Okay here is the final version:
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Name: Harkuf
Race: Medium Undead (Augmented Human)
Class: Sorcerer 4/Blackguard 3/Spellsword 4/Cleric 3/Mystic Theurge 6/Walker in the Waste 10
Alignment: Neutral Evil
Str 22 (15 Base +5 Inherent +2 Class)
Dex 24 (13 Base +5Inherent +6 Enhancement)
Con -
Int 16 (11 Base +5 Inherent)
Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement)
Cha 44(18 Base +5 Inherent +7 Level +2 Class +12 Enhancement)
HD 30d12 + 510
HP 725
Feats:
Quicken Spell, Extend Spell, Endure Heat, Persistent Spell, Power Attack, Arcane Disciple (Mysticism), Divine Metamagic (Persistent Spell), Cleave, Spell Penetration, Sunder, Practiced Spellcaster (Sorcerer), Arcane Strike, Automatically Quicken Spell (0-3), Automatically Quicken Spell (4-6)
Saves:
Fort: +41 (13 Base +18 Cha +5 Epic +5 Resistance)
Refl: +43 (6 Base +9 Dex +18 Cha +5 Epic +5 Resistance)
Will: +55 (17 Base +10 Dex +18 Cha +5 Epic +5 Resistance)
BAB 15
AC 52 (10 Base + 9 Armor, +12 Natural Armor, +5 Deflection, + 7 Shield + 9 Dex)
Racial Ability:
Human:
-Bonus Feat: Quicken Spell
-Extra Skill points +4 at level 1, +1 every level there after
Undead:
-No Constitution score.
-Darkvision out to 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
-Not subject to critical hits, non-lethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Does not breathe, eat, or sleep
Dry Lich:
-Hit Dice: All former, current and future hit dice are d12
-Natural Armor increases by 5
-Aura of Despair (Su): 60ft Will Save (DC 43) or be shaken for 1d4 rounds
-Constitution Drain (Su): Creature hit by the Dry Liches natural attack must make a Fort save (DC 43) or take 1d6 Con Drain
-Turn Resistance +6
-Damage Reduction: 10/bludgeoning and Magic
-Fast Healing: 2 in dry conditions
-Immunity: immune to dehydration, heat, and polymorph
-Unholy Toughness: Cha mod x HD as a bonus to Hit Points
-Water weakness: treats all water as holy water
-Str +2 Wis +4 Cha +2
-Racial bonus +8 to Hide, Intimidate, Listen, Move Silently, Search and Spot
Class Abilities:
Sorcerer:
-Summon Familiar
Blackguard:
-Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
-Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level
-Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
-Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
-Dark Blessing (Su): A blackguard applies his Charisma modifier as a bonus on all saving throws.
-Smite Good (Su): Once a day, a blackguard may attempt to smite good with one normal melee attack.
He adds his Charisma modifier to his attack roll and deals 1 extra point of damage per class level. At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.
-Aura of Despair (Su): the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
-Command Undead (Su): Blackguard gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
Cleric:
-Rebuke Undead
-Domain: Thirst: Turn ooze, +2 vs. Dehydration
-Domain: Planning: Extend Spell as Bonus Feat
Spellsword:
-Ignore spell failure 15%
-Bonus Feat: Persistent Spell
-Channel Spell 3/day
Walker in the Waste:
-Desiccating touch 5d6: DC 30 fort save for half
-Bonus Feat: Improved Heat Endurance
-The Wasting (Su): 1/day DC 30 reflex save or contract the Wasting disease
-Greater Drought (Su): Can produce extreme desert conditions within 100’
-Withered Toughness (Ex): +2 Natural Armor
-Pillar of Salt (Sp): Flesh to Salt 1/day CL 10
-Create Sand Golem (Ex): Understands the secret of Sand Golem creation
-Create Salt Mummy (Su): Gain the ability to create Salt Mummies
-Dry Lich: Dry lich template is applied to the character
Spells:
Sorcerer:
6/11/10/10/10/10/9/9/9/15 CL 24 (26) DC 28 + spell level
Spells known
0. No Light (BoVD), , Mage Hand, Message, Prestidigitation, Arcane Mark, Mending
1. Divine Favor, Magic Missile, True Strike, Identify, Charm Person
2. Web, Darkness, Mirror Image, Scorching Ray, Sadism (BoVD)
3. Haste, Greater Magic Weapon, Sound Lance, Keen Edge
4. Earth Reaver (SS), Greater Invisibility, Enervation, Wrack
5. Cacophonic Burst (SS), Teleport, Wall of Force, Improved Blink, Night’s Caress (LM)
6. Disintegrate, Veil,
7. Delayed Blast Fireball, Spell Turning, Avasculate (LM)
8. Polar Ray, Discern Location, Greater Anticipate Teleport (CA)
9. Greater Visage of Diety (CD), Mordenkainen’s Disjunction, Mindrape (BoVD)
Cleric:
6/7+1/7+1/5+1/4+1/3+1 CL 9 DC 20 + spell level
0. Guidance (x2), Virtue, Light, Inflict Minor Wounds, Cure Minor Wounds,
1. Command (x4), Sanctuary, Bless, Doom, +Parching Touch
2. Silence, Align Weapon, Hold Person (x2), Darkness, Undetectable Alignment, Zone of Truth, +Desiccate
3. Locate Object, Protection from Energy, Wind Wall, Bestow Curse, Blindness, +Tormenting Thirst
4. (Divine Persistent) Divine Power, Spell Immunity, Assay Resistence (CA), Sending, +Dispel Water
5. (Divine Persistent) Righteous Might, Planeshift, True Seeing, +Detect Scrying
