Heres a finished draft of my character.
Name: Darimaus
Class: 3 Rogue, 4 Wizard, 1 Fighter, 10 Spellsword, 26 Arcane Trickster
Race: Elf
Alignment: CG
Deity: None
Str: 30+10 (13 Base + 12 Enhancement + 5 Inherent)
Dex: 32+11 (15 Base + 12 Enhancement + 5 Inherent)
Con: 22+6 (11 Base + 6 Enhancement + 5 Inherent)
Int: 44+17 (16 Base + 12 Enhancement + 5 Inherent + 11 Level)
Wis: 22+6 (11 Base + 6 Enhancement + 5 Inherent)
Cha: 21+5 (10 Base + 6 Enhancement + 5 Inherent)
BAB: 27
Fort: 21/+40
Ref: 20/+41
Will: 22/+38
AC: 36 = 10 Base + 6 Dex + 9 Armor Bonus + 5 Deflection + 5 Natural Armor + 1 Shield
Initiative: +11
Speed: 60
HD: 6 + 2d6 + 30d4 + 11d10 + 237
HP: ?
Feats: Dodge (1), Mobility (3), Scribe Scroll (4), Eschew Materials (6), Spring Attack (8), Quicken Spell (9), Extend Spell (10), Empower Spell (12), Twin Spell (15), Maximize Spell (18),
Epic Feats: Intensify Spell, Improved Spell Capacity x3, Improved Metamagic x8
Skills:
Rogue: 6x11 = 66
Wizard: 4x5 = 20
Fighter: 1x4 = 4
Spellsword: 10x4 = 40
Arcane Trickster: 26x6 = 156
Total = 286
Tumble 47/+78, Spellcraft 47/+65, Knowledge Arcana 47/+65, Hide 47/+73, Move Silently 47/+73, Spot 47/+53, Intimidate 4/+9, Jump 0/+30, Climb 0/+30, Balance 0/+31
Escape Artist 0/+25
Special Attacks/Qualities: Evasion, Trap Sense +1, Sneak Attack 16d6, Trapfinding, Ranged Legerdmain 7/day, Impromptu Sneak Attack 6/day, Channel Spell 5/day, Multiple Channel Spell, Ignore Spell Failure 30%
Spells:
Spells Known:
0 - All
1 - Identify, True Strike, Ray of Enfeeblement, Mage Armor, Shield, Expeditious Retreat, Alarm, Detect Undead
2 - Mirror Image, Blink, Displacement, Water Breathing, Scorching Ray
3- Fly, Haste, Tongues, Vampiric Touch
4 - Dimensional Anchor, Stoneskin, Enervation, Dimension Door
5 - Cloudkill, Wall of Force, Wall of Stone, Greater Heroism
6 - Contingency, Antimagic Field, Wall of Iron, True Seeing
7 - Greater Teleport, Disintegrate, Planeshift
8 - Polar Ray, Moment of Prescience, Horrid Wilting, Otto's Irresistible Dance
9 - Time Stop, Foresight, Mordenkainen's Disjunction, Energy Drain, Soul Bind, Wish, Meteor Swarm, Gate, Imprisonment, Ottoluke's Telekinetic Sphere
Prepared Spells:
0(4): Read Magic, Detect Magic, Light, Mage Hand
1(13): Magic Missile, Shield, Ray of Enfeeblement, True Strike x5, Expeditious Retreat, Identify, Detect Undead, Alarm
2(12): Quickened True Strike x6, Intensified Ray of Enfeeblement x4, Intensified Magic Missile x2
3(12): Intensified Extended Mirror Image x2, Water Breathing x2, Blink x2, Displacement x2, Tongues, Fly, Haste x2
4(12): Intensified Vampiric Touch x3, Quicken Extended Water Breathing, Quicken Extended Blink, Quicken Extended Displacement, Quicken, Intensified Ray of Enfeeblement, Quicken Intensified Magic Missile
5(12): Quicken Intensified Ray of Enfeeblement x3, Quicken Intensified Magic Missile x3, Twinned Intensified Magic Missile x2, Quickened Extended Dimensional Anchor x2, Intensified Enervation, Quickened Extended Stoneskin
6(11): Intensified Quickened Enervation x2, Intensified Cloudkill x2, Wall of Force, Wall of Iron, Quickened Intensified Magic Missile x2, Quickened Intensified Ray of Enfeeblement x2, Intensified Twinned Magic Missile
7(11): Intensified Twinned Vampiric Touch x2, Intensified Quicken Vampiric Touch x2, Intensified Cloudkill x2, Intensified Quicken Twinned Scorching Ray x2, Quickened Planeshift, Extended Quickened True Seeing, Extended Quickened Greater Heroism
8(11): Quickened Greater Teleport x3, Contingency, Quickened Extended Mislead, Quickened Intensified Cloudkill x2, Twinned Intensified Cloudkill, Intensified Disintegrate x2
9(11): Intensified Twinned Quicken Magic Missile x2, Foresight, Soulbind, Quickened Extended Moment of Prescience x2, Intensified Horrid Wilting x3, Mordenkainen's Disjunction x2
10(3): Quicken Empowered Extended Timestop x2, Intensified Extended Time Stop
11(3): Intensified Twinned Horrid Wilting, Intensified Twinned Polar Ray x2
12(3): Intensified Twinned Energy Drain x2, Intensified Quickened Energy Drain
Equipment:
Tomes (Read): +5 to every Stat: 825,000
Belt of Epic Strength +12: 1,440,000
