The Fifth Archdaemon

Umir the hidden's page

46 posts. Organized Play character for Degnax 1e.


Classes/Levels

hp 700/700 | Init +77; Perc +78 | AC153 (T128 FF42) | SR24 | CMD 96 CMB +50 | Fort +34 Ref +55 Will +32 | Imp. Evasion, Stealth +155

About Umir the hidden

Umir The hidden

Alignment: Chaotic Neutral

Size: Tiny

Race: Shadow Godling (fetchling/Half-elf) (created, 41 rp):

Outsider (native) 3rp
Tiny 4rp
Advanced ability score modifiers (+4 int +2 physical -2 wis) 4rp
Greater Defensive training 4rp
Shadow Resistance (cold/electricity 5) 2rp
Shadow Caster 2rp
Shadow magic 2 rp
Shadow travel 5 rp
Spell Like Ability, at will: Darkness 4rp
Fast 1 rp
All around vision 4rp
Sneaky 5rp
Static Feat: tenebrous spell 2rp
Flexible bonus feat 4rp
Elemental Vulnerability: fire -2rp
Vulnerable to Sunlight -2rp
Light Sensitivity -1rp

Class: Magus (kensai) 20, Unchained rogue (True Professional], Shadow walker) 19, Harbinger ([raven lord) 1, Evangelist (weapon champion package) 10, Shadow Walker (physical exemplar package) 10, Trickster Mythic path tier 10

Initiative: +77 (+89 in Dim) (auto nat 20)

Senses: Dark Vision 190ft, All-Around Vision, Perception: +78

Languages: Aboleth, Abyssal, Aklo, Aquan, Auran, Calligni, Celestial, Common, D’ziriak, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Undercommon

Defense:

AC: 153/177*/179**/183***(+66 dex, +18 Deific Obedience (cha), +5 Deflection, +5 Natural, +27 dodge (canny defense, dodge, Protective Grace), +20 Armor Enhancement, +2 Size)/(+24 shield bonus (spell shield, int))*/(+2 Elusive shadow (dodge with 10ft move)**/(+4 dex Spiritual Form)***

Touch:128/130**/134***

Flat:42/66*

CMD:103=22bab+8str+33dex-2size+27dodge+5deflect

HP: 700 = 240 Hd + 40 Mythic + 390 Con + 20 FCB + 10 Physical Exemplar

Fort: 34 = 13 + 15 + 5 + 1

Ref: 55 = 33 + 16 + 5 + 1

Will: 32 = 11 + 15 + 5 + 1

Armor: Absolute Shadow Enhanced Clothes +20: AC +20, Max Dex: -, Penalty: -, W: -
Cost: 359 000 for +6, 900 000 Absolute Shadow, Legendary gifts x12 for +14 =
Total = 1 259 000+14 Legendary Gifts

Offense:

Speed: Land 180 = (30 base + 20 ill tidings + 10 racial) x3 Angel Rings
Fly: 180 (perfect) Angel Rings]

BAB:22/17/12/7
CMB:53=22bab+33dex-2size
Melee: Force Impact Tripoint Double Edged Sword+6:
Attack: 77/72/67/62 = 22/17/12/7 BAB + 33 Dex + 12 Accursed Will + 6 enhancement + 2 weapons dominance
Damage: 2d8 + 99 +3d6 = 2d8 ascetic strike unarmed damage small size + 49 1.5xdex + 24 Accursed Will + 18 Mythic Finesse Weapon + 6 Enhancement + 2 weapons dominance + 3d6 Force damage
Crit Range: 12-20 = (17-20 (ascetic strike bladed scarf) x 2 (Improved Critical)) + 1 (Force)
Crit Multiplyer: x4 = x2 base + 1 Weapon Master + 1 Mythic Improved Critical
Cost: 718 000 +6, 14 Legendary gifts for +9 enhancement

Piranha Strike, Spell Combat Full Attack:
Attack: 69/69/64/59/54
Damage: 2d8+111+3d6 = 124 avg dmg/hit

Conditional damage modifiers: 10d6 sneak attack bonus + 24 int bonus vs flatfooted opponent
Deadly sneak : all sneak attack dice min 3 dmg
Sneaking Critical: +4d6 additional Sneak attack dice on Crit
Weapon Dominance: +2d8 on Crit with Favored Weapon
Precision Critical: multiply sneak attack dice on crit
Weapon Master: Auto confirm Crits with chosen weapon

