Following up from the Farcluun thread:
Abalach-Re (The Great Vizier; Sorcerer-Queen of Raam)
NE human female Champion of Rajaat stage I dragon wizard 5/psion (egoist) 7/cerebremancer 10/arch defiler 10/athasian dragon 1
Size/Type: Medium Dragon
Hit Dice: 32d4+1d6+231+4 (369 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 42 (+4 Dex, +20 epic mage armor, amulet of natural armor +5 , ring of protection +3 ); touch 17, flat-footed 38
BAB: +10
BAB + Epic Attack Bonus: +16
Grapple Bonus: +18
Attack: Vizier’s Thorn +23 melee (1d4+7+1d6 cold); or by spell or power (touch or ranged touch +20)
Full Attack: Vizier’s Thorn +23/+18 (1d4+7+1d6 cold); or by spell or power (touch or ranged touch +20)
Special Attacks: Psionics, spells (casting time metamagic, dragon magic, painful radius, metamagic raze, signature spells)
Special Qualities: DR 10/epic, energy storing, immortality, immunities, psionics, spells, SR/PR 32, tainted aura, tongues
Space/Reach: 5 ft./5 ft.
Saves: Fort +26, Ref +21, Will +26 (Fort +21, Ref +16, Will +21 without cloak)
Abilities: Str 14, Dex 18, Con 24, Int 42 (30 without headband of epic intellect +12), Wis 12, Cha 14
Skills: Autohypnosis +9, Balance +12, Bluff +7*, Concentration +43, Decipher Script +45 (+39 without headband), Disguise +12, Escape Artist +20, Heal +9, Intimidate +26*, Jump +3, Knowledge (arcana) +53 (+46 without headband), Knowledge (history) +41 (+35 without headband), Knowledge (psionics) +33 (+27 without headband), Listen +4, Psicraft +36 (+30 without headband), Search +32 (+26 without headband), Sense Motive +17, Spellcraft +47 (+41 without headband), Spot +4, Survival +3
Feats: Agonizing Radius, Body Fuel, Craft Wondrous Item, Destructive Raze, Distant Raze, Empower Spell, Enlarge Spell, Fast Raze, Great Fortitude, Improved Initiative, Iron Will, Maximize Spell, Psionic Body, Quicken Spell, Scribe Scroll, Widen Spell
Epic Feats: Epic Spellcasting, Improved Spell Capacity (one 10th level spell slot), Multispell
ECL: 41
Energy Storing (Su): Abalach-Re can store life energy from nearby creatures in psionically enchanted obsidian orbs. Gathering and storing energy is a full-round action that provokes an attack of opportunity. Creatures within 170 feet gain one negative level each round Abalach-Re uses energy storing.
Immortality (Ex): Abalach-Re is naturally immortal and cannot die from natural causes. She does not age, and does not need to eat, sleep, or breathe. The only way for her to die is through special circumstances, usually by being slain in magical or physical combat.
Immunities (Ex): Abalach-Re is immune to disease, poison, stunning, sleep, paralysis, death effects, disintegration, energy drain, ability drain, ability damage, polymorphing, petrification, or any other attack that alters her form. Immunities can voluntarily be lowered as a move action.
Regeneration (Ex): Cold and sonic effects deal normal damage to Abalach-Re. If she loses a limb or body part, the lost portion regrows in 3d6 minutes. She can reattach the severed member instantly by holding it to the stump.
Tainted Aura: Abalach-Re suffers a -5 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks but gains a +5 circumstance bonus to Intimidate checks. The tainted aura has a range of 50 feet.
Tongues (Su): Abalach-Re can comprehend and speak any language of creatures that she interacts with.
Spells: Caster level 25, spell save DC: 26 + spell level (20 + spell level without headband of epic intellect), spells per day: 4/7/7/6/6/10/6/5/5/5/2 (4/7/7/6/6/6/6/5/5/5/2 without ring of epic wizardry V)
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Casting Time Metamagic: Twice per day (but only once per spell) Abalach-Re can apply a metamagic feat she knows to a spell at casting time. This does not increase the spell’s level or require a higher level spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action becomes 1 full round). Only metamagic feats that would increase a spell slot by 3 or less may be applied with casting time metamagic (Abalach-Re’s eligible feats are Empower Spell, Enlarge Spell, Widen Spell.)
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Dragon Magic: Abalach-Re can cast spells drawing on animal life energy in addition to defiling the plant life, which has the effect of having any spell she casts be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. She can also choose to cast spells without draining from the plant life at all, but in this case, the spell is cast as if it were cast in desolate terrain. All living creatures, except Abalach-Re, within the defiling radius must make a Fortitude save (DC 25), or take 1 point of Con ability damage. The use of this ability requires a perfect obsidian orb, of no less than 1,000 gp value, as a focus. When casting arcane epic spells, Abalach-Re can use animal life energy to reduce XP burn. Each point of Con damage inflicted using dragon magic reduces XP burn by 5 points.
