For those who don't level up regularly, are relatively underpowered compared to you or otherwise not used often. Basically a catchall. Note that people here may well not level up when you all do, so bear that in mind.
Yoshi, 17 HD Celestial Half Green Dragon River Winder and Amaryl's animal companion.
Size/Type: Large Dragon
Hit Dice: 17d10+102+17 (289 hp)
Initiative: +15
Speed: 20ft, climb 20ft, swim 20ft, fly 40ft (average)
Armor Class: 40 (-1 size +11 dex, +20 natural)
Base Attack/CMB/CMD: +17/+32/53
Attack: Claw+30 (1d4+14) or bite+25 (1d6+7 plus 1d6 acid)
Full Attack: 2 claws+30/+25 (1d4+14) and bite+25 (1d6+7 plus 1d6 acid)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+14, improved grab, acid, breath weapon (17d8 acid, DC 31, 1d4 rounds), smite evil 1/day
Special Qualities: Immunity to acid, paralysis and sleep, improved evasion, low-light vision, scent, link, share spells, darkvision 60ft, damage reduction 10/magic, resistance to cold and electricity 10, spell resistance 22
Saves: Fort +16, Ref +21, Will +14 (+4 will vs enchantment)
Abilities: Str 38, Dex 32, Con 22, Int 10, Wis 18, Cha 10
Skills: Balance+31, Climb+34, Hide+30, Listen+25, Spot+25, Swim+35
Feats: Alertness(B), Improved Initiative(1), Toughness(3), Rapidstrike(Claw)(6), Dragon Breath(9), Clinging Breath(12), Ability Focus(Breath Weapon)(15)
Alignment: Neutral Good
Racial powers:
Acid (Ex)
River Winders deal 1d6 acid damage on a successful bite attack.
Gear:
Circlet of Magnificence+6
Lumenbur
Huge Fire Elemental 27//Monk 27
Size/Type: Huge Elemental (Fire)
Hit Dice: 27d8+108+27+54 (313 hp)
Initiative: +11
Speed: 150ft
Armor Class: 35 (-2 size, +7 dex, +8 natural, +6 wisdom, +6 monk)
Base Attack/CMB/CMD: +27/+33/62
Attack: Unarmed Strike+37 (8d8+12 plus 2d8 fire)
Full Attack: Unarmed Strike+37/+37/+37/+32/+27/+22 (8d8+12 plus 2d8 fire)
Space/Reach: 15ft/15ft
Special Attacks: Burn, flurry of blows, ki strike (magic, lawful, adamantine).
Special Qualities: Damage reduction 15/adamantine and epic, damage reduction 5/-, spell resistance 37, immunity to fire, vulnerability to cold, improved evasion, purity of body, slow fall (any), darkvision 60ft, wholeness of body, diamond body, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body, perfect self.
Saves: Fort +18, Ref +21, Will +20 (+2 vs enchantment)
Abilities: Str 18, Dex 25, Con 18, Int 10, Wis 22, Cha 11
Skills: Acrobatics+37, Climb+34, Diplomacy+30, Intimidate+30, Knowledge(Arcana)+30, Knowledge(Local:Cauldron)+30, Knowledge(Local:Fire)+30, Perception+36, Stealth+37, Survival+36
Feats: Improved Initiative(B), Weapon Finesse(B), Improved Grapple(1), Improved Unarmed Attack(M1), Stunning Fist(M1), Combat Reflexes(M2), Power Attack(3), Toughness(6), Improved Trip(M6), Flying Kick(9), Close Quarters Fighting(12), Scorpion's Grasp(15), Versatile Unarmed Strike(18)
Epic Feats: Improved Weapon Finesse(21), Improved Stunning Fist(M23), Improved Stunning Fist(24), Improved Stunning Fist(M26), Epic Toughness(27)
Alignment: Lawful Good
Racial powers:
Burn (Ex)
A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (DC 26). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Being a trained fire elemental monk, Lumenbur can apply this benefit to his unarmed attacks as well, as well as when grappling an opponent.
Gear: [spoiler]
Burning Loincloth: This loincloth is identical to a monk's belt and additionally grants a +5 enhancement bonus to unarmed strikes.