Path of war maneuvers:
Maneuvers Known: 12
Stances Known: 4
Readied Maneuvers: 6
Always Active Stance: God Of The Hourglass

Stats:

Str: 26 | +8 = 20 (base) + 4 (abp) + 2 (sacred)
Dex: 76 | +33 = 30 (base) +4 (racial) + 12 (belt) + 3 (Physical Exemplar) + 2 (Sacred) +7 (level) + 10 (mythic) + 3 (Legendary Gifts) + 5 (inherent)
Con: 36 | +13 = 26 (base) + 2 (racial) + 6 (abp) + 2 (sacred)
Int: 58 | +24 = 30 (base) + 4 (racial) + 12 (headband) + 7 (level) + 3 (age)
Wis: 32 | +11 = 22 (base) + (-2) (racial) + 6 (abp) + 2 (sacred) + 3 (age) + 1 (Legendary Gifts)
Cha: 46 | +18 = 26 (base) + 12 (headband) + 2 (sacred) + 3 (age) + 3 (inherent)

Feats and Traits:

Traits:
Magical Knack (Magic)
Nomadic (Ancestry)
Slippery (Combat)
Wanderer’s Shroud (Faith)
Holy Schemer (Religion)

Normal Feats:
1. Weapon Focus: Tripoint Double Edge Sword (kensai)
1. Tenebrous Spell (racial static)
1. Dodge (racial flexible)
1. Quicken Spell
1. Piranha Strike (True Professional)
2. Skill Focus: Stealth
3. Heighten Spell
3. Stealthy (True Professional)
4. Spell Focus: Illusion
5. Solid Shadows
5. Spell Penetration (Magus Bonus)
5. Ascetic Style (True Professional)
6. Silent Spell
7. Weapon Specialization: Tripoint Double Edge Sword (True Professional)
7. Greater Spell Penetration
8. Greater Spell Focus: Illusion
9. Shadow Walker
9. Critical Focus (True Professional)
10. Ascetic Form
11. Improved Caster Level (Magus Bonus)
11. Greater Weapon Focus: Tripoint Double Edge Sword (True Professional)
11. Dimensional agility
12. Lurker in Darkness
13. Sneaking Critical (True Professional)
13. Dimension Assault
14. Dimensional Dervish
15. Greater Weapon Specialization: Tripoint Double Edge Sword
15. Unarmored Specialist (True Professional)
16. Dimensional Savant
16. Combat Reflexes (Rogue Combat Trick)
17. Deific Obedience: Calistria
17. Improved Critical (Magus Bonus)
17. Diverse Obedience (True Professional)
18. Bleeding Critical (Rogue Talent Feat)
18. Ki Infusion (ki)
19. Spell Specialization: Shadow Evocation
19. Spell Perfection: Shadow Evocation (True Professional)
20. Spell Mastery
21. Boon Companion
22. Shadows Embrace
23. Automatic Quicken Spell
23. Sneak Attack of Oppurtunity (Master Trick: Feat)
24. Automatic Quicken Spell
25. Ascetic Stike (Physical Exemplar)
25. Shadowy Critical
26. Greater Spell Specialization: Shadow Evocation
27. Flexible Shadow Jumper
28. Preferred Spell: Shadow Evocation
29. Spell Superiority: Shadow Evocation
30. Spell Supremacy: Shadow Evocation
30. Greater Unarmored Specialist (physical exemplar)

Mythic Feats:
1. Path Dabbling: Repeating Arcana
2. Mythic Improved Critical
3. Mythic Critical Focus
4. Mythic Ki Infusion
5. Mythic Bleeding Critical
6. Mythic Spell Focus: Illusion
7. Mythic Perfect Spell: Shadow Conjuration
8. Mythic Boon Companion
9. Mythic Shadow Walker
10. Mythic Silent Spell

Class Features: Unchained Rogue:

Archetypes: True Professional (free), Shadow walker

1. Finesse Training (unarmed strike)
Sneak attack 1d6
Bonus Feat
Darkvision +10 ft every 2 levels after (3,5,7,etc…)
Expertise: Knowledge Engineering, Handle Animal. Morale bonus to stealth

2.Evasion

3.Illumination Control
Illumination Points: 9
Sneak Attack 2d6
Bonus Feat

4.Favored Illumination: Dim
Rogue Talent: Expanded Finesse Training: Tripoint Double Edge Sword
Debilitating Injury

