE
IMAGE3 HERE
TIME Fast 1 hour Real = Week in Her Dream Scape.
Gravity: Normal
Magic: LE alined
By using her ability to change herself she can do this 1 day in twenty to maintain her on Dream plane Mind Scape.
*Create Mindscape, Greater[Using Miracle 1 Mythic power once every 20 days]
In it she is a Drow Devil, horns wings and all, Dark contract is in. his true farm as a Devil, and hector poor thing is just as he is in the real.
The plane is a copy of hell, and hold her office an her secret-chest.

BACK STORY:

Born shortly before Earthfall. The Drow story about Azal-Ki-Lin, goes that Long long ago she with others Elves walked into the Cravens below the Calphiak Mountains and their most fell under Rovagug's touch. Azal-Ki-Lin felt the touch but fought it as her entire Drow house was devoured by Chaos. And to survive the blood bath she alining with the Hells. Making a pact with A powerful Devil, and Damming herself for all time to its service And they say, it to hers. Now as Azal the Damned, She hunted down and one by one wipe her own house utterly and completely. Then for years she hunted in the underdark, Becoming Infamous in Drow culture from her relentless ruthlessness. Drow jokingly say of Azal the Damned, that at the battle of Lothirion Temple. She told Lolth personally to "Go *&^% herself before killing all of her priesthood at the site. When the world wound came to be, she was there there and attests that "Aroden fell to Rovagug" Insisting it was Rovagug that felled the Lawfull God of man. And just after when the Outer Rifts opened in the Kellid nation of Sarkoris creating the world wound. She entered the fight there to avenge Aroden's death. So it is known she is very old, an Immortal some say. Known in the Hells as well, because of her Bonding to a Devil of note, and becouse she personally informs the office of Asmodeus of the state of the world wound.