Here are those stats for my nc villian, as you will most likely notice it is not completely by the book, but so little of what I do is.
Anyway, enjoy.
Half Dragon (black)/Dai Oni
Dragoon 8/Wizard 5
Hit Dice: 8d10+5d6+26 (102 hp)
Initiative: +7 (+3 Dex), (+4 Improved Initiative)
Speed: 30 feet, run 150
AC: 27 (+4 natural) (+3 dex) (-1 size) (+3 ashigaru armor of heavy fortifacation) (+3 lion’s shield)
Attacks: No-Dachi +15/+10 Katana +14/+9, Wakazashi +14/+9, or bite +14, 2 claws +9
Damage: No Dachi 2d6 +10, Katana 1d10+9, Wakazashi 1d6+6, or bite 1d8+6, claw 1d6+3
Face/Reach: 5 foot by 5 foot/10 feet (No Dachi)
Special Attacks: Line of Acid 5x5x60 6d4 (save DC 17 for half) once per day
Special Qualities: Darkvision 60 feet, Low light vision 60 feet, Dai-oni blood, Regeneration 1, Immune to sleep, paralysis and acid, Familiar, Create food and water, Innate spells (Purify food and drink,
Mending three times per day), see below
Saves: Fort +8, Reflex +5, Will +4
Abiities: Str 22, Dex 16, Con 15, Int 16, Wis 10, Cha 13
Sklls:
Climb (Str) 6 +6 (stat), Craft (Int) 6 +3 (stat), Handle Animal (Cha) 6 +0, Intimidate (Cha) 8 +0, +2 (racial),
Jump (Str) 8 +6 (stat) +20 (wings) +15 (dragoon ability) +2 (synergy), Ride (Dex) 6 +3 (stat),
Swim (Str) 7 +6 (stat), Tumble (Dex) 8 +3 (stat) +2 (synergy), Alchemy (Int) 5 +3 (stat),
Concentration (Con) 5 +2 (stat), Knowledge (tactics) (Int) 5 +3 (stat), Scry (Int) 5 +3 (stat),
Spellcraft (Int) 5 +3 (stat) +2 (racial), Listen (Wis) 0 +2 (feat) -1 (stat), Spot (Wis) 0 +2 (feat) -1 (stat),
Wilderness Lore (wis) 0 +2 (racial)
Feats: Alertness, Run, Improved Initiative, Scribe Scroll, Brew Potion, Leadership, Tracking
CR: 15
Alignment: Chaotic Evil
Spells
times per day
Level 0 1 2 3
4 4 3 2
Zero level
Mage Hand
Detect Magic
Read Magic
First level
Shield
True Strike
Ray of Enfeeblement
Second level
Protection from Arrows
See Invisibility
Scare
Third level
Protection from Elements
Clairaudience/Clairvoyance
Vampiric Touch
Equipment
No Dachi (Masterwork, Keen, Mighty Cleaving, +1) 2d6+9
Ashigaru Armor of Moderate Fortifaction +5
Large Shield +3 Lion’s Shield
Katana (masterwork)
Wakazashi (masterwork)
1 Potion Fire resistance
1 potion Cure Moderate Wounds
Class Abilities
Pounce: If a Dragoon leaps upon a foe during combat, he can make a full attack even if he has already taken a move action. This is an extraordinary ability.
Dragoon Jump: The Dragoon may treat any jump as a running jump or running high jump even if they are standing still, they may also use it for jumping backwards. A Dragoon recieves a +5 competency bonus to all his Balance, Jump, and Tumble checks. This bonus improves by +5 every four levels. 1st +5, 4th +10, 8th +15, 12 +20, 16th +25, 20th +30. A Dragoon using this ability does not provoke an attack of oppurtunity unless they pass through a sqaure that is threatened by a flying creature. If a dragoon is hit in this manner they fall to the ground landing in the next sqaure after the flying creature, they also take falling damage without a chance to save. Using this power requires the use of 1 Void Point. This is an extrodinary ability.
Inner Balance: Through dedicated training, the dragoon has learned to find his balance in even the heaviest armors. The character no longer suffers any armor check penalties to jump checks. He may use this ability in any type of armor. This is an extraordinary ability.
Inner Harmony: Harmonizing his body equilibrium, the dragoon's jumping distance (vertical or horizontal) is no longer limited according to his height. This may be performed in light or no armor. This is an extraordinary ability.
Dragon Grip: In an remarkable show of power and dexterity, the dragoon learns to use a two handed weapon in one hand. However, one-handed attacks with a two handed suffer a -2 penalty to their attack rolls and the character's off-hand must be kept free for balance.
Deadly Lancer: The dragoon's expertise in the two handed weaponry reaches a new level of mastery. The character inflicts an additional +1d6 damage with any two handed weapon. He must use the full attack action to use this ability. This ability cannont be used if the dragoon is using a shield.
Twin Dragons Grip: Superseding the Dragon Grip ability, the character can now use a shield in his off-hand while wielding a two handed weapon. The dragoon still suffers a -2 attack penalty with the weapon while using it with one hand.
Strike of the Hyrda: The Dragoon may perform a flurry of blows as per the monk ability. This ability can only be used with a two handed weapon, and the penalty to each attack is made with a -3 penalty to each attack. Using this ability uses 1 Void Point.
Dragon Rush: A Dragoon may use his shield to strike opponents when he jumps rather then attacking them with a weapon. If the Dragoon does this he can push his opponent back as per the feat improved bull rush. However the Dragoon gets an additional +1 to his Strength check for each 10 feet he jumped. If the Dragoon loses the roll he falls prone in the square next to his target and takes falling damage but with the chance to save for half damage.
Scale of the Coiled Dragon: A Dragoon may choose a specific type of Armor and while in that armor they can apply their maximum dexterity bonus to their AC. This is an extrordinary ability.