5. Rogues Edge: Stealth
Sneak attack 3d6
Bonus Feat

6. Rogue Talent: Ninja trick: Living Shadow

7. Sneak Attack 4d6
Bonus Feat

8. Rogue Talent: Distracting Attack

9. Sneak Attack 5d6
Bonus Feat

10. Advanced Rogue Talents
Rogue Talent: Ki Pool: 33 (int + 1/2 rogue)
Rogues Edge: Perception

11. Finesse Training: Whip
Sneak Attack: 6d6
Bonus Feat

12. Rogue Talent: Cloying Shades

13. Sneak Attack 7d6
Bonus Feat

14. Rogue Talent: Opportunist

15. Rogues Edge: Bluff
Sneak Attack 8d6
Bonus Feat

16. Rogue Talent: combat trick: Combat Reflexes

17. Sneak Attack 9d6
Bonus Feat

18. Rogue Talent: Feat

19. Finesse Training: Dagger
Sneak Attack 10d6
Bonus Feat

Magus Class Abilities:

Archetypes: Kensai (free)

Spells:
0: -/day, all magus known +2 wizard
1: 12/day, 31 known +2 wizard
2: 11/day, 6 known +2 wizard
3: 11/day, 6 known +2 wizard
4: 11/day, 6 known +2 wizard
5: 16/day, 6 known +2 wizard
6: 10/day, 10 known +2 wizard

1. Arcane Pool: 34
Cantrips
Spell combat
Canny defense
Weapon focus: Tripoint Double Edge Sword

2. Spell Strike

3. Magus Arcana: Spell Shield

4. Spell Recall
Perfect Strike

5. Bonus Feat

6. Magus Arcana: Arcane Cloak

7. Knowledge Pool
Medium armor
Fighter Training -3 level
Iaijutsu

8. Improved Spell Combat

9. Magus Arcana: Accurate Strike
Critical Perfection

10. –

11. Bonus Feat
Improved Spell Recall
Superior Reflexes

12. Magus Arcana: Critical Strike

13. Heavy Armor
Iaijutsu Focus

14. Greater Spell Combat

15. Magus Arcana: Ki arcana

16. Counter Strike

17. Bonus Feat

18. Magus Arcana: Prescient Attack

19. Greater Spell Access
Iaijutsu Master

20. True Magus
Weapon Mastery: Tripoint Double Edge Sword

Harbinger Class Features:

Archetypes: Ravenlord (free)

1 level + 9 levels of features from evangelist

Stances:
Distorted Clock
Sands Of Time
Riven Hour Glass
God Of The Hourglass

Maneuvers:
Clock Watcher
Ghost Hunting Blow
Disturbing Blow
Strike the Hourglass
Dimensional Strike
Inner Sense
Half Gone
Altered Penumbra
Chronal Draw
Beat The Clock
Brilliant Moon
Cursed Fate

1. Maneuvers
Stances
Accursed Will
Dark Claim
Ill Tidings
Dark Messenger

2. Dark Focus: Riven Hourglass

3. Grim news
Channel Woe

4. Massacre
Sorrows Shadow: small/medium

5. Elusive Shadow

6. Dark Focus Bonus Feat: Advanced Study

7. Sorcerous Deception

8. ill intentions

9. Grim news/2 per encounter
Gloom: -4 ac and att

10. Accursed Will Damage
Dark Focus: Veiled Moon
Massacre/ 2 per encounter
Sorrows Shadow: Large

Shadow Dancer Class Features:

Archetype: Physical Exemplar Archetype Package

1. Hide In Plain Sight
Prowess

2. Darkvision +30ft
Uncanny Dodge
Exercise: +1 Dex

3. Rogue Talent: Master Trick: Feat
Shadow Illusion 5/day DC 26
Summon Shadow

4. Shadow Call
Shadow Jump 40 ft

5. Defensive Roll
Practice: Ascetic Strike
Improved Uncanny Dodge

6. Rogue Talent: Deadly Sneak
Shadow Jump 80 ft
Exercise: +1 Dex

7. Slippery mind
8. Shadow Jump 160ft
Shadow Power

9. Rogue Talent: Fast Stealth

10. Improved Evasion
Shadow Jump 320 ft
Shadow Master
Exercise +1 Dex
Practice: Critical Mastery

Evangelist Class Abilities:

