|Attacks: Large +5 flaming two-bladed sword +99/+79/+64/+44; or arcane bolt +94 melee touch or +84 ranged touch; or spell +94 melee touch or +84 ranged touch. Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage: Large +5 flaming two-bladed sword 2d6+20/2d6+20 19-20 crit plus 1d6 flame or by arcane bolt or spell. Always does maximum damage.
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Divine immunities, DR 54/+4 (5/cold iron), fire resistance 50, energy resistance 10, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, teleport without error at will, plane shift at will, uncanny dodge (cannot be flanked, +4 against traps) SR 51, divine aura (19 miles, DC 38).
Saves: Fort 64; Ref 56; Wil 66;
Skills: Concentration +61, Diplomacy +40, Handle Animal +68, Heal +30, Intimidate +68, Intuit Direction +68, Jump +98, Knowledge (arcana) +78, Knowledge (architecture and engineering) +68, Knowledge (geography) +68, Knowledge (history) +73, Knowledge (local) +68, Knowledge (nature) +73, Knowledge (nobility and royalty) +73, Knowledge (religion) +78, Knowledge (the planes) +73, Listen +50, Ride (horse) +31, Scry + 38, Search +48, Sense Motive +48, Spellcraft +38, Spot +50. *Always receives a 20 on checks.
Feats: Alertness, Blind Fight, Blindsight 5ft Radius, Cleave, Combat Reflexes, Dodge, Endurance, Energy Substitution (fire), Expertise, Eyes in the Back of Your Head, Great Cleave, Great Fortitude, Hold the Line, Improved Bull Rush, Improved Critical (two-bladed sword), Improved Disarm, Improved Grapple, Improved Initiative, Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Jack of All Trades, Knock-Down, Leadership, Mobility, Power Attack, Power Critical (two-bladed sword), Sacred Spell, Spring Attack, Sunder, Superior Expertise, Weapon Focus (two-bladed sword), Weapon Specialization (two-bladed sword), Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Annihilating Strike, Arcane Mastery, Battlesense, Call Creatures (huge celestrial lions), Clearsight, Create Greater Object, Create Object, Divine Armor Mastery, Divine Creation, Divine Fire Mastery, Divine Weapon Focus (two-bladed sword), Divine Weapon Specialization (two-bladed sword), Diving Fast Healing, Extra Domain (Air), Extra Domain (Fire), Extra Domain (Nobility), Indomitable Strength, Power of Truth, Shape Shift, Supreme Initiative, True Shapeshift
Domain Powers: 19/day turn or destroy earth creatures or rebuke, command or bolster air creatures; 19/day calm emotions; 19/day turn or destroy water creatures or rebuke, command or bolster fire creatures; good spells at +1 caster level; divination spells at +1 caster level; 19/day inspire allies, giving them +2 moral bonus on saving throws, attack rolls, ability checks, skill checks and weapon damage rolls; 19/day feat of strength (+10 enhancement bonus to Str for 1 round).
Spell-Like Abilities: Dagmar uses these abilities as a 29th level caster, except for good and divination spells, which he uses as a 30th level caster. The save DCs are 39 + spell level. Aid, air walk, blade barrier, bless, bull’s strength, burning hands, chain lightning, clairaudience/clairvoyance, clenched fist, control weather, control winds, crushing hand, demand, detect secret doors, detect thoughts, discern lies, discern location, dispel evil, divination, divine favor, elemental swarm (air & fire only), enlarge person, enthrall, find the path, fire seeds, fire shield, fire storm, foresight, gaseous form, geas/quest, grasping hand, greater command, greater status, heroes’ feast, holy aura, holy smite, holy word, incendiary cloud, legend lore, magic circle against evil, magic vestment, magic vestment, mass heal, obscuring mist, prayer, produce flame, protection from evil, refuge, repulsion, resist energy (fire only), righteous might, spell immunity, status, stoneskin, storm of vengeance, summon monster ix (as a good spell only), sympathy, telepathic bond, true seeing, wall of fire, whirlwind, wind wall.
Spells: Dagmar has the following Majei abilities which function as a level 20 Majei. Arcane bolt, arcane chain, arcane cone, arcane spear, beguiling influence, blindsight, command item, concealing shadow, confusing bolt, consume magic, control element – archmajei, control element – greater, control element – least, control element – lesser, damage reduction, detect magic, energy resistance, entropic warding, flaming bolt, healing touch, imbue item, resist nature’s lure, shield globe, walk unseen, wall of flame. Base DC = 19 + Majei ability level.
Can cast any wizard spell up to 5th level. Base DC = 19 + spell level.
Possessions: Dagmar's sword, Ardorensis, is a large holy flaming +5 two bladed sword.
Senses: Dagmar can see hear, touch and smell at a distance of nineteen miles. As a standard action, he can perceive anything within nineteen miles of his worshipers, holy sites, objects or any location where his name is spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 19 hours.
Portfolio Senses: Dagmar knows of any event that relates to the good race in regards to their civilizations.
Automatic Actions: Dagmar knows of any event that relates to the good race in regards to their civilizations.