Yandrazrt
Golem 33//Wizard 33
Size/Type: Small Construct (Gnome)
Hit Dice: 33d10+10+33+198 (571 hp)
Initiative: +13
Speed: 30ft
Armor Class: 56 (+1 size, +5 dex, +30 natural, +10 deflection)
Base Attack/CMB/CMD: +24/+28/53
Attack: Slam+29 (1d3+4)
Full Attack: 2 slams+29 (1d3+4)
Space/Reach: 5ft/5ft
Special Attacks: Spells.
Special Qualities: Damage reduction 25/adamantine and epic, low light vision, see in darkness, spell resistance 43, constructed toughness, master of metal, vulnerability to water, eidetic spellcaster, resistance to elements (all) 50.
Saves: Fort +20, Ref +25, Will +32 (+8 vs spells)
Abilities: Str 19, Dex 21, Con -, Int 46, Wis 23, Cha 20
Skills: Appraise+48, Craft(Alchemy)+48, Craft(Armorsmithing)+48, Craft(Metalworking)+48, Craft(Poisonmaking)+48, Craft(Trapmaking)+48, Craft(Weaponsmithing)+48, Knowledge(Arcana)+48, Knowledge(A&E)+48, Knowledge(Dungeoneering)+48, Knowledge(Nature)+48, Knowledge(Planes)+48, Perception+42, Profession(Blacksmith)+42, Profession(Miner)+42, Spellcraft+50, Stealth+42, Use Magic Device+41
Feats: Toughness(B), Gnomish Resistance(1), Improved Initiative(3), Craft Magic Arms and Armor(W5), Gnomish Wizard(6), Quicken Spell(9), Craft Wondrous Item(W10), Empower Spell(12), Searing Spell(15), Craft Rod(W15), Heighten Spell(18), Attune Gem(W20)
Epic Feats: Epic Toughness(B), Epic Gnomish Resistance(21), Improved Metamagic(W23), Epic Toughness(24), Epic Spell Capacity(W26), Superior Initiative(27), Epic Crafting(W29), Epic Toughness(30), Improved Metamagic(W32), Improved Metamagic(33)
Alignment: Neutral
Racial powers:
Spell-like abilities
At will-detect magic, detect metal and minerals. Caster level 33rd.
Constructed Toughness (Ex)
An epic golem gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.
Master of Metal (Ex)
Yandrazrt was trained by the Gnomish God-King and has become a supreme master of manipulating metal. This grants him access to the Metal domain, as well as allowing him to spontaneously convert any prepared spell into a spell from the Metal domain. He is immune to damage or harm from any metal source. Metal weapons will not hurt him, a wall of iron will part to allow him to pass and so forth. Finally, he is automatically proficient in any weapon or armor made of metal. He can use a bastard sword made of iron as if he was proficient, but a bastard sword made of wood he would treat as non-proficient.
Vulnerability to Water (Ex)
Yandrazrt takes double damage from any spell that uses water to inflict damage.
Wizard powers:
Yandrazrt casts as a 33rd level wizard with access to the metal domain.
Gear:
[Weapon]Rod of the Archwizard: This rod functions as a rod of metamagic, greater maximize. Additionally, it grants a +2 bonus to spell DCs for the wielder.
[Head]Gnome Crown: +12 enhancement bonus to Intelligence, +10 resistance bonus to saving throws.
[Neck]Gnomish Amulet: +10 enhancement bonus to natural armor, +10 deflection bonus to armor class.
[Shoulders]Mantle of the Elements: Resistance 50 to all 5 types of elemental damage.
Custom Material: [spoiler]
Gnomish Resistance [Gnome]
Prerequisite: Gnome, Toughness, cha 13
Benefit: Your bonus to saving throws against spells improves to +4. You gain spell resistance equal to your hit dice plus 5.
Epic Gnomish Resistance [Gnome]
Prerequisite: Gnomish Resistance, cha 19
Benefit: Your bonus to saving throws against spells rises to +8. Your spell resistance improves to being equal to your hit dice plus 10.
Gnomish Wizard [Gnome]
Prerequisite: Gnome, wizard level 1st, int 17
Benefit: You gain a +2 bonus to Spellcraft checks. You can use detect magic at will as a spell-like ability. Once per day as a full round action, you may replace a memorized spell with a different spell of the same level.
Emily Aryn
Spoilered since her main sheet is in Alyssa's node now.