Archetypes: Weapon Champion

1. Obedience
Skilled: Knowledge History, Knowledge Nature
Favored Weapons: Polearms

2. Aligned Class: Harbinger
Protective grace: +1 dodge to AC
Weapon Advantage: +1 intimidate with favored weapons

3. Divine Boon 1: Lucky Strike (Sentinel)
Weapon Dominance: +1 to hit and dmg with favored Weapon

4. Gift of Tongues: Celestial
Weapon advantage: +1 intimidate with favored weapons

5. Multitude of Talents

6. Divine Boon 2: Winsome Lash (Sentinel)
Weapon Advantage: +1 intimidate with favored weapons

7. Protective Grace: +2 dodge to AC
Weapon Dominance: +1 to hit and dmg with Favored Weapon

8. Gift of tongues: Protean
Weapon Advantage: +1 intimidate with favored weapons

9. Divine Boon 3: Protective Grace (Exalted)

10. Spiritual Form: wings and +4 Dex
Weapon Advantage: +1 intimidate with favored weapons

Mythic Tier Abilities:

1. Longevity
Hard To Kill
Mythic power: 23
Surge 1d6

2. Mythic Spell Combat
Amazing Initiative

3. Mythic Finesse Training
Recuperation

4. Mythic Hide in Plain Sight
Surge 1d8

5. Mythic Rogue Talent: Opportunist
Mythic Saves

6. Supreme Stealth: Scent
Force of Will

7. Companion Mythic Ability
Surge 1d10

8. Mythic Weapon Mastery
Unstoppable

9. Mythic Magus Arcana: Spell Shield
Immortal

10. Precision Critical
Legendary Hero
Surged 1d12

Skills:

Acrobatics: 66 = 30Ranks + 33Stat + 3CS
Appraise: 33 = 6Ranks + 24Stat+ 3CS
Autohypnosis: 44 = 30Ranks + 11Stat + 3CS
Bluff: 51 = 30Ranks + 18Stat + 3CS
Climb: 41 = 30Ranks + 8Stat + 3CS
Craft: 24 = 24Stat
Diplomacy: 18 = 18Stat
Disable Device: 66 = 30Ranks + 33Stat + 3CS
Disguise: 51 = 30Ranks + 17Stat + 3CS
Escape Artist: 66 = 30Ranks + 33Stat + 3CS
Fly: 78 = 30Ranks + 33Stat + 3CS + 4Race + 8maneuverability
Handle Animal: 51 = 30Ranks + 18Stat + 3CS
Heal: 11 = 11Stat
Intimidate: 51 = 30Ranks + 18Stat + 3CS
Knowledge Arcana: 57 = 30Ranks + 24Stat + 3CS
Knowledge Dungeoneering: 57 = 30Ranks + 24Stat + 3CS
Knowledge Engineering: 57 = 30Ranks + 24Stat + 3CS
Knowledge Geography: 57 = 30Ranks + 24Stat + 3CS
Knowledge History: 57 = 30Ranks + 24Stat + 3CS
Knowledge Local: 57 = 30Ranks + 24Stat + 3CS
Knowledge Martial: 57 = 30Ranks + 24Stat + 3CS
Knowledge Nature: 57 = 30Ranks + 24Stat + 3CS
Knowledge Nobility: 57 =30 Ranks + 24Stat + 3CS
Knowledge Planes: 57 = 30Ranks + 24Stat + 3CS
Knowledge Religion: 57 = 30Ranks + 24Stat + 3CS
Linguistics: 24 = 24Stat
Perception: 78 = 30Ranks + 11Stat + 3CS + 30Competency + 4Race
Performance (Dance): 51 = 30Ranks + 18Stat + 3CS
Performance: 18 = 18Stat
Profession: 11 = 11Stat
Ride: 66 = 30Ranks + 33Stat + 3CS
Sense Motive: 45 = 30Ranks + 11Stat + 3CS + 1Trait
Sleight of Hand: 66 = 30Ranks + 33Stat + 3CS
Spell Craft: 57 = 30Ranks + 24Stat + 3CS
Stealth: 158 = 30Ranks + 33Stat + 3CS + 30Competency + 10Feat + 12Race + 9Morale + 30Item + 1Trait
Survival: 45 = 30Ranks + 11Stat + 3CS + 1Trait
Swim: 41 = 30Ranks + 8Stat + 3CS
Use Magic Device: 51 = 30Ranks + 18Stat + 3CS

