So...I actually found a few items that can help in the conversion. Some are 3e, some 3.5, but I'd like to go pure Pathfinder if possible.
Anyone willing to try Emirikol the Chaotic?
In 2e he is a 24th lvl wiz - here is a version of him in 3rd-ish,
Emirikol the Chaotic, Male Human Wiz20/HoWlk2/Acm4: CR 26; Medium Humanoid ; HD 20d4+60 (Wizard) , 2d8+6 (Horizon Walker) , 4d4+12 (Archmage) ; hp 140; Init +3; Spd 30; AC:36 (Flatfooted:32 Touch:30); Atk +19/14 (1d4+5, +4 Adamantine Dagger); AL CN; SV Fort +16, Ref +16, Will +21; STR 12, DEX 16, CON 16, INT 28, WIS 14, CHA 18.
Skills: Craft (Alchemy) +26, Craft (Gemcutting) +9, Craft (Weaponsmithing) +14, Gather Information +20, Handle Animal +8, Hide +7, Jump +2, Knowledge (Arcana) +37, Knowledge (Architecture and Engineering) +11, Knowledge (Demonology) +32, Knowledge (Dungeoneering) +25, Knowledge (Geography) +26, Knowledge (History) +18, Knowledge (Local) +20, Knowledge (Nobility and Royalty) +11, Knowledge (Psionics) +11, Knowledge (Religion) +15, Knowledge (The Planes) +29, Knowledge (Underdark) +17, Listen +7, Sleight of Hand +4, Speak Language +11, Spellcraft +38, Survival +31, Use Magic Device +5.
Feats: Craft Rod, Craft Staff, Craft Wondrous Item, Endurance, Eschew Materials, Improved Metamagic, Improved Spell Capacity, Maximize Spell, Scribe Scroll, Skill Focus: Knowledge (Arcana), Spell Focus (Chaos), Spell Focus: Evocation, Spell Penetration, Still Spell, Weapon Focus: Dagger.
Spells Prepared (Wiz 4/7/6/6/12/12/5/5/5/5/1 Dc20+spell level): 0 - Acid Splash, Arcane Mark x2, Detect Magic 1st - Charm Person, Disguise Self, Feather Fall, Identify, Mage Armor, Magic Missile x2 2nd - Alter Self, Glitterdust, Melf`s Acid Arrow x2, Spider Climb, Web; 3rd - Dispel Magic x2, Drown, Fireball, Lightning Bolt, Slow; 4th - Acid Orbx2, Cold Orbx2, Dimension Doorx2, Electric Orb, Fire Orb, Lower Spell Resistance x2, Sonic Orb, Wall of Fire; 5th – Cone of Coldx4, Dismissal, Dominate Person, Feeblemind x2, Stop Heart x2, Teleportx2 6th -- Chain Lightning, Disintegrate, Dispel Magic, Greater, True Seeing; 7th - Antimagic Ray, Delayed Blast Fireball, Dragon Ally, Limited Wish, Plane Shift; 8th - Dragon Cloud, Incendiary Cloud, Maze, Power Word, Stun, Symbol of Death; 9th - Dragon Ally, Greater, Meteor Swarm, Power Word, Kill, Time Stop, Wish. 10th – Silent and Maximized Cone of Cold
Possessions:
Weapons: +4 Adamantine Dagger: Banishing.
Magic: Headband of Intellect +6; Robe of the Archmagi; Amulet of the Planes; Ring of Wizardry IV/V; Ring of Greater Hive Mind; Bracers of Armor +5; Earring of Protection +6; Rod of Lordly Might; Rod of Wonder ; Wand of Teleport, Greater (24) (Charges: 42).
* He also has a contingency that if attacked physically, the attacker faces a disintegrate spell.
The Throne of Power: This magical item (virtually an artifact)
casts a powerful anti-magic shell in a 50-foot radius that
does not affect the character seated in the throne and allows
him to cast spells that normally require touch at a range of
100 feet. It also keeps Emirikol in contact with his golems,
grants him a +5 AC bonus (for a total of -7), and lets him
store an additional contingency spell in the throne. At this
time, Emirikol has a contingency set up so that if anyone fires
a projectile at him, a wall oJJorce springs up around the
throne.
Rumors abound that Emirikol has had at least one of the
Orbs oJDrngonkind, the Codex oJthe Infinite Planes, and the Mnchine
oJLum the Mad in his possession at various times.
Iron golem (5): AC 3; MV 6; HD 18; hp 80; THACO 3; #AT 1; Dmg.
If heroes approach the fortress by flying directly up to it,
Most characters will not get a chance to explore Emirikol’s
4dl0 (bash); SA Once every 7 rounds, it breathes a 10’ cube cloud
of poisonous gas; SD +3 or better weapon to hit, immune to spells
except electrical attacks, which slow it for 3 rounds, and magical
fire, which heals 1 point per die of damage; SZ L (12’ tall); Int
Non- (0); ML Fearless (20); AL N; XP 13,000.