Sorcerer 30//Paladin 3/Favored Soul 7/Dragonfire Knight 20
Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Hit Dice: 17d10+13d8+150+30+60+1 (398 hp)
Initiative: +9
Speed: 30ft
Armor Class: 44 (+5 dex, +12 armor, +10 shield, +7 deflection)
Base Attack/CMB/CMD: +28/+35/57
Attack: Fireclaw+41 (1d6+12 plus 1d6 fire plus +2/+2d6 undead and fiend bane, +1d6/+2d6 sacred 19-20 x2) add knowledge devotion once that's hashed out.
Full Attack: Fireclaw+41/+36/+31/+26 (1d6+12 plus 1d6 fire plus +2/+2d6 undead and fiend bane, +1d6/+2d6 sacred 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, dragonfire wrath 10/day (+10d10), channel energy 13/day (4d6; DC 23), searing dragonfire, powerful flames.
Special Qualities: Resistance to fire 10, spell shield, aura of good, detect evil, divine grace, lay on hands(30 hp), aura of courage, dragon's energy(28 hp), dragon's vigor, dragon's resilience, dragon's hope.
Saves: Fort +40, Ref +34, Will +34 (+3 vs sleep and paralysis)
Abilities: Str 24, Dex 20, Con 20, Int 20, Wis 20, Cha 30
Skills: Acrobatics+20, Diplomacy+43, Escape Artist+10, Intimidate+40, Knowledge(Arcana)+51, Knowledge(A&E)+20, Knowledge(Dungeoneering)+35, Knowledge(Geography)+20, Knowledge(History)+20, Knowledge(Local:The Cauldron)+20, Knowledge(Nature)+35, Knowledge(N&R)+20, Knowledge(Planes)+48, Knowledge(Religion)+48, Perception+39, Perform(Song)+20, Sense Motive+38, Spellcraft+38, Survival+10, Swim+9
Feats: Skill Focus(Knowledge:Arcana)(1), Eschew Materials(S1), Toughness(3), Maximize Spell(S5), Arcane Strike(6), Weapon Focus(Short Sword)(FS3), Power Attack(9), Empower Spell(S10), Divine Might(12), Dragontouched(DF2), Initiate of Seira(DF3), Knowledge Devotion(15), Quicken Spell(S15), Improved Initiative(18), Purify Spell(S20)
Epic Feats: Epic Spell Capacity(21), Automatic Metamagic(Quicken)(S23), Epic Dragonfire Wrath(DF13), Blinding Speed(24), Automatic Metamagic(Quicken)(S26), Epic Dragonfire Wrath(DF16), Multiaction(27), Automatic Metamagic(Quicken)(S29), Epic Toughness(DF19), Ignore Material Components(30)
Alignment: Lawful Good
Sorcerer powers: [spoiler]
Emily casts as a 30th level sorcerer. The save DCs are 20 + spell level. All of her 0-9th level spells are automatically quickened. Her metamagic options Purify Spell (+1), Empower Spell (+2), Maximize Spell (+3) and Quicken Spell (+4).
[6/day]0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
[9/day]1: Magic Missile, Ray of ClumsinessSC, Ray of Enfeeblement, True CastingCM, True Strike
[9/day]2: Alter Self, Fearsome GrappleSC, Scorching Ray, Seeking RaySC, Whirling BladeSC
[8/day]3: DragonskinSC, Seira's Unicorn ArrowCM, Ray of Dizziness, Ray of ExhaustionSC
[8/day]4: Greater Mirror ImagePHB2, Orb of AcidSC, Voice of the DragonSC, Wings of FlurrySC
[8/day]5: Acid SheatheSC, Amaryl's Greater Arrow MindHome, Reciprocal GyreSC, Wall of Force
[8/day]6: Disintegrate, Heroism, Wall of Iron
[7/day]7: Delayed Blast Fireball, Scalding TouchMoE, Waves of Exhaustion.
[7/day]8: Irresistible Dance, Polay Ray, Sunburst
[7/day]9: IcebergFrost, Shades, Time Stop
[7/day]10: Celestial ValorHome, Superior Shadow EvocationHome, Summon Monster XHome
[6/day]11: Many Moments of PrescienceHome, Might of the SolarHome, SunlanceHome
[5/day]12: Flux GraspHome, Glorious RallyHome, Rain of DesolationHome
[3/day]13: Emily's Iron SheatheHome
Favored Soul powers:
Emily casts as a 26th level favored soul. The save DCs are 20 + spell level. All of her 0-9th level spells are automatically quickened. Her metamagic options Purify Spell (+1), Empower Spell (+2), Maximize Spell (+3) and Quicken Spell (+4).