56 Intimidate with weapon
78 Acrobatics in dim
90 Perception in dim
78 Sleight of Hand in dim
178/198 stealth while invisible and moving/stationary

Magus Spells

CL=26 (20 magus, 4 improved CL, 2 Magical Knack)
CL=27-37(ki infusion)
CL Checks = 27-38
CL Checks vs SR = 31-42

0 Level:

DC34
DC38 Illusion
DC39 Darkness (+4 if illusion)
DC41 Shadow (+4 if illusion)
All magus + 2 wizard known

Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Grasp
Haunted Fey Aspect (W)
Light
Mage Hand
Open/Close
Prestidigitation
Penumbra (W)
Ray of Frost
Read Magic
Spark

1st Level:

DC35
DC39 Illusion
DC40 Darkness (+4 if illusion)
DC42 Shadow (+4 if illusion)
31 magus + 2 wizard known

Auditory Hallucination
Blade Lash
Blend
Blurred Movement
Chill Touch
Clarion Call
Color Spray
Corrosive Touch
Dancing Darkness
Darting Duplicate
Deadeye’s Arrow
Disguise Weapon
Frost Bite
Grease
Hide Weapon
Hobble
Illusion of Calm
Keep Watch
Long Arm
Magic Missile
Mudball
Negative Reaction
Obscuring Mist
Ray of Enfeeblement
Shadow Trap (W)
Shocking Grasp
Silent Image
Touch of Combustion
Touch of Blindness (W)
True Skill
True Strike
Vanish
Web Bolt

2nd Level:

DC36
DC40 Illusion
DC41 Darkness (+4 if illusion)
DC43 Shadow (+4 if illusion)
6 magus + 2 wizard known

Anticipate Thoughts
Frigid Touch
Carry Companion (W)
Invisibility
Minor Image
Mirror Image
Flickering Lights
Twilight Haze (W)

3rd Level:

DC37
DC41 Illusion
DC42 Darkness (+4 if illusion)
DC44 Shadow (+4 if illusion)
6 Magus + 2 wizard

Audiovisual Hallucination
Force Punch
Gloombind Bolts
Major Image
Motes of Dusk and Dawn
Haste
Penumbral Disguise (W)
Shadow Enchantment

4th Level:

DC38
DC42 Illusion
DC43 Darkness (+4 if illusion)
DC45 Shadow (+4 if illusion)
6 magus + 2 wizard known

Black Tentacles
Complex Hallucination
Dimension Door
Invisibility, Greater
Masochistic Shadow
Mydriatic Spontaneity (W)
Phantasmal Killer
Shadow Conjuration (W)

5th Level:

DC39
DC43 Illusion
DC44 Darkness (+4 if illusion)
DC46 Shadow (+4 if illusion)
6 magus + 2 wizard

Blood Boil
Dimensional Blade
Ether Step
Monstrous Physique III
Scripted Hallucination
Shadow Evocation (W)
Shroud of Darkness (W)
Teleport

6th Level:

DC40
DC44 Illusion
DC45 Darkness (+4 if illusion)
DC47 Shadow (+4 if illusion)
10 magus + 2 wizard known

Decapitate
Forceful Hand
Mislead
Monstrous Physique IV
Shadow Enchantment, Greater (W)
Shadow Endurance (W)
Sirocco
Transformation
Triggered Hallucination
True Seeing
Umbral Strike
Walk Through Space

Racial Spell Like Abilities:

Darkness, at will DC54
Ghost sound, 1/Day DC51
Pass Without Trace, 1/day DC48
Ventriloquism, 1/day DC52

Shadow Dancer Spells/Spell Like Abilities:

Shadow Illusion (Silent image) 5/day DC32
Mythic Shadow Embrace (Mythic Darkness) 5/day DC34
Shadow Call (Greater Shadow Conjuration) 4/day DC45
Shadow Power (Shadow Evocation) 2/Day DC48

Magic Items:

Head - Crown of Sages (PF Epic Level Handbook pg. 145) 1820000gp

Headband - Headband of Epic Mental Prowess +12 (Int/Cha) (PF Epic Level Handbook pg.153) 3600000gp