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Painful Radius: The penalties suffered to attacks, saves and skill checks for being caught in Abalach-Re’s defiling radius increase to -3 (including the effects of Agonizing Radius).
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Metamagic Raze: Abalach-Re can gather energy during spell preparation to improve her metamagic capacity. Spell slot level adjustments from metamagic feats are reduced by one (to a minimum of one), but only once per spell. For each use of Metamagic Raze, Abalach-Re defiles a 5 ft. radius where the spell is prepared. Preparation of multiple spells increase the radius by 5 ft. for each spell prepared with this ability
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Signature Spells: Abalach-Re has the following signature spells: magic missile, glitterdust, protection from energy, ice storm, cloudkill, circle of death, delayed blast fireball, polar ray, mass hold monster. She can channel stored spell energy into signature spells that she did not prepare ahead of time. She can “lose” any prepared spell in order to cast one of these signature spells that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.)
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Spell Mastery Spells: 2 - invisibility, protection from arrows, scorching ray; 3 - dispel magic, fly, 4 - dimension door; 5 – hold monster, mind fog; 6- greater dispel magic; 7 - greater teleport
Psionics: 250 power points/day, manifester level 17th, 31 powers known
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Constantly Active Buffs: mind blank, contingency (casts circle of death when four or more hostile creatures approach within 30 feet), epic mage armor, peripety
Pre-Combat Buff Spells/Powers when Given Time to Prepare: lesser globe of invulnerability, psionic freedom of movement, spell turning
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Epic Spells Known/Developed: defiler metamorphosis I (DC 50), epic mage armor (DC 46), peripety (DC 27)
Notable Spells Typically Prepared (not all spells at lower levels included; excludes those given as buffs above):
(1) disguise self, magic missile,
(2) invisibility,
(3) dispel magic, fly,
(4) dimension door x2,
(5) hold monster x2, mind fog x2, empowered lightning bolt x2, quickened magic missile, quickened scorching ray*,
(6) greater dispel magic x2, quickened glitterdust, quickened scorching ray,
(7) quickened dimension door x2*, greater teleport, quickened lightning bolt x2
(8) empowered quickened lightning bolt*, widened cloudkill x2, widened mind fog x2
(9) dominate monster, quickened hold monster x2, quickened mind fog, time stop;
(10) quickened greater teleport*, quickened greater dispel magic
*Prepared using metamagic raze to reduce the spell slot level by 1
Psion Powers: 1st – catfall, conceal thoughts, control flames, detect psionics, missive, mind thrust
2nd – chameleon*, ego whip, id insinuation, mass missive
3rd – dispel psionics, ectoplasmic form*, hustle*, psionic blast, ubiquitous vision
4th – psionic divination, psionic freedom of movement, psychic vampire*, trace teleport
5th – psionic major creation, psionic true seeing, psychic crush, tower of iron will
6th – aura alteration, psionic disintegrate
7th – decerebrate, fission*, insanity, ultrablast
8th – recall death
9th – microcosm
*egoist discipline power
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Equipment
Epic Magic Items: headband of epic intellect +12, ring of epic wizardry V
Permanent Magic Items: Vizier’s Thorn (+5 icy burst dagger); ring of protection +3; amulet of natural armor +5, cloak of resistance +5, crystal ball with see invisibility
Permanent Psionic Items: boots of landing, eyes of expanded vision, gloves of object reading, orb of energy storing (2” diameter / 400 HD life energy capacity)
In addition, as a sorcerer-queen with templars, royal defilers and royal academies of psionics working for her, Abalach-Re can have essentially any potion fruits, scrolls, power stones, wands, or dorjes (especially of lower-level powers) she wishes.
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Tactics: Abalach-Re relies on her spells over her psionics. She tends to use quickened mind fog + mass hold monster to end fights before they begin, then directs her templars, guards, or other minions to kill the helpless foes.
If somehow separated from any minions and mobbed by weak foes, she will use cloudkill (possibly widened) or circle of death to kill them all.
If she needs to deal damage rather than just killing outright, she will use metamagic-boosted combinations like polar ray + empowered quickened lightning bolt + empowered scorching ray (using Multispell).
If actually threatened, she will escape with quickened greater teleport.
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Notes: 13 Wishes used to increase ability scores (4 each for Dex and Con, 5 for Int).
Conversion Notes: Abalach-Re is a 21st-level dragon in 2e, so she is one of the weaker SKs. When we see her fight in Cerulean Storm, she seems to rely on magic over psionics, and to use defiling and dragon magic extremely freely.