[6/day]0: AmanuensisSC, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy SymbolCC
[9/day]1: Comprehend Languages, ConvictionSC, Cure Light Wounds, Divine Favor, ResurgenceSC, SignSC
[9/day]2: Close WoundsSC, Divine InsightSC, Lesser Restoration, Lore of the GodsCC, Resist Energy, Turn AnathemaSC
[8/day]3: GraceSC, Invisibility Purge, Knight's MoveSC, Magic Vestment, Shield of WardingSC, Vision of the Omniscient EyeDM
[8/day]4: Assay Spell ResistanceSC, Dimensional Anchor, Greater Magic Weapon, Moon BoltSC, Mystic AegisPHB2, RecitationSC
[8/day]5: Break Enchantment, Crown of FlameBoED, Greater VigorSC, Mass Cure Light Wounds, Righteous Might, Wall of Stone
[8/day]6: Bolt of GlorySC, Greater Dispel Magic, Harm, Heal, Lucent LanceSC, Surge of HopeHome
[7/day]7: Blood to WaterSC, Fortunate FateSC, Greater Plane ShiftSC, Holy Word, Mass Cure Serious Wounds, Radiant AssaultSC
[7/day]8: Brilliant AuraSC, Chain DispelPHB2, Earthquake, Holy Aura, Lion's RoarSC, Mass Death WardSC
[7/day]9: Gate, Mass Heal, Miracle, Sublime RevelrySC, Summon Elemental Monolith, Summon Monster IX
[7/day]10: Celestial ValorHome, Cleansing RanHome, Curse of InadequacyHome, Energy ImmunityHome, Jaela's Teleport BlockHome, Miracle of LifeHome
[4/day]11: Hanna's ChargeHome, Moonlight RevelationHome, StigmaHome, Superb DispellingHome, Terror FogHome
BoED - Book of Exalted Deeds.
CC - Complete Champion.
DM - Dragon Magic.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
Gear: [spoiler]
[Weapon]Fireclaw: Shortsword+1, elemental harmony, sacred, evil outsider bane, undead bane and flaming. All elemental damage this weapon deals becomes the most beneficial type for the wielder. Curves around resistances and immunities as much as possible because of that. Typically +5 due to greater magic weapon.
[Armor]Blaze: Breastplate+7, max dex of 14, no arcane spell failure and -1 ACP.
[Shield]Cauldrontop: Heavy Steel Shield+8. No arcane spell failure.
[Head]Circlet of Magnificence+6: +6 enhancement bonus to ability scores.
[Shoulders]Deep Cloak: Cloak of Resistance+7 and also functions as a cloak of the manta ray.
[Ring 1]Ring of Deflection+7: +7 deflection bonus to armor class.
7000 gold.
Xera
Angel 30//Sorcerer 10/Sacred Exorcist 20
Size/Type: Large Outsider (Angel, Good)
Hit Dice: 30d8+270+30+120 (562 hp)
Initiative: +9
Speed: 150ft, fly 250ft (good)
Armor Class: 74 (-1 size, +9 dex, +24 natural, +14 exalted, +5 deflection, +7 wisdom, +6 monk) (+4 deflection vs evil)
Base Attack/CMB/CMD: +30/+36/73
Attack: Unarmed Strike+46 (8d8+14 plus ravage (1d6/2d6 Dex, DC 34))
Full Attack: Unarmed Strike+46/+46/+46/+41/+36/+31 (8d8+14 plus ravage (1d6/2d6 Dex, DC 34))
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, exalted strike+8 (epic, silver and cold iron), channel energy 15/day (10d6; DC 32), chosen foe (undead)+8, stunning fist 30/day (DC 32).
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, resistance to electricity, fire and sonic 30, regeneration 21, spell resistance 43, protective aura, tongues, endure elements, greater sustenance, mind shielding, freedom of movement, regeneration, true seeing, holy wake, holy aura, timeless body, improved evasion, exorcism, detect evil, resist possession, dispel evil 6/week, consecrated presence, holy aura 4/day.