Eyes - Astral Goggles (PF Epic Level Handbook pg. 140) 960000gp

Neck - Torque of Ascendancy (PF Epic Level Handbook pg. 165) 2000000gp

Shoulders - Sword Cloak (PF Epic Level Handbook pg. 163) 420000gp

Chest - Mantle of Great Stealth (PF Epic Level Handbook pg. 156) 242000gp

Body - Robe of componenets 5000gp

Belt - Belt of Epic Incredible Dexterity +12 (PF Epic Level Handbook pg.141) 1440000gp

Wrist - Burglar’s Bracers 1050gp

Hands - Vampiric Gloves 18000gp

Ring 1 - Ring of Freedom of Movement 40000gp

Ring 2 - Ring of Epic Wizardry V (PF Epic Level Handbook pg. 127) 500000gp

Feet - Angel Rings (PF Epic Level Handbook pg. 138) 324000gp

Slotless - Bookplate of recall (attached to spell book) 1000gp
8x 20th level Haste potions 32000gp
4x Restoration Scrolls 29100gp
Wand of Regeneration 13th level 68250gp
Wand of Heal 15th level 67500gp
Caldron of Plenty 15000gp
Flask of Endless Sake 4000gp
Handy Haversack 2000gp
Manual of +3 (used) 82500
Manual of +5 (used) 137000

Mundane Equipment:

Bedroll 1sp
Disguise kit 50gp
Small tent 10gp
Tankard 2 cp
5x sake cups 1sp
FineYellow silk 1gp
Platinum Holy symbol of calistria 500gp
5x Black Books 5gp

Remaining Money: 2744gp 7sp 8cp

Animal Companion:

Feat Alterations: Mythic Boon Companion, Evolved Companion

Name: Nugi
Effective Level: 30
Race: Bird (raven, magical beast, Outsider)
Templates: Shadow Animal, Mythic Agile
Archetype: Draconic
Size: Small
Speed: 40ft land, 140ft Fly (good)
HP: 374 = hd24 + 150 con + 24 Toughness + 8 mythic rank
Senses: low-light vision, Darkvision 60ft, Perception
Languages: Aboleth, Abyssal, Aklo, Aquan, Auran, Calligni, Celestial, Common, D’ziriak, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Undercommon

Ability Scores: Str20(+5) Dex42(+16) Con21(+5) Int58(+24) wis20(+5) cha10(0)

BAB:16
Attack: 2x Talons, To Hit +32, DMG 3d8+15, crit 19-20 x2
Bite To Hit +31, Dmg 1d4+15, crit x2

AC:54 = 10base+6armor+20NA+16dex+2dodge

Fort:19 Ref:30 Will:13

Magic items:
Belt of Physical Might +6 (Dex,Con) 90000gp
Amulet of mighty Fists +4 (Wounding+2, Menacing+1) 36000gp
Improved Shadow Bracers of armor +6 51000
Circlet of Speaking 4800gp
Ring of resistance +3 13500gp
Headband of Inspired Wisdom 16000gp

Feats:
1. Stealthy
2. Skill Focus: Stealth
4.Toughness (Sorrow’s Shadow)
5. Weapon Focus: talons
8. Deadly agility
10. Persuasive
13. Improved Natural Attack: talons
16. Intimidating Prowess
18. Skill Focus: Intimidate
21. Combat Reflexes
24. Share Feature: Hide in Plain Sight
26. Lurker in Darkness
29. Flyby Attack

Abilities:
1.Link
Dark Focus
Telepathy
Draconic Sight
Dual Initiative
Shadow blend
2.See in Darkness
3.Evasion
Channel Woe
Draconic Resistance: Electric +5
4.Ability Sore Increase
Sorrow’s Shadow
6.Devotion
Improved Draconic Resistance: +10, sleep/paralysis immu
Vanish:24 rounds/day
9.Ability Score Increase
Breath attack: 60ft line 1/day (24d6,dc27 ref)
10.Shadow Step
14.Ability Score Increase
Energy resistance: cold +10
15.Improved Evasion
Improved Draconic Resistance: +20
Breath attack: 3/day
18.Energy Resistance: cold immunity
20.Ability Score Increase
22.Umbral Fast Healing
23.Reach: Talons (Eidolon Evolution)
25.Ability Score Increase
26.Epic
Spell Resistance: 31
30.Ability Score Increase
Shadow bite: dc22 fortitude

Mythic:
6. Hard to Kill
Mythic Surge (1d6) 5/day
7. Mythic Improved Flight
8. Recuperation
9. Mythic Improved Natural Attack: Talons
10. Mythic saving throws