Blackguard:
4/3 CL 3 DC 20 + spell level
1. Corrupt Weapon (x2), Doom, Inflict Light Wounds
2. Inflict Moderate Wounds, Shatter, Summon Undead II
Skills:
Bluff (Cha) +28(10)
Concentration (Con) +51(33)
Diplomacy (Cha) +35(13)
Hide (Dex) +14(5)
Intimidate (Cha) +26(8)
Knowledge (Arcana) (Int) +21(11)
Knowledge (Religion) (Int) +21(11)
Knowledge (The Plane) (Int) +17(7)
Sense Motive (Wis) +33(23)
Spellcraft (Int) +43(33)
Spot (Wis) +33(15)
Survival (Wis) +20(10)
Equipment:
205,350 Agruel: +1 Starmetal(CA), Necrotic(LM), Profane(LM), Magebane(CA) Greatsword of Wounding and Collision(Psi)
22,000 Charm of Turn Resistance: as Cloak of Turn Resistance +4 slotless (LM)
50,000 Charm of Resistance +5: as Cloak of Resistance, slotless
80,000 Charm of Freedom: as Ring of Freedom of Movement, slotless
72,000 Charm of Wisdom: as Periapt of Wisdom +6, slotless
150,000 Charm of Dark Magic: as Robe of the Arch Magi (Black) slotless
40,000 Charm of Arcane Might: as Ring of Arcane Might (CA) slotless
30,000 Charm of Enhanced Flows: as Ioun Stone Orange Prism
687,500 +5 Stat Books (x5)
36,000 Belt of Strength +6
50,000 Amulet of Natural Armor +5
123,000 Nyrr’s Impervious Vestment (CA)
36,000 Gloves of Dexterity +6
1,440,000 Cloak of Epic Charisma +12
50,000 Ring of Protection +5
810,000 Ring of Wizardry IX
430,257 +5 Animated, Ghost Touch Dark Wood Heavy Shield of Universal Greater Resistance
175,000 Mirror of Mental Prowess
8,875 Scroll of Permanency (Arcane Sight)
3,650 Scroll of Permanency (Comprehend Languages)
3,650 Scroll of Permanency (Read Magic)
7,500 Scroll of Permanency (See Invisible)
8,875 Scroll of Permanency (Tongues)
375 Scroll of Arcane Sight
25 Scroll of Comprehend Languages
12.5 Scroll of Read Magic
150 Scroll of See Invisible
375 Scroll of Tongues
28,825 Scroll of Genesis
25,800 Prayer Beads
150 Unguent of Timelessness (1 usage used (on self))
290,000 Vestment of Epic Spell Resistance (as Mantle of Epic Spell Resistance)
134,650gp
5sp
History:
Nekhbet, it all started with her. Harkuf was a sorcerer-priest in the service of the Pharaoh. A man sworn to forsake all other concerns. Nekhbet was the Pharaohs bride, nubile, young and head-strong. Harkuf was given the task of educating her in affairs of state, that she may better serve her Pharaoh and thus her country. She had other ideas.
Over the next months they became smitten with each other, they came to love each other. When it finally came clear what was happening between them, Nekhbet pleaded with him to leave with her, to run someplace where they had never heard of the River Kingdom.
Harkuf was torn, he convinced her to stay, that running was too dangerous, that they had to bide their time till the moment was right, but they waited too long. Harkuf was arrested and brought before the Pharaoh, he was told that Nekhbet and his affair had been discovered. Nekhbet had already confessed, had admitted that she had seduced Harkuf and that she was solely to blame. Harkuf protested, but the Pharaoh had already past judgement.
Nekhbet was lead through the city with her hands tied behind her back, a rope around her neck. She was to be stoned to death by the people she had betrayed with her infidelity. Harkuf was forced to watch and then was banished into the desert.
The desert kills, consumes, there it also spoke to him, whispering dark voices of revenge and pain. Many months past until finally Harkuf returned and with him came the Sandstorm.
He had made an alliance with the Conclave of Dust, a council that wished the desert to engulf the world and in return for his help destroying the River Kingdom he was given a place among them.
His nominal place of operations is are the undead infested ruins of Chandhar, but his home is his own pocket dimension.
Appearance:
Usually he appears as he did in life, before his exile to the desert, young handsome, dusky skinned with a shaved head. This is due to the Veil spell he usually has cast on himself. When his illusion is pierced or he wishes to frighten someone, he appears as a nine foot tall man who has the pallor of death about him, his eyes cut from sockets replaced by a green light. Huge decaying batwings come from his back and fangs in his mouth and claws for fingers. His true appearance is similar to his “revealed” form, though he is only 6 ft tall and lacks the wings, fangs and claws.
Spells cast Permanently on Self:
Arcane Sight
Comprehend Languages
Read Magic
See Invisible
Tongues
Spells usually Cast:
(Divine Metamagic Persistent) Greater Visage of the Deity (9th)
(Divine Metamagic Persistent) Righteous Might (5th)
(Divine Metamagic Persistent) Divine Might (4th)
(Persistent) Divine Favor (7th)
(Persistent) Sadism (8th)
Greater Magic Weapon on Agruel (3rd)
(Extended) Keen Edge of Agruel (4th)
Veil (6th)
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