Saves: Fort +30, Ref +30, Will +28
Abilities: Str 22, Dex 28, Con 28, Int 20, Wis 24, Cha 35
Skills: Acrobatics+42, Diplomacy+47, Escape Artist+42, Handle Animal+45, Intimidate+45, Knowledge(Arcana)+38, Knowledge(Nature)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Perception+40, Perform(Dance)+45, Perform(Oratory)+45, Perform(Song)+45, Sense Motive+40, Stealth+42, Spellcraft+38, Survival+40
Feats: Improved Unarmed Strike(B), Stunning Fist(B), Sacred Vow(1), Eschew Materials(S1), Vow of Poverty(3), Nimbus of Light(VoP4), Quicken Spell(S5), Toughness(6), Preacher(VoP6), Celestial Bloodline(VoP8), Arcane Strike(9), Easy Metamagic(Quicken)(S10), Words of Creation(VoP10), Weapon Finesse(12), Eladrin Joy(VoP12), Shining Example(VoP14), Energize Spell(15), Consecrate Spell(VoP16), Improved Natural Attack(18), Touch of Golden Ice(VoP18), Golden Ice Fist(VoP20)
Epic Feats: Epic Vow of Poverty(21), Ignore Material Components(VoP23), Epic Spell Capacity(24), Improved Chosen Foe(SE14), Epic Toughness(VoP26), Specialized Metamagic(Quicken)(27), Spectral Strike(SE18), Epic Toughness(VoP29), Vivacious Spell(30)
Alignment: Neutral Exalted
Racial powers:
Spell-Like Abilities:
Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion. 1/day-greater restoration, power word blind, prismatic spray, miracle. Caster level 22nd. The save DCs are 19 + spell level. Any of Xera's always active abilities may be dispelled, but Xera can reactive them as a free action on her turn.
Regeneration (Ex)
Xera takes normal damage from epic, evil-aligned weapons, and from spells or effects with the evil descriptor.
Change Shape (Su)
Xera can assume the form of any Small or Medium humanoid.
Celestial Monk (Ex)
Xera's talents like in sorcery and monastic training, not clerical blessings. She has the following abilities as a monk of her hit dice: unarmed strike (including gaining improved unarmed strike as a bonus feat), flurry of blows, AC bonus and fast movement. She also gains improved evasion. She counts her angel level as monk levels for the sake of stunning fist and gains stunning fist as a bonus feat.
Stat Notes
VoP Bonuses: Strength+4, Dexterity+10, Constitution+8, Intelligence+2, Wisdom+6, Charisma+12
Sorcerer powers:
Xera casts as a 30th level sorcerer (+8 bonus to caster level checks vs undead spell resistance). The save DCs are 22 + spell level. Her metamagic options are Consecrate Spell (+1), Energize Spell (+1), Quicken Spell (+1) and Vivacious Spell (+3).
[6/day]0: Acid Splash, AmanuensisSC, Arcane Mark, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Prestidigitation, Read Magic
[9/day]1: NerveskitterSC, Protection from EvilB, Ray of ClumsinessSC, Ray of EnfeeblementSC, True CastingCM, True Strike
[9/day]2: Daylight(B), Ectoplasmic FeedbackSC, Glitterdust, Life BoltSC, Scorching Ray, Seeking RaySC
[9/day]3: Greater Disrupt UndeadSC, Halt Undead, Haste, Magic Circle Against EvilB, Seira's Unicorn ArrowHome
[9/day]4: Assay Spell ResistanceSC, Orb of ForceSC, Rainbow PatternB, Spell EnhancerSC, Voice of the DragonSC
[8/day]5: DismissalB, Acid SheatheSC, Greater FireburstSC, Prismatic TouchHome, Wall of Force,
[8/day]6: Disintegrate, Fires of PuritySC, Guards and WardsB, Greater Anticipate TeleportSC
[8/day]7: Arcane SpellsurgeSC, Greater Arcane Sight, SequesterB, Xera's Life BoltHome
[8/day]8: Beauty of the Dragon PrincessHome, Horrid Wilting, Mind Blank, SunburstB
[7/day]9: Gate, Time Stop, Wish, Summon Monster 9 (good only)B
[7/day]10: Seira's Unicorn ApocalypseHome, Summon Monster XHome, Superior Mighty WallopHome
[7/day]11: Latha's SunmantleHome, Many Moments of PrescienceHome, Superb DispellingHome, 1
[5/day]12: Flux GraspHome, Glorious RallyHome, Legion's GatesHome
[3/day]13: Seira's Arcane ThesisHome
Custom Material: [spoiler]
Golden Ice Fist [Exalted]
Prerequisite: Stunning Fist, Touch of Golden Ice, base attack bonus+14, cha 15
Benefit: You may poison evil creatures with golden ice from your touch of golden ice feat even if they are immune to poison. You may stun evil creatures with stunning fist even if they are immune to stunning.