Head Band of Epic Intelligence +12: 1,440,000
Gloves of Epic Dex +12/Storing: 1,470,000
Robe of Health/Charisma/Wisdom +6: 144,000
Wings of Epic Resistance +10: 1,081,000
Boots of Swiftness: 256,000
Adamantine Longsword of Speed, Spellstoring, Ghost Touch, +5: 203,015
Buckler of Reflecting, Exceptional Arrow Deflection, Infinite Arrow Deflection: 5,760,000
Mithril Chainshirt of Heavy Fortification, Greater Resistance (fire, cold, sonic, acid, electricity), Greater Slick, Greater Silent Moves, Greater Shadow, Etherealness, +5: 581,350)
Ring of Weaponbreaking/Sustenance/Rapid Healing/Regeneration/Protection +5: 963,750
Ring of Wizardry 1-9: 4,085,000
Scarab of Natural Armor +5/Protection: 107,000
Pearl of Power Lv 9 x10: 810,000
Pearl of Power Lv 8 x 10: 640,000
Heward's Handy Haversack: 2,000
Boccob's Blessed Book: 12,500
Silk Rope 100ft: 20
Everburning Torch x5: 550
Tinder Twig x100: 100
Shovel: 2
Flint and Steel: 1
GP: 177,762
Attacks:
Longsword: +42/+37/+32/+27 1d8+15 19-20x2 (Spell currently stored: Intensified Vampiric Touch)
Description: Darimaus is a 5'8, well build Elven male. Wearing flamboyant and colorful clothes, and wielding a longsword and buckler, he has seems more like a pirate or renegade than the wizard he really is.
Personality: Darimaus is a very easygoing guy, belying the fact that he spent the majority of his life as a very successful assassin. While he does not hesitate to kill when it's necessary, he spends most of his time trying to help people, and his goal is to rid the land of evil and destruction so that his family can live in peace.
History: Darimaus' parents once lived in a mystical forest which had grown sentient and powerful. Its magic scared a group of nearby evil sorcerer's, who destroyed the forest and its elven denizens. Darimaus' parents escaped with a seed of the forest and replanted it, starting the forest back up again and raising two children. Being two wizards, Darimaus' parents passed down their magical secrets to their sons. But Darimaus grew weary of reading books and theorizing about arcane powers. He neglected his studies and ended up training swordplay under an arms merchant whose routes took him past the magical forest. His parents were disappointed by his lack of interest in the arcane arts and focused their attention on his younger brother, Mevellious. After awhile though, Mevellious decided to travel abroad and study the world on his own, rather than take after his parents and care for the magical forest they lived in. Once again, Darimaus' parents were crushed, so Darimaus decided he would once again take up magic and inherit the family legacy. But the sorcerers who had destroyed the forest managed to hunt the family down and killed Darimaus' parents and leveled the forest. Darimaus managed to slay the exhausted spellcasters and save some seeds of his own to replant. He then decided that he would find his own way in the world. He left the growing forest to tend to itself and traveled across many villages, doing odd jobs for food and lodging. One fateful day though, he ran into a group of bandits. One of the bandits was marked for death by an assassin's guild known as the Gloomwood Stalkers, and a few of their members were waiting to spring there ambush when Darimaus encountered their pray. The young elf gave a good account for himself, but was eventually overwhelmed by the odds. The assassin's then stepped in to finish the job and save the traveler, who had managed to make a good impression on them. He was then offered a position inside the guild, and managed to climb his way up to the top, until an Undead Witch corrupted the leader, and Darimaus cleansed the organization and took over. He then fell in love with a fellow guild member and retired to raise a family, letting his hardened heart crack from years of peaceful living. When his home was nearly destroyed by a nearby battle between two Avatars of Gods, Darimaus decided he had to adventure out and keep the peace so that his family would not be endangered. Now he seeks to work for the gods and keep everything from turning into a global disaster.