Skills:
Acrobatics:43=24+16+3
Appraise:48=24+24
Autohypnosis:29=24+5
Bluff:24=24
Climb:32=24+5+3
Diplomacy:28=24+4
Disguise:24=24
Escape Artist:43=24+16+3
Fly:49=24+16+3+2+4
Handle Animal:24=24
Intimidate:46=24+3+4+6+4+5
Knowledge Arcana:48=24+24
Knowledge Geography:48=24+24
Knowledge Local:48=24+24
Knowledge Martial:48=24+24
Knowledge Nature:48=24+24
Knowledge Plane:48=24+24
Perception:32=24+5+3
Sense Motive:29=24+5
Sleight of Hand:40=24+16
Spellcraft:48=24+24
Stealth:67=24+16+6+4+10+3+4
Survival:32=24+5+3
Swim:32=24+5+3
Use Magic Device:24=24

Backstory:

Born to elven parents during the end of the Age of Darkness, just before the Age of Anguish. Umir, then known as Krel was abducted at the age of 10 years old by Kaikyton for her experiments. His parents prayed and prayed to any gods that they could think of. Finally, Calistria, the goddess of lust and revenge responded. She told them that should they bring me up following her teachings and to seek revenge on the one who took me she would help them. They readily agreed, vowing theirs and Krel’s life as follower of hers. Calistria followed through with her words, however the damage had been done already. Kaikyton had used her flesh stitching ability to combine Krel with a shade fetchling and a fae. Krel was different, almost as if his personality had warped and acted as if he was in constant anguish. Krel was taken to priests and mages alike and no one could help him. His parents again prayed to Calistria asking for any more help. As an act of kindness she granted Krel a drop of her divine blood. Seeming to be a catalyst, Krel’s body wrapped in a flash of light. Coming out of the light his body had changed, assuming the size of a fae (tiny), his body resembling that of a shades, being made of the quintessence of shadow but still elf like in appearance. Most notably different, however, was his facial expression. No longer was it plagued in anguish. It seemed their Krell was back, changed but back. Krell went on growing up through the age of anguish, doing his best to follow through with his parents promising and training himself to try and take revenge on a demigod. Through his training he discovered a natural affinity with shadows, be it hiding in them or wielding their might in magic. Training those abilities he began to find his path. He started keeping track of those who wronged him in a black book, taking revenge on them from the shadows. Through this practice he gained more skills and eventually gaining fame. He started taking contracts to get revenge for others under the guise of Umir, in honor of the fetchling whose shade flesh was combine with his. Gaining more power as the years got on he started venturing out for lust as well taking a liking to fae, as they were attractive and the same size as him. He frequented their realm whenever he wasn’t on a job. His adapted the name Umir granting additional protection from the powers of the fay. In his later years (middle aged) he was still very powerful but was starting to feel the curse of aging approaching him. He was contracted to defeat a red dragon that had raised a budding city. During the fight he was heavily injured, more than he had been in previous dragon fights but still he prevailed. Upon the defeat of the Red great wyrm as per the contract he suddenly felt something, as if something inside him had unlocked. As if on cue Calistria spoke to him, “My child, you have followed my teachings earnestly and earned the power of the blood I have granted you. Keep the fire lit in both your heart and your loins and I shall grant you further power”. Feeling the rush of mythic power he healed and felt unlocked from the shackles of age, unbeknownst to him at the time his aging had stopped and reversed healed any damages hidden inside him. As time went from years to decades, Umir eventually figured out he had escaped from ever dying. Eventually decades turned to centuries and his name faded from the mouth of mortals and his contracts only came from those who were ancient or had hidden knowledge. Eventually even those became less as centuries turned in millenium. He reached an epitome of power both in what was granted by Calistria and in what he could reach in training as far as he could tell. He decided it was time to get his revenge. He traveled to the shadow plane and fought with Kaikyton. The battle ended in a draw much to his distaste. Holding on to that ancient black book with the first name he ever wrote, he decided to keep honing himself contacting the divine and truly ancient in search of missions or sparring partners to hone himself further until he heard about a contract available one day, something about an extremely powerful cat that may cause destruction on unfathomable levels. Deciding that sounded like an exciting opportunity he took the job and gathered at World Serpent Inn also hoping to stumble upon a beauty of his size in the inn renowned for its strange denizens from across the known universe.