Xera's Life Bolt
Necromancy
Level: Sor/Wiz 7
This spell is identical to life bolt, except as noted here. Each ray deals 5 points of nonlethal damage to the caster and deals 5d12 points of damage to undead creatures. These rays can deal critical hits to undead creatures, they threaten a critical hit on a roll of 19-20 and deal double damage on a critical hit.
Oraga
Fallen Solar 30//Barbarian 21/Legendary Dreadnought 9
Size/Type: Medium Outsider (Chaotic, Native)
Hit Dice: 30d12+390+30 (760 hp)
Initiative: +14
Speed: 60ft, fly 150ft (good)
Armor Class: 47 (+10 dex, +21 natural, +6 armor)
Base Attack/CMB/CMD: +30/+42/62
Attack: Malchendros+48 (2d6+24 plus 1d6 fire 19-20 x2) or Burning Golmendicoria+46 (1d8+18 plus 1d6 fire x3)
Full Attack: Malchendros+48/+43/+38/+33 (2d6+24 plus 1d6 fire 19-20 x2) or Burning Golmendicoria+46/+41/+36/+31 (1d8+18 plus 1d6 fire x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, epic rage 8/day, unstoppable 4/day.
Special Qualities: Damage reduction 15/-, darkvision 120ft, low light vision, immunity to acid, regeneration 18, resistance to electricity and fire 20, spell resistance 43, telepathy 200ft, improved uncanny dodge, spell sense+7, indomitable will, tireless rage, unmovable 4/day.
Saves: Fort +28, Ref +25, Will +26 (+4 vs petrification, +4 vs poison)
Abilities: Str 34, Dex 31, Con 36, Int 29, Wis 32, Cha 29
Skills: Acrobatics+43, Appraise+42, Bluff+42, Craft(Weaponsmithing)+42, Diplomacy+42, Escape Artist+43, Intimidate+42, Knowledge(Arcana)+42, Knowledge(A&E)+42, Knolwedge(Local: The Cauldron)+42, Knowledge(Nature)+42, Knowledge(Planes)+42, Knowledge(Religion)+42, Perception+44, Perform(Song)+42, Ride+43, Sense Motive+44, Spellcraft+42, Stealth+43, Swim+45, Use Magic Device+42
Feats: Toughness(1), Power Attack(3), Improved Bull Rush(6), Reckless Rage(9), Extra Rage(12), Mad Foam Rager(15), Improved Initiative(18)
Epic Feats: Great Ability(Strength)(21), Dire Charge(24), Force Breaker(LD5), Incite Rage(27), Epic Rage(30)
Alignment: Chaotic Neutral
Racial powers:
Regeneration (Ex)
Oraga takes normal damage from epic, axiomatic weapons, and from spells or effects with the lawful descriptor.
Spell-Like Abilities:
Always active-detect snares and pits, discern lies, see invisibility, true seeing. At will-animate objects, commune, continual flame, dimensional anchor, greater dispel magic, invisibility (self only), power word stun, resist energy, summon monster vii, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, mass charm monster, permanency, waves of exhaustion. 1/day-power word blind, prismatic spray, miracle. Caster level 30nd. The save DCs are 19 + spell level. Any of Oraga's always active abilities may be dispelled, but he can reactive them as a free action on his turn.
Change Shape (Su)
Oraga can assume the form of any Small or Medium humanoid.
Limited (Ex)
Oraga is imprisoned with a mortal body and thus limited by it, as well as from centuries of being weakened and used as a magic item. It has deleterious effects on him.
Oraga's type is outsider with the native subtype. While the body he resides in is that of a female elf, he does not gain any racial qualifies of an elf. He does not possess his spellcasting ability, though he is close to regaining some form of it. Finally, he loses his immunity to poison, though he gains a +4 racial bonus against poisons.
Gear: [spoiler]
Oraga wields Malchendros, a greatsword+6, flaming and valorous. He also carries Burning Golmendicoria, a longbow+6, flaming. He wears bracers of armor+6 found while on a